✨ Better placement and data modeling
This commit is contained in:
@@ -5,7 +5,9 @@
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"stone": 5
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},
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"durability": 100,
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"buildTime": 1.5
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"buildTime": 1.5,
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"allowedRotations": [0],
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"layer": 1
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},
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"miner": {
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"scene": "res://Scenes/Tiles/MinerTile.tscn",
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@@ -14,6 +16,8 @@
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"stone": 3
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},
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"durability": 200,
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"buildTime": 3.0
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"buildTime": 3.0,
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"allowedRotations": [0],
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"layer": 1
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}
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}
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@@ -1,17 +1,46 @@
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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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namespace AceFieldNewHorizon.Scripts.System;
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public partial class BuildingRegistry : Node
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public enum RotationDirection
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{
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public record BuildingData(
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Up, // 0 degrees
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Right, // 90 degrees
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Down, // 180 degrees
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Left // 270 degrees
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}
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public record BuildingData(
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PackedScene Scene,
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Dictionary<string, int> Cost,
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int Durability,
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float BuildTime
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);
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GridLayer Layer,
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float BuildTime,
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Vector2I Size = default,
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RotationDirection[] AllowedRotations = null
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)
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{
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public Vector2I Size { get; } = Size == default ? Vector2I.One : Size;
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public RotationDirection[] AllowedRotations { get; } =
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AllowedRotations ?? [RotationDirection.Up, RotationDirection.Right, RotationDirection.Down, RotationDirection.Left
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];
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public bool IsRotationAllowed(float degrees)
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{
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var direction = (RotationDirection)((Mathf.RoundToInt(degrees / 90f) % 4 + 4) % 4);
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return AllowedRotations.Contains(direction);
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}
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public Vector2I GetRotatedSize(float degrees)
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{
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return (Mathf.RoundToInt(degrees / 90f) % 2) == 0 ? Size : new Vector2I(Size.Y, Size.X);
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}
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}
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public partial class BuildingRegistry : Node
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{
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private Dictionary<string, BuildingData> _registry = new();
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[Export] public string JsonPath { get; set; } = "res://Data/Buildings.json";
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@@ -45,7 +74,7 @@ public partial class BuildingRegistry : Node
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foreach (string key in dict.Keys)
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{
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// Each entry is a Dictionary with keys: "scene", "cost", "durability", "buildTime"
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// Each entry is a Dictionary with keys: "scene", "cost", "durability", "buildTime", "size", "allowedRotations"
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var buildingDict = dict[key].AsGodotDictionary();
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// Parse scene
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@@ -115,7 +144,36 @@ public partial class BuildingRegistry : Node
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}
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}
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var buildingData = new BuildingData(scene, cost, durability, buildTime);
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// Parse size
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var size = Vector2I.One;
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if (buildingDict.TryGetValue("size", out var sObj))
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{
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var sizeArray = sObj.AsGodotArray();
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if (sizeArray.Count == 2)
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{
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size = new Vector2I((int)sizeArray[0].AsInt64(), (int)sizeArray[1].AsInt64());
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}
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}
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// Parse allowedRotations
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RotationDirection[] allowedRotations = null;
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if (buildingDict.TryGetValue("allowedRotations", out var arObj))
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{
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var arArray = arObj.AsGodotArray();
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allowedRotations = new RotationDirection[arArray.Count];
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for (var i = 0; i < arArray.Count; i++)
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{
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allowedRotations[i] = (RotationDirection)arArray[i].AsInt32();
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}
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}
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var layer = GridLayer.Building;
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if (buildingDict.TryGetValue("layer", out var lObj))
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{
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layer = (GridLayer)lObj.AsInt32();
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}
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var buildingData = new BuildingData(scene, cost, durability, layer, buildTime, size, allowedRotations);
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_registry[key] = buildingData;
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GD.Print($"[BuildingRegistry] Loaded building '{key}' from {scenePath}");
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}
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@@ -14,36 +14,53 @@ public enum GridLayer
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public partial class GridManager : Node
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{
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private Dictionary<GridLayer, Dictionary<Vector2I, Node2D>> _layers = new();
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private Dictionary<GridLayer, Dictionary<Vector2I, (Node2D Building, Vector2I Size, float Rotation)>> _layers =
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new();
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public GridManager()
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{
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// Initialize all layers
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foreach (GridLayer layer in Enum.GetValues(typeof(GridLayer)))
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{
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_layers[layer] = new Dictionary<Vector2I, Node2D>();
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_layers[layer] = new Dictionary<Vector2I, (Node2D, Vector2I, float)>();
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}
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}
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public bool IsCellFree(Vector2I cell, GridLayer layer = GridLayer.Building)
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public bool IsAreaFree(Vector2I topLeft, Vector2I size, float rotation, GridLayer layer = GridLayer.Building)
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{
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return !_layers[layer].ContainsKey(cell);
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}
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public void OccupyCell(Vector2I cell, Node2D building, GridLayer layer = GridLayer.Building)
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var occupiedCells = GridUtils.GetOccupiedCells(topLeft, size, rotation);
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foreach (var cell in occupiedCells)
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{
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_layers[layer][cell] = building;
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if (_layers[layer].ContainsKey(cell))
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return false;
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}
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public void FreeCell(Vector2I cell, GridLayer layer = GridLayer.Building)
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return true;
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}
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public void OccupyArea(Vector2I topLeft, Node2D building, Vector2I size, float rotation,
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GridLayer layer = GridLayer.Building)
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{
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var occupiedCells = GridUtils.GetOccupiedCells(topLeft, size, rotation);
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foreach (var cell in occupiedCells)
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{
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_layers[layer][cell] = (building, size, rotation);
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}
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}
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public void FreeArea(Vector2I topLeft, Vector2I size, float rotation, GridLayer layer = GridLayer.Building)
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{
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var occupiedCells = GridUtils.GetOccupiedCells(topLeft, size, rotation);
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foreach (var cell in occupiedCells)
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{
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if (_layers[layer].ContainsKey(cell))
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_layers[layer].Remove(cell);
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}
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}
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public Node2D? GetBuildingAtCell(Vector2I cell, GridLayer layer = GridLayer.Building)
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{
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return _layers[layer].GetValueOrDefault(cell);
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return _layers[layer].TryGetValue(cell, out var data) ? data.Building : null;
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}
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public bool IsAnyCellOccupied(Vector2I cell, params GridLayer[] layers)
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@@ -55,6 +72,7 @@ public partial class GridManager : Node
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{
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if (layer.ContainsKey(cell)) return true;
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}
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return false;
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}
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@@ -62,6 +80,34 @@ public partial class GridManager : Node
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{
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if (_layers[layer].ContainsKey(cell)) return true;
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}
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return false;
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}
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public bool IsAreaOccupied(Vector2I topLeft, Vector2I size, float rotation, params GridLayer[] layers)
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{
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var occupiedCells = GridUtils.GetOccupiedCells(topLeft, size, rotation);
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if (layers.Length == 0)
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{
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// Check all layers if none specified
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foreach (var cell in occupiedCells)
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{
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foreach (var layer in _layers.Values)
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if (layer.ContainsKey(cell))
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return true;
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}
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return false;
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}
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foreach (var cell in occupiedCells)
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{
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foreach (var layer in layers)
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if (_layers[layer].ContainsKey(cell))
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return true;
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}
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return false;
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}
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}
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@@ -85,4 +131,26 @@ public static class GridUtils
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cell.Y * TileSize
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);
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}
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public static Vector2 GetCenterOffset(Vector2I size, float rotation)
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{
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var rotatedSize = (Mathf.RoundToInt(rotation / 90f) % 2) == 0 ? size : new Vector2I(size.Y, size.X);
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return new Vector2(rotatedSize.X * TileSize / 2f, rotatedSize.Y * TileSize / 2f);
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}
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public static List<Vector2I> GetOccupiedCells(Vector2I topLeft, Vector2I size, float rotation)
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{
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var occupiedCells = new List<Vector2I>();
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var rotatedSize = (Mathf.RoundToInt(rotation / 90f) % 2) == 0 ? size : new Vector2I(size.Y, size.X);
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for (int x = 0; x < rotatedSize.X; x++)
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{
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for (int y = 0; y < rotatedSize.Y; y++)
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{
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occupiedCells.Add(new Vector2I(topLeft.X + x, topLeft.Y + y));
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}
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}
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return occupiedCells;
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}
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}
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@@ -1,6 +1,7 @@
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using System;
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using AceFieldNewHorizon.Scripts.Tiles;
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using Godot;
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using System.Linq;
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namespace AceFieldNewHorizon.Scripts.System;
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@@ -10,26 +11,26 @@ public partial class PlacementManager : Node2D
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[Export] public BuildingRegistry Registry { get; set; }
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private string _currentBuildingId = "wall";
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private GridLayer _currentLayer = GridLayer.Building; // Default layer
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private Vector2I _hoveredCell;
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private BaseTile _ghostBuilding;
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private float _currentRotation = 0f;
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private float _currentRotation;
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private Vector2I _currentBuildingSize = Vector2I.One;
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public void SetCurrentBuilding(string buildingId, GridLayer layer = GridLayer.Building)
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public void SetCurrentBuilding(string buildingId)
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{
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_currentBuildingId = buildingId;
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_currentLayer = layer;
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// Replace ghost immediately
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if (_ghostBuilding == null) return;
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_ghostBuilding.QueueFree();
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_ghostBuilding = null;
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var buildingData = Registry.GetBuilding(buildingId);
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if (buildingData != null)
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{
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_currentBuildingSize = buildingData.Size;
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// Reset rotation to nearest allowed rotation
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if (!buildingData.IsRotationAllowed(_currentRotation))
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{
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_currentRotation = (int)buildingData.AllowedRotations[0] * 90f;
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}
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}
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public void SetCurrentLayer(GridLayer layer)
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{
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_currentLayer = layer;
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// Update ghost building if needed
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// Replace ghost immediately
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if (_ghostBuilding != null)
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{
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_ghostBuilding.QueueFree();
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@@ -40,18 +41,54 @@ public partial class PlacementManager : Node2D
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private void RotateGhost(bool reverse = false)
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{
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if (_ghostBuilding == null) return;
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var buildingData = Registry.GetBuilding(_currentBuildingId);
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if (buildingData == null) return;
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// Calculate next rotation
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var currentDirection = (RotationDirection)((Mathf.RoundToInt(_currentRotation / 90f) % 4 + 4) % 4);
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var currentIndex = Array.IndexOf(buildingData.AllowedRotations.ToArray(), currentDirection);
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if (reverse)
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_currentRotation = (_currentRotation - 90f) % 360f;
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currentIndex = (currentIndex - 1 + buildingData.AllowedRotations.Length) %
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buildingData.AllowedRotations.Length;
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else
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_currentRotation = (_currentRotation + 90f) % 360f;
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currentIndex = (currentIndex + 1) % buildingData.AllowedRotations.Length;
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_currentRotation = (int)buildingData.AllowedRotations[currentIndex] * 90f;
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_ghostBuilding.RotationDegrees = _currentRotation;
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// Update ghost position to keep the same cell under cursor
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UpdateGhostPosition();
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}
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private void UpdateGhostPosition()
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{
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if (_ghostBuilding == null) return;
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var buildingData = Registry.GetBuilding(_currentBuildingId);
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if (buildingData == null) return;
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var rotatedSize = buildingData.GetRotatedSize(_currentRotation);
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var offset = GridUtils.GetCenterOffset(rotatedSize, _currentRotation);
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_ghostBuilding.Position = GridUtils.GridToWorld(_hoveredCell) + offset;
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// Update occupied cells
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GridUtils.GetOccupiedCells(_hoveredCell, rotatedSize, _currentRotation);
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}
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public override void _Process(double delta)
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{
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// Snap mouse to grid
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var mousePos = GetGlobalMousePosition();
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_hoveredCell = GridUtils.WorldToGrid(mousePos);
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var newHoveredCell = GridUtils.WorldToGrid(mousePos);
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// Only update if cell changed
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if (newHoveredCell != _hoveredCell)
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{
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_hoveredCell = newHoveredCell;
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UpdateGhostPosition();
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}
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if (Input.IsActionJustPressed("rotate_tile_reverse"))
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RotateGhost(reverse: true);
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@@ -60,82 +97,115 @@ public partial class PlacementManager : Node2D
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if (_ghostBuilding == null)
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{
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var scene = Registry.GetBuilding(_currentBuildingId)?.Scene;
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if (scene == null) return;
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var building = Registry.GetBuilding(_currentBuildingId);
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if (building == null) return;
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var scene = building.Scene;
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_ghostBuilding = (BaseTile)scene.Instantiate();
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_ghostBuilding.SetGhostMode(true);
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_ghostBuilding.RotationDegrees = _currentRotation;
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_ghostBuilding.ZAsRelative = false;
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_ghostBuilding.ZIndex = (int)_currentLayer; // Use layer as Z-index
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_ghostBuilding.ZIndex = (int)building.Layer;
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UpdateGhostPosition();
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AddChild(_ghostBuilding);
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}
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var placementPos = GridUtils.GridToWorld(_hoveredCell);
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var spaceState = GetWorld2D().DirectSpaceState;
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var centerPos = placementPos + new Vector2(GridUtils.TileSize / 2f, GridUtils.TileSize / 2f);
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var query = new PhysicsPointQueryParameters2D
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{
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Position = centerPos,
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CollideWithBodies = true,
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CollideWithAreas = true,
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CollisionMask = uint.MaxValue
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};
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var collision = spaceState.IntersectPoint(query, 8);
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// Check if the current cell is free in the current layer
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var canPlace = Grid.IsCellFree(_hoveredCell, _currentLayer) &&
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!Grid.IsAnyCellOccupied(_hoveredCell, GetBlockingLayers());
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_ghostBuilding.Position = placementPos;
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var canPlace = CanPlaceBuilding();
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_ghostBuilding.SetGhostMode(canPlace);
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// Left click to place
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if (Input.IsActionPressed("build_tile") && canPlace)
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{
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var scene = Registry.GetBuilding(_currentBuildingId)?.Scene;
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if (scene == null) return;
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var building = Registry.GetBuilding(_currentBuildingId);
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if (building == null) return;
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_ghostBuilding.FinalizePlacement();
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_ghostBuilding.RotationDegrees = _currentRotation;
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_ghostBuilding.ZIndex = (int)_currentLayer;
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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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buildingInstance.ZIndex = (int)building.Layer;
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buildingInstance.Position = _ghostBuilding.Position;
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AddChild(buildingInstance);
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var buildingData = Registry.GetBuilding(_currentBuildingId);
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Grid.OccupyCell(_hoveredCell, _ghostBuilding, _currentLayer);
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Grid.OccupyArea(_hoveredCell, buildingInstance, building.Size, _currentRotation, building.Layer);
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if (buildingData is { BuildTime: > 0f })
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_ghostBuilding.StartConstruction(buildingData.BuildTime);
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// Create new ghost for next placement
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_ghostBuilding = (BaseTile)scene.Instantiate();
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_ghostBuilding.SetGhostMode(true);
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_ghostBuilding.RotationDegrees = _currentRotation;
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_ghostBuilding.ZAsRelative = false;
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_ghostBuilding.ZIndex = (int)_currentLayer;
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AddChild(_ghostBuilding);
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if (building.BuildTime > 0f)
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buildingInstance.StartConstruction(building.BuildTime);
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}
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if (Input.IsActionPressed("destroy_tile") && !Grid.IsCellFree(_hoveredCell, _currentLayer))
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if (Input.IsActionPressed("destroy_tile") &&
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!Grid.IsAreaFree(_hoveredCell, Vector2I.One, 0f))
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{
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// Right click to destroy from current layer
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var building = Grid.GetBuildingAtCell(_hoveredCell, _currentLayer);
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var building = Grid.GetBuildingAtCell(_hoveredCell);
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if (building == null) return;
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// Find all cells occupied by this building
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var buildingInfo = Grid.GetBuildingInfoAtCell(_hoveredCell, GridLayer.Building);
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if (buildingInfo == null) return;
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building.QueueFree();
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Grid.FreeCell(_hoveredCell, _currentLayer);
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Grid.FreeArea(buildingInfo.Value.Position, buildingInfo.Value.Size, buildingInfo.Value.Rotation);
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}
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}
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// Define which layers should block placement
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private GridLayer[] GetBlockingLayers()
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private bool CanPlaceBuilding()
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{
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return _currentLayer switch
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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 area is free
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var rotatedSize = buildingData.GetRotatedSize(_currentRotation);
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return !Grid.IsAreaOccupied(_hoveredCell, rotatedSize, _currentRotation, GetBlockingLayers(buildingData.Layer));
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}
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private GridLayer[] GetBlockingLayers(GridLayer layer)
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{
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GridLayer.Ground => new[] { GridLayer.Ground },
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GridLayer.Building => new[] { GridLayer.Ground, GridLayer.Building },
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GridLayer.Decoration => new[] { GridLayer.Ground, GridLayer.Building, GridLayer.Decoration },
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return layer switch
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{
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GridLayer.Ground => [GridLayer.Ground],
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GridLayer.Building => [GridLayer.Ground, GridLayer.Building],
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||||
GridLayer.Decoration => [GridLayer.Ground, GridLayer.Building, GridLayer.Decoration],
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||||
_ => []
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||||
};
|
||||
}
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||||
}
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||||
|
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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