✨ Better placement and data modeling
This commit is contained in:
@@ -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;
|
||||
}
|
||||
}
|
Reference in New Issue
Block a user