✨ Complete resource manager
This commit is contained in:
@@ -1,6 +1,7 @@
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using System.Collections.Generic;
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using System.Linq;
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using Godot;
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using static System.Int32;
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namespace AceFieldNewHorizon.Scripts.System;
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@@ -101,12 +102,22 @@ public partial class BuildingRegistry : Node
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{
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int val;
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var obj = costDict[mat];
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if (obj.VariantType == Variant.Type.PackedInt64Array)
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val = (int)obj.AsInt64();
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else if (obj.VariantType == Variant.Type.PackedInt32Array)
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val = obj.AsInt32();
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else
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int.TryParse(obj.ToString(), out val);
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switch (obj.VariantType)
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{
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case Variant.Type.PackedInt64Array:
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val = (int)obj.AsInt64();
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break;
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case Variant.Type.PackedInt32Array:
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val = obj.AsInt32();
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break;
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case Variant.Type.Float:
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val = (int)obj.AsDouble();
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break;
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default:
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if (!TryParse(obj.ToString(), out val))
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GD.PrintErr($"[BuildingRegistry] Failed to parse cost for '{key}': {obj.ToString()}");
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break;
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}
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cost[mat] = val;
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}
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}
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@@ -120,7 +131,7 @@ public partial class BuildingRegistry : Node
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else if (dObj.VariantType == Variant.Type.PackedInt32Array)
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durability = dObj.AsInt32();
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else
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int.TryParse(dObj.ToString(), out durability);
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TryParse(dObj.ToString(), out durability);
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}
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// Parse buildTime
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@@ -9,11 +9,12 @@ namespace AceFieldNewHorizon.Scripts.System;
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public partial class PlacementManager : Node2D
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{
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[Export] public GridManager Grid { get; set; }
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[Export] public ResourceManager Inventory { 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 readonly List<BuildTask> _activeBuilds = new();
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private readonly Dictionary<Node2D, BuildTask> _buildTasks = new();
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private AudioStreamPlayer _completionSound;
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public override void _Ready()
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@@ -33,10 +34,16 @@ public partial class PlacementManager : Node2D
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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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var completed = _buildTasks.Where(kvp => kvp.Value.IsCompleted)
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.Select(kvp => kvp.Key)
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.ToList();
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foreach (var key in completed)
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{
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_buildTasks.Remove(key);
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}
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// If no builds left, play the completion sound
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if (_activeBuilds.Count == 0)
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if (_buildTasks.Count == 0)
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{
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_completionSound.Play();
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}
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@@ -46,30 +53,34 @@ public partial class PlacementManager : Node2D
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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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var completed = _buildTasks.Where(kvp => kvp.Value.IsCompleted)
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.Select(kvp => kvp.Key)
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.ToList();
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foreach (var key in completed)
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{
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_buildTasks.Remove(key);
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}
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return _buildTasks.Count < MaxConcurrentBuilds;
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}
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private class BuildTask : IDisposable
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private class BuildTask(Action onCompleted) : 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 bool WasCancelled { 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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public void Complete(bool wasCancelled = false)
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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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WasCancelled = wasCancelled;
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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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Complete(true); // Mark as cancelled if disposed before completion
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}
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}
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@@ -188,6 +199,13 @@ public partial class PlacementManager : Node2D
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return;
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}
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// Consume resources first
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if (!ConsumeBuildingResources(_currentBuildingId))
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{
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// Optionally show feedback to player that they can't afford this building
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return;
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}
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var scene = building.Scene;
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var buildingInstance = (BaseTile)scene.Instantiate();
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buildingInstance.RotationDegrees = _currentRotation;
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@@ -195,13 +213,36 @@ public partial class PlacementManager : Node2D
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buildingInstance.Position = _ghostBuilding.Position;
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AddChild(buildingInstance);
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// Check if area is free before placing
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if (!IsAreaFree(_hoveredCell, building.Size, _currentRotation, building.Layer))
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{
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RefundBuildingResources(_currentBuildingId);
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buildingInstance.QueueFree();
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return;
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}
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// Occupy the area
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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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{
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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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_buildTasks[buildingInstance] = buildTask;
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buildingInstance.StartConstruction(building.BuildTime, () => {
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// On construction complete
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if (_buildTasks.TryGetValue(buildingInstance, out var task))
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{
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if (task.WasCancelled)
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{
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RefundBuildingResources(_currentBuildingId);
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Grid.FreeArea(_hoveredCell, building.Size, _currentRotation, building.Layer);
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buildingInstance.QueueFree();
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}
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task.Complete();
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_buildTasks.Remove(buildingInstance);
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}
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});
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}
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}
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@@ -226,14 +267,64 @@ public partial class PlacementManager : Node2D
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}
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}
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public override void _ExitTree()
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{
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base._ExitTree();
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_buildTasks.Clear();
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}
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private bool CanAffordBuilding(string buildingId)
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{
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if (Inventory == null) return false;
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var buildingData = Registry.GetBuilding(buildingId);
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if (buildingData == null) return false;
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// Check if we have enough of each required resource
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foreach (var (resourceId, amount) in buildingData.Cost)
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if (!Inventory.HasResource(resourceId, amount))
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return false;
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return true;
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}
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private bool ConsumeBuildingResources(string buildingId)
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{
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if (Inventory == null) return false;
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var buildingData = Registry.GetBuilding(buildingId);
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if (buildingData == null) return false;
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// First verify we can afford it
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if (!CanAffordBuilding(buildingId)) return false;
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// Then consume each resource
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foreach (var (resourceId, amount) in buildingData.Cost)
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Inventory.RemoveResource(resourceId, amount);
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return true;
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}
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private void RefundBuildingResources(string buildingId)
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{
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if (Inventory == null) return;
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var buildingData = Registry.GetBuilding(buildingId);
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if (buildingData == null) return;
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// Refund each resource
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foreach (var (resourceId, amount) in buildingData.Cost)
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{
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Inventory.AddResource(resourceId, amount);
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}
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}
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private bool CanPlaceBuilding()
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{
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var buildingData = Registry.GetBuilding(_currentBuildingId);
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if (buildingData == null) return false;
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// Check if rotation is allowed
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if (!buildingData.IsRotationAllowed(_currentRotation))
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return false;
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// Check if we can afford the building
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if (!CanAffordBuilding(_currentBuildingId)) return false;
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// Check if area is free
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var rotatedSize = buildingData.GetRotatedSize(_currentRotation);
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@@ -250,6 +341,11 @@ public partial class PlacementManager : Node2D
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_ => []
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};
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}
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private bool IsAreaFree(Vector2I topLeft, Vector2I size, float rotation, GridLayer layer)
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{
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return !Grid.IsAreaOccupied(topLeft, size, rotation, GetBlockingLayers(layer));
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}
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}
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public static class GridManagerExtensions
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145
Scripts/System/ResourceManager.cs
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145
Scripts/System/ResourceManager.cs
Normal file
@@ -0,0 +1,145 @@
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using Godot;
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using System.Collections.Generic;
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using System.Linq;
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namespace AceFieldNewHorizon.Scripts.System;
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public partial class ResourceManager : Node
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{
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// Dictionary to store resources with their IDs and quantities
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private readonly Dictionary<string, int> _resources = new();
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private static readonly StringName LoggerName = "ResourceManager";
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// Event for when resource amounts change
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[Signal]
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public delegate void OnResourceChangedEventHandler(string resourceId, int newAmount);
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public override void _Ready()
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{
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base._Ready();
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GD.Print($"[{LoggerName}] ResourceManager initialized");
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}
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// Add resources of a specific type
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public void AddResource(string resourceId, int amount = 1)
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{
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if (amount <= 0)
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{
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GD.PushWarning($"[{LoggerName}] Attempted to add non-positive amount ({amount}) for resource: {resourceId}");
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return;
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}
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bool isNew = !_resources.ContainsKey(resourceId);
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if (!_resources.TryAdd(resourceId, amount))
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{
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var oldAmount = _resources[resourceId];
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_resources[resourceId] += amount;
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GD.Print($"[{LoggerName}] Added {amount} {resourceId}. New total: {_resources[resourceId]} (was {oldAmount})");
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}
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else
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{
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GD.Print($"[{LoggerName}] Added new resource: {resourceId} with amount: {amount}");
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}
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EmitSignal(nameof(OnResourceChanged), resourceId, _resources[resourceId]);
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}
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// Remove resources of a specific type
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public bool RemoveResource(string resourceId, int amount = 1)
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{
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if (amount <= 0)
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{
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GD.PushWarning($"[{LoggerName}] Attempted to remove non-positive amount ({amount}) for resource: {resourceId}");
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return false;
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}
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if (!_resources.ContainsKey(resourceId))
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{
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GD.Print($"[{LoggerName}] Failed to remove {amount} {resourceId}: Resource not found");
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return false;
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}
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if (_resources[resourceId] < amount)
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{
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GD.Print($"[{LoggerName}] Insufficient {resourceId}. Requested: {amount}, Available: {_resources[resourceId]}");
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return false;
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}
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var oldAmount = _resources[resourceId];
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_resources[resourceId] -= amount;
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GD.Print($"[{LoggerName}] Removed {amount} {resourceId}. New total: {_resources[resourceId]} (was {oldAmount})");
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// Remove the entry if quantity reaches zero
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if (_resources[resourceId] <= 0)
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{
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_resources.Remove(resourceId);
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GD.Print($"[{LoggerName}] Removed resource entry for {resourceId} (reached zero)");
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EmitSignal(nameof(OnResourceChanged), resourceId, 0);
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}
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else
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{
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EmitSignal(nameof(OnResourceChanged), resourceId, _resources[resourceId]);
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}
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return true;
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}
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// Get the current amount of a specific resource
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public int GetResourceAmount(string resourceId)
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{
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// Silently return 0 for non-existent resources
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return _resources.GetValueOrDefault(resourceId, 0);
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}
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// Check if there are at least 'amount' of a specific resource
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public bool HasResource(string resourceId, int amount = 1)
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{
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if (amount <= 0) return true; // Always true for zero or negative amounts
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var exists = _resources.TryGetValue(resourceId, out var currentAmount);
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var hasEnough = exists && currentAmount >= amount;
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return hasEnough;
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}
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// Get all resources as a read-only dictionary
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public IReadOnlyDictionary<string, int> GetAllResources()
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{
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GD.Print($"[{LoggerName}] Getting all resources. Total types: {_resources.Count}");
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return new Dictionary<string, int>(_resources);
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}
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// Clear all resources
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public void Clear()
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{
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GD.Print($"[{LoggerName}] Clearing all resources. Total types before clear: {_resources.Count}");
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var keys = new List<string>(_resources.Keys);
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foreach (var resourceId in keys)
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{
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_resources[resourceId] = 0;
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EmitSignal(nameof(OnResourceChanged), resourceId, 0);
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}
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_resources.Clear();
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GD.Print($"[{LoggerName}] All resources cleared");
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}
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// Helper method to log current resource state
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public void LogResourceState()
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{
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if (_resources.Count == 0)
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{
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GD.Print($"[{LoggerName}] No resources currently stored");
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return;
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}
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GD.Print($"[{LoggerName}] Current resource state:");
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foreach (var (id, amount) in _resources.OrderBy(x => x.Key))
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{
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GD.Print($" - {id}: {amount}");
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}
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}
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}
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1
Scripts/System/ResourceManager.cs.uid
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1
Scripts/System/ResourceManager.cs.uid
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@@ -0,0 +1 @@
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uid://dfi2snip78eq6
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Block a user