Better placement and data modeling

This commit is contained in:
2025-08-27 22:09:38 +08:00
parent e54215423d
commit d3b19aa104
4 changed files with 287 additions and 87 deletions

View File

@@ -1,6 +1,7 @@
using System;
using AceFieldNewHorizon.Scripts.Tiles;
using Godot;
using System.Linq;
namespace AceFieldNewHorizon.Scripts.System;
@@ -10,26 +11,26 @@ public partial class PlacementManager : Node2D
[Export] public BuildingRegistry Registry { get; set; }
private string _currentBuildingId = "wall";
private GridLayer _currentLayer = GridLayer.Building; // Default layer
private Vector2I _hoveredCell;
private BaseTile _ghostBuilding;
private float _currentRotation = 0f;
private float _currentRotation;
private Vector2I _currentBuildingSize = Vector2I.One;
public void SetCurrentBuilding(string buildingId, GridLayer layer = GridLayer.Building)
public void SetCurrentBuilding(string buildingId)
{
_currentBuildingId = buildingId;
_currentLayer = layer;
var buildingData = Registry.GetBuilding(buildingId);
if (buildingData != null)
{
_currentBuildingSize = buildingData.Size;
// Reset rotation to nearest allowed rotation
if (!buildingData.IsRotationAllowed(_currentRotation))
{
_currentRotation = (int)buildingData.AllowedRotations[0] * 90f;
}
}
// Replace ghost immediately
if (_ghostBuilding == null) return;
_ghostBuilding.QueueFree();
_ghostBuilding = null;
}
public void SetCurrentLayer(GridLayer layer)
{
_currentLayer = layer;
// Update ghost building if needed
if (_ghostBuilding != null)
{
_ghostBuilding.QueueFree();
@@ -40,18 +41,54 @@ public partial class PlacementManager : Node2D
private void RotateGhost(bool reverse = false)
{
if (_ghostBuilding == null) return;
var buildingData = Registry.GetBuilding(_currentBuildingId);
if (buildingData == null) return;
// Calculate next rotation
var currentDirection = (RotationDirection)((Mathf.RoundToInt(_currentRotation / 90f) % 4 + 4) % 4);
var currentIndex = Array.IndexOf(buildingData.AllowedRotations.ToArray(), currentDirection);
if (reverse)
_currentRotation = (_currentRotation - 90f) % 360f;
currentIndex = (currentIndex - 1 + buildingData.AllowedRotations.Length) %
buildingData.AllowedRotations.Length;
else
_currentRotation = (_currentRotation + 90f) % 360f;
currentIndex = (currentIndex + 1) % buildingData.AllowedRotations.Length;
_currentRotation = (int)buildingData.AllowedRotations[currentIndex] * 90f;
_ghostBuilding.RotationDegrees = _currentRotation;
// Update ghost position to keep the same cell under cursor
UpdateGhostPosition();
}
private void UpdateGhostPosition()
{
if (_ghostBuilding == null) return;
var buildingData = Registry.GetBuilding(_currentBuildingId);
if (buildingData == null) return;
var rotatedSize = buildingData.GetRotatedSize(_currentRotation);
var offset = GridUtils.GetCenterOffset(rotatedSize, _currentRotation);
_ghostBuilding.Position = GridUtils.GridToWorld(_hoveredCell) + offset;
// Update occupied cells
GridUtils.GetOccupiedCells(_hoveredCell, rotatedSize, _currentRotation);
}
public override void _Process(double delta)
{
// Snap mouse to grid
var mousePos = GetGlobalMousePosition();
_hoveredCell = GridUtils.WorldToGrid(mousePos);
var newHoveredCell = GridUtils.WorldToGrid(mousePos);
// Only update if cell changed
if (newHoveredCell != _hoveredCell)
{
_hoveredCell = newHoveredCell;
UpdateGhostPosition();
}
if (Input.IsActionJustPressed("rotate_tile_reverse"))
RotateGhost(reverse: true);
@@ -60,82 +97,115 @@ public partial class PlacementManager : Node2D
if (_ghostBuilding == null)
{
var scene = Registry.GetBuilding(_currentBuildingId)?.Scene;
if (scene == null) return;
var building = Registry.GetBuilding(_currentBuildingId);
if (building == null) return;
var scene = building.Scene;
_ghostBuilding = (BaseTile)scene.Instantiate();
_ghostBuilding.SetGhostMode(true);
_ghostBuilding.RotationDegrees = _currentRotation;
_ghostBuilding.ZAsRelative = false;
_ghostBuilding.ZIndex = (int)_currentLayer; // Use layer as Z-index
_ghostBuilding.ZIndex = (int)building.Layer;
UpdateGhostPosition();
AddChild(_ghostBuilding);
}
var placementPos = GridUtils.GridToWorld(_hoveredCell);
var spaceState = GetWorld2D().DirectSpaceState;
var centerPos = placementPos + new Vector2(GridUtils.TileSize / 2f, GridUtils.TileSize / 2f);
var query = new PhysicsPointQueryParameters2D
{
Position = centerPos,
CollideWithBodies = true,
CollideWithAreas = true,
CollisionMask = uint.MaxValue
};
var collision = spaceState.IntersectPoint(query, 8);
// Check if the current cell is free in the current layer
var canPlace = Grid.IsCellFree(_hoveredCell, _currentLayer) &&
!Grid.IsAnyCellOccupied(_hoveredCell, GetBlockingLayers());
_ghostBuilding.Position = placementPos;
var canPlace = CanPlaceBuilding();
_ghostBuilding.SetGhostMode(canPlace);
// Left click to place
if (Input.IsActionPressed("build_tile") && canPlace)
{
var scene = Registry.GetBuilding(_currentBuildingId)?.Scene;
if (scene == null) return;
var building = Registry.GetBuilding(_currentBuildingId);
if (building == null) return;
_ghostBuilding.FinalizePlacement();
_ghostBuilding.RotationDegrees = _currentRotation;
_ghostBuilding.ZIndex = (int)_currentLayer;
var scene = building.Scene;
var buildingInstance = (BaseTile)scene.Instantiate();
buildingInstance.RotationDegrees = _currentRotation;
buildingInstance.ZIndex = (int)building.Layer;
buildingInstance.Position = _ghostBuilding.Position;
AddChild(buildingInstance);
var buildingData = Registry.GetBuilding(_currentBuildingId);
Grid.OccupyCell(_hoveredCell, _ghostBuilding, _currentLayer);
Grid.OccupyArea(_hoveredCell, buildingInstance, building.Size, _currentRotation, building.Layer);
if (buildingData is { BuildTime: > 0f })
_ghostBuilding.StartConstruction(buildingData.BuildTime);
// Create new ghost for next placement
_ghostBuilding = (BaseTile)scene.Instantiate();
_ghostBuilding.SetGhostMode(true);
_ghostBuilding.RotationDegrees = _currentRotation;
_ghostBuilding.ZAsRelative = false;
_ghostBuilding.ZIndex = (int)_currentLayer;
AddChild(_ghostBuilding);
if (building.BuildTime > 0f)
buildingInstance.StartConstruction(building.BuildTime);
}
if (Input.IsActionPressed("destroy_tile") && !Grid.IsCellFree(_hoveredCell, _currentLayer))
if (Input.IsActionPressed("destroy_tile") &&
!Grid.IsAreaFree(_hoveredCell, Vector2I.One, 0f))
{
// Right click to destroy from current layer
var building = Grid.GetBuildingAtCell(_hoveredCell, _currentLayer);
var building = Grid.GetBuildingAtCell(_hoveredCell);
if (building == null) return;
// Find all cells occupied by this building
var buildingInfo = Grid.GetBuildingInfoAtCell(_hoveredCell, GridLayer.Building);
if (buildingInfo == null) return;
building.QueueFree();
Grid.FreeCell(_hoveredCell, _currentLayer);
Grid.FreeArea(buildingInfo.Value.Position, buildingInfo.Value.Size, buildingInfo.Value.Rotation);
}
}
// Define which layers should block placement
private GridLayer[] GetBlockingLayers()
private bool CanPlaceBuilding()
{
return _currentLayer switch
var buildingData = Registry.GetBuilding(_currentBuildingId);
if (buildingData == null) return false;
// Check if rotation is allowed
if (!buildingData.IsRotationAllowed(_currentRotation))
return false;
// Check if area is free
var rotatedSize = buildingData.GetRotatedSize(_currentRotation);
return !Grid.IsAreaOccupied(_hoveredCell, rotatedSize, _currentRotation, GetBlockingLayers(buildingData.Layer));
}
private GridLayer[] GetBlockingLayers(GridLayer layer)
{
return layer switch
{
GridLayer.Ground => new[] { GridLayer.Ground },
GridLayer.Building => new[] { GridLayer.Ground, GridLayer.Building },
GridLayer.Decoration => new[] { GridLayer.Ground, GridLayer.Building, GridLayer.Decoration },
GridLayer.Ground => [GridLayer.Ground],
GridLayer.Building => [GridLayer.Ground, GridLayer.Building],
GridLayer.Decoration => [GridLayer.Ground, GridLayer.Building, GridLayer.Decoration],
_ => []
};
}
}
public static class GridManagerExtensions
{
public static (Vector2I Position, Vector2I Size, float Rotation)? GetBuildingInfoAtCell(this GridManager grid,
Vector2I cell, GridLayer layer)
{
if (grid.GetBuildingAtCell(cell, layer) is { } building)
{
// Find the top-left position of the building
for (int x = 0; x < 100; x++) // Arbitrary max size
{
for (int y = 0; y < 100; y++)
{
var checkCell = new Vector2I(cell.X - x, cell.Y - y);
if (grid.GetBuildingAtCell(checkCell, layer) == building)
{
// Found the top-left corner, now find the size
var size = Vector2I.One;
// Search right
while (grid.GetBuildingAtCell(new Vector2I(checkCell.X + size.X, checkCell.Y), layer) ==
building)
size.X++;
// Search down
while (grid.GetBuildingAtCell(new Vector2I(checkCell.X, checkCell.Y + size.Y), layer) ==
building)
size.Y++;
// Get rotation from the first cell
var rotation = 0f; // You'll need to store rotation in GridManager to make this work
return (checkCell, size, rotation);
}
}
}
}
return null;
}
}