Grid layer system

This commit is contained in:
2025-08-27 17:52:53 +08:00
parent 84b908ef51
commit e54215423d
2 changed files with 90 additions and 24 deletions

View File

@@ -1,31 +1,68 @@
#nullable enable
using System;
using System.Collections.Generic;
using Godot;
namespace AceFieldNewHorizon.Scripts.System;
public enum GridLayer
{
Ground, // Base layer (e.g., terrain, floors)
Building, // Main building layer
Decoration // Additional layer for decorations, effects, etc.
}
public partial class GridManager : Node
{
private Dictionary<Vector2I, Node2D> _grid = new();
private Dictionary<GridLayer, Dictionary<Vector2I, Node2D>> _layers = new();
public bool IsCellFree(Vector2I cell)
public GridManager()
{
return !_grid.ContainsKey(cell);
// Initialize all layers
foreach (GridLayer layer in Enum.GetValues(typeof(GridLayer)))
{
_layers[layer] = new Dictionary<Vector2I, Node2D>();
}
}
public void OccupyCell(Vector2I cell, Node2D building)
public bool IsCellFree(Vector2I cell, GridLayer layer = GridLayer.Building)
{
_grid[cell] = building;
return !_layers[layer].ContainsKey(cell);
}
public void FreeCell(Vector2I cell)
public void OccupyCell(Vector2I cell, Node2D building, GridLayer layer = GridLayer.Building)
{
_grid.Remove(cell);
_layers[layer][cell] = building;
}
public Node2D? GetBuildingAtCell(Vector2I cell)
public void FreeCell(Vector2I cell, GridLayer layer = GridLayer.Building)
{
return _grid.GetValueOrDefault(cell);
if (_layers[layer].ContainsKey(cell))
_layers[layer].Remove(cell);
}
public Node2D? GetBuildingAtCell(Vector2I cell, GridLayer layer = GridLayer.Building)
{
return _layers[layer].GetValueOrDefault(cell);
}
public bool IsAnyCellOccupied(Vector2I cell, params GridLayer[] layers)
{
if (layers.Length == 0)
{
// Check all layers if none specified
foreach (var layer in _layers.Values)
{
if (layer.ContainsKey(cell)) return true;
}
return false;
}
foreach (var layer in layers)
{
if (_layers[layer].ContainsKey(cell)) return true;
}
return false;
}
}

View File

@@ -1,3 +1,4 @@
using System;
using AceFieldNewHorizon.Scripts.Tiles;
using Godot;
@@ -8,14 +9,16 @@ public partial class PlacementManager : Node2D
[Export] public GridManager Grid { get; set; }
[Export] public BuildingRegistry Registry { get; set; }
private string _currentBuildingId = "miner";
private string _currentBuildingId = "wall";
private GridLayer _currentLayer = GridLayer.Building; // Default layer
private Vector2I _hoveredCell;
private BaseTile _ghostBuilding;
private float _currentRotation = 0f;
public void SetCurrentBuilding(string buildingId)
public void SetCurrentBuilding(string buildingId, GridLayer layer = GridLayer.Building)
{
_currentBuildingId = buildingId;
_currentLayer = layer;
// Replace ghost immediately
if (_ghostBuilding == null) return;
@@ -23,10 +26,17 @@ public partial class PlacementManager : Node2D
_ghostBuilding = null;
}
// Add this field to PlacementManager
private float _currentRotation = 0f;
public void SetCurrentLayer(GridLayer layer)
{
_currentLayer = layer;
// Update ghost building if needed
if (_ghostBuilding != null)
{
_ghostBuilding.QueueFree();
_ghostBuilding = null;
}
}
// Add this method to handle rotation
private void RotateGhost(bool reverse = false)
{
if (_ghostBuilding == null) return;
@@ -56,6 +66,8 @@ public partial class PlacementManager : Node2D
_ghostBuilding = (BaseTile)scene.Instantiate();
_ghostBuilding.SetGhostMode(true);
_ghostBuilding.RotationDegrees = _currentRotation;
_ghostBuilding.ZAsRelative = false;
_ghostBuilding.ZIndex = (int)_currentLayer; // Use layer as Z-index
AddChild(_ghostBuilding);
}
@@ -68,17 +80,18 @@ public partial class PlacementManager : Node2D
Position = centerPos,
CollideWithBodies = true,
CollideWithAreas = true,
CollisionMask = uint.MaxValue // check against all layers/masks
// Exclude = new Godot.Collections.Array<Rid>() // optional, see below
CollisionMask = uint.MaxValue
};
var collision = spaceState.IntersectPoint(query, 8);
var canPlace = Grid.IsCellFree(_hoveredCell) && collision.Count == 0;
// Check if the current cell is free in the current layer
var canPlace = Grid.IsCellFree(_hoveredCell, _currentLayer) &&
!Grid.IsAnyCellOccupied(_hoveredCell, GetBlockingLayers());
_ghostBuilding.Position = placementPos;
_ghostBuilding.SetGhostMode(canPlace);
// Left click to place
if (Input.IsActionPressed("build_tile") && canPlace)
{
@@ -87,26 +100,42 @@ public partial class PlacementManager : Node2D
_ghostBuilding.FinalizePlacement();
_ghostBuilding.RotationDegrees = _currentRotation;
_ghostBuilding.ZIndex = (int)_currentLayer;
var buildingData = Registry.GetBuilding(_currentBuildingId);
Grid.OccupyCell(_hoveredCell, _ghostBuilding);
Grid.OccupyCell(_hoveredCell, _ghostBuilding, _currentLayer);
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 (Input.IsActionPressed("destroy_tile") && !Grid.IsCellFree(_hoveredCell))
if (Input.IsActionPressed("destroy_tile") && !Grid.IsCellFree(_hoveredCell, _currentLayer))
{
// Right click to destroy
var building = Grid.GetBuildingAtCell(_hoveredCell);
// Right click to destroy from current layer
var building = Grid.GetBuildingAtCell(_hoveredCell, _currentLayer);
if (building == null) return;
building.QueueFree();
Grid.FreeCell(_hoveredCell);
Grid.FreeCell(_hoveredCell, _currentLayer);
}
}
// Define which layers should block placement
private GridLayer[] GetBlockingLayers()
{
return _currentLayer switch
{
GridLayer.Ground => new[] { GridLayer.Ground },
GridLayer.Building => new[] { GridLayer.Ground, GridLayer.Building },
GridLayer.Decoration => new[] { GridLayer.Ground, GridLayer.Building, GridLayer.Decoration },
_ => []
};
}
}