✨ Building task queue and remove duplicated construction complete sound
This commit is contained in:
@@ -10,8 +10,68 @@ public partial class PlacementManager : Node2D
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{
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{
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[Export] public GridManager Grid { get; set; }
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[Export] public GridManager Grid { get; set; }
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[Export] public BuildingRegistry Registry { get; set; }
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[Export] public BuildingRegistry Registry { get; set; }
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[Export] public int MaxConcurrentBuilds { get; set; } = 6; // Make it adjustable in editor
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private static readonly List<string> BuildableTiles = ["wall", "miner"];
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private static readonly List<string> BuildableTiles = ["wall", "miner"];
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private readonly List<BuildTask> _activeBuilds = new();
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private AudioStreamPlayer _completionSound;
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public override void _Ready()
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{
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base._Ready();
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// Setup completion sound
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_completionSound = new AudioStreamPlayer();
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AddChild(_completionSound);
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var sound = GD.Load<AudioStream>("res://Sounds/Events/ConstructionComplete.wav");
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if (sound != null)
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{
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_completionSound.Stream = sound;
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}
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}
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private void OnBuildCompleted()
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{
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// Remove all completed builds
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_activeBuilds.RemoveAll(task => task.IsCompleted);
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// If no builds left, play the completion sound
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if (_activeBuilds.Count == 0)
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{
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_completionSound.Play();
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}
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}
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// Call this when starting a new build
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private bool CanStartNewBuild()
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{
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// Remove completed builds
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_activeBuilds.RemoveAll(task => task.IsCompleted);
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return _activeBuilds.Count < MaxConcurrentBuilds;
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}
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private class BuildTask : IDisposable
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{
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private readonly Action _onCompleted;
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public bool IsCompleted { get; private set; }
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public BuildTask(Action onCompleted)
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{
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_onCompleted = onCompleted;
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}
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public void Complete()
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{
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if (IsCompleted) return;
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IsCompleted = true;
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_onCompleted?.Invoke();
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}
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public void Dispose()
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{
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Complete();
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}
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}
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private string _currentBuildingId = "wall";
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private string _currentBuildingId = "wall";
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private Vector2I _hoveredCell;
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private Vector2I _hoveredCell;
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@@ -122,6 +182,12 @@ public partial class PlacementManager : Node2D
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var building = Registry.GetBuilding(_currentBuildingId);
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var building = Registry.GetBuilding(_currentBuildingId);
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if (building == null) return;
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if (building == null) return;
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if (!CanStartNewBuild())
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{
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// Optionally show feedback to player that build queue is full
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return;
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}
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var scene = building.Scene;
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var scene = building.Scene;
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var buildingInstance = (BaseTile)scene.Instantiate();
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var buildingInstance = (BaseTile)scene.Instantiate();
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buildingInstance.RotationDegrees = _currentRotation;
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buildingInstance.RotationDegrees = _currentRotation;
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@@ -132,7 +198,11 @@ public partial class PlacementManager : Node2D
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Grid.OccupyArea(_hoveredCell, buildingInstance, building.Size, _currentRotation, building.Layer);
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Grid.OccupyArea(_hoveredCell, buildingInstance, building.Size, _currentRotation, building.Layer);
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if (building.BuildTime > 0f)
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if (building.BuildTime > 0f)
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buildingInstance.StartConstruction(building.BuildTime);
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{
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var buildTask = new BuildTask(OnBuildCompleted);
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_activeBuilds.Add(buildTask);
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buildingInstance.StartConstruction(building.BuildTime, buildTask.Complete);
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}
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}
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}
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if (Input.IsActionPressed("destroy_tile") &&
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if (Input.IsActionPressed("destroy_tile") &&
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@@ -1,3 +1,4 @@
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using System;
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using System.Threading.Tasks;
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using System.Threading.Tasks;
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using AceFieldNewHorizon.Scripts.System;
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using AceFieldNewHorizon.Scripts.System;
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using Godot;
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using Godot;
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@@ -12,7 +13,7 @@ public partial class BaseTile : Node2D
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private CollisionShape2D _collisionShape;
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private CollisionShape2D _collisionShape;
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private Sprite2D _sprite;
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private Sprite2D _sprite;
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private ColorRect _progressOverlay;
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private ColorRect _progressOverlay;
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private AudioStreamPlayer _completionSound;
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private Action _onConstructionComplete;
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public override void _Ready()
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public override void _Ready()
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{
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{
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@@ -21,15 +22,6 @@ public partial class BaseTile : Node2D
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_progressOverlay = GetNodeOrNull<ColorRect>("ProgressOverlay");
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_progressOverlay = GetNodeOrNull<ColorRect>("ProgressOverlay");
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if (_progressOverlay != null)
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if (_progressOverlay != null)
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_progressOverlay.Visible = false;
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_progressOverlay.Visible = false;
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// Setup audio player
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_completionSound = new AudioStreamPlayer();
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AddChild(_completionSound);
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var sound = GD.Load<AudioStream>("res://Sounds/Events/ConstructionComplete.wav");
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if (sound != null)
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{
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_completionSound.Stream = sound;
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}
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}
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}
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public void SetGhostMode(bool canPlace)
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public void SetGhostMode(bool canPlace)
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@@ -52,10 +44,15 @@ public partial class BaseTile : Node2D
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}
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}
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// Building progress visualization
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// Building progress visualization
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public void StartConstruction(float buildTime)
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public void StartConstruction(float buildTime, Action onComplete = null)
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{
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{
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if (_progressOverlay == null || _sprite?.Texture == null) return;
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if (_progressOverlay == null || _sprite?.Texture == null)
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{
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onComplete?.Invoke();
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return;
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}
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_onConstructionComplete = onComplete;
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var texSize = new Vector2(GridUtils.TileSize, GridUtils.TileSize);
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var texSize = new Vector2(GridUtils.TileSize, GridUtils.TileSize);
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_progressOverlay.Visible = true;
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_progressOverlay.Visible = true;
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@@ -80,8 +77,11 @@ public partial class BaseTile : Node2D
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);
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);
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}
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}
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// Fade out the overlay instead of making it instantly disappear
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// Fade out the overlay
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await FadeOutOverlay(0.5f);
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await FadeOutOverlay(0.5f);
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// Notify completion
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_onConstructionComplete?.Invoke();
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}
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}
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RunProgress();
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RunProgress();
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@@ -92,12 +92,6 @@ public partial class BaseTile : Node2D
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var elapsed = 0f;
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var elapsed = 0f;
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var startAlpha = _progressOverlay.Modulate.A;
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var startAlpha = _progressOverlay.Modulate.A;
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// Play completion sound
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if (_completionSound?.Stream != null)
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{
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_completionSound.Play();
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}
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while (elapsed < duration)
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while (elapsed < duration)
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{
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{
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await ToSignal(GetTree(), SceneTree.SignalName.ProcessFrame);
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await ToSignal(GetTree(), SceneTree.SignalName.ProcessFrame);
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