✨ Building duartion
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@@ -1,4 +1,19 @@
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{
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"wall": "res://Scenes/Tiles/WallTile.tscn",
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"miner": "res://Scenes/Tiles/MinerTile.tscn"
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"wall": {
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"scene": "res://Scenes/Tiles/WallTile.tscn",
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"cost": {
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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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},
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"miner": {
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"scene": "res://Scenes/Tiles/MinerTile.tscn",
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"cost": {
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"wood": 10,
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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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}
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}
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@@ -15,3 +15,9 @@ texture = ExtResource("2_mecoy")
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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shape = SubResource("RectangleShape2D_8o613")
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[node name="ProgressOverlay" type="ColorRect" parent="."]
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offset_left = -27.0
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offset_top = -27.0
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offset_right = 27.0
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offset_bottom = 27.0
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@@ -15,3 +15,9 @@ texture = ExtResource("1_8o613")
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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shape = SubResource("RectangleShape2D_8o613")
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[node name="ProgressOverlay" type="ColorRect" parent="."]
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offset_left = -27.0
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offset_top = -27.0
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offset_right = 27.0
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offset_bottom = 27.0
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@@ -5,7 +5,14 @@ namespace AceFieldNewHorizon.Scripts.System;
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public partial class BuildingRegistry : Node
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{
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private Dictionary<string, PackedScene> _registry = new();
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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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private Dictionary<string, BuildingData> _registry = new();
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[Export] public string JsonPath { get; set; } = "res://Data/Buildings.json";
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@@ -38,26 +45,87 @@ public partial class BuildingRegistry : Node
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foreach (string key in dict.Keys)
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{
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var scenePath = dict[key].AsString();
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var scene = GD.Load<PackedScene>(scenePath);
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// Each entry is a Dictionary with keys: "scene", "cost", "durability", "buildTime"
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var buildingDict = dict[key].AsGodotDictionary();
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if (scene != null)
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// Parse scene
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var scenePath = buildingDict.ContainsKey("scene") ? buildingDict["scene"].AsString() : null;
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if (string.IsNullOrEmpty(scenePath))
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{
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_registry[key] = scene;
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GD.Print($"[BuildingRegistry] Loaded building '{key}' from {scenePath}");
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GD.PrintErr($"[BuildingRegistry] No scene path for '{key}'");
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continue;
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}
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else
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var scene = GD.Load<PackedScene>(scenePath);
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if (scene == null)
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{
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GD.PrintErr($"[BuildingRegistry] Failed to load scene for '{key}' at {scenePath}");
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continue;
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}
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// Parse cost
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Dictionary<string, int> cost = new();
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if (buildingDict.TryGetValue("cost", out var value))
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{
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var costDict = value.AsGodotDictionary();
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foreach (string mat in costDict.Keys)
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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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cost[mat] = val;
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}
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}
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// Parse durability
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var durability = 0;
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if (buildingDict.TryGetValue("durability", out var dObj))
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{
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if (dObj.VariantType == Variant.Type.PackedInt64Array)
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durability = (int)dObj.AsInt64();
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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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}
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// Parse buildTime
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var buildTime = 0f;
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if (buildingDict.TryGetValue("buildTime", out var bObj))
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{
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switch (bObj.VariantType)
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{
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case Variant.Type.PackedFloat32Array or Variant.Type.PackedFloat64Array:
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buildTime = (float)bObj.AsDouble();
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break;
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case Variant.Type.PackedInt64Array:
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buildTime = bObj.AsInt64();
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break;
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case Variant.Type.PackedInt32Array:
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buildTime = bObj.AsInt32();
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break;
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default:
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float.TryParse(bObj.ToString(), out buildTime);
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break;
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}
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}
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var buildingData = new BuildingData(scene, cost, durability, buildTime);
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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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GD.Print($"[BuildingRegistry] Loaded {_registry.Count} buildings");
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}
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public PackedScene GetScene(string id)
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public BuildingData GetBuilding(string id)
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{
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_registry.TryGetValue(id, out var scene);
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return scene;
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_registry.TryGetValue(id, out var data);
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return data;
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}
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}
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@@ -31,7 +31,7 @@ public partial class PlacementManager : Node2D
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if (_ghostBuilding == null)
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{
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var scene = Registry.GetScene(_currentBuildingId);
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var scene = Registry.GetBuilding(_currentBuildingId)?.Scene;
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if (scene == null) return;
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_ghostBuilding = (BaseTile)scene.Instantiate();
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@@ -61,12 +61,17 @@ public partial class PlacementManager : Node2D
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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.GetScene(_currentBuildingId);
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var scene = Registry.GetBuilding(_currentBuildingId)?.Scene;
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if (scene == null) return;
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_ghostBuilding.FinalizePlacement();
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var buildingData = Registry.GetBuilding(_currentBuildingId);
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Grid.OccupyCell(_hoveredCell, _ghostBuilding);
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if (buildingData is { BuildTime: > 0f })
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_ghostBuilding.StartConstruction(buildingData.BuildTime);
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_ghostBuilding = (BaseTile)scene.Instantiate();
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_ghostBuilding.SetGhostMode(true);
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AddChild(_ghostBuilding);
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@@ -1,45 +1,75 @@
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using System.Numerics;
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using AceFieldNewHorizon.Scripts.System;
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using Godot;
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using Vector2 = Godot.Vector2;
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namespace AceFieldNewHorizon.Scripts.Tiles
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namespace AceFieldNewHorizon.Scripts.Tiles;
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public partial class BaseTile : Node2D
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{
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public partial class BaseTile : Node2D
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private CollisionShape2D _collisionShape;
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private Sprite2D _sprite;
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private ColorRect _progressOverlay;
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public override void _Ready()
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{
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private CollisionShape2D _collisionShape;
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private Sprite2D _sprite;
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_collisionShape = GetNodeOrNull<CollisionShape2D>("CollisionShape2D");
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_sprite = GetNodeOrNull<Sprite2D>("Sprite2D");
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_progressOverlay = GetNodeOrNull<ColorRect>("ProgressOverlay");
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if (_progressOverlay != null)
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_progressOverlay.Visible = false;
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}
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public override void _Ready()
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public void SetGhostMode(bool canPlace)
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{
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if (_collisionShape != null)
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_collisionShape.Disabled = true;
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if (_sprite != null)
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_sprite.Modulate = canPlace
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? new Color(0, 1, 0, 0.5f)
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: new Color(1, 0, 0, 0.5f);
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}
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public void FinalizePlacement()
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{
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if (_collisionShape != null)
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_collisionShape.Disabled = false;
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if (_sprite != null)
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_sprite.Modulate = Colors.White;
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}
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// Building progress visualization
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public void StartConstruction(float buildTime)
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{
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if (_progressOverlay == null || _sprite?.Texture == null) return;
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var texSize = new Vector2(GridUtils.TileSize, GridUtils.TileSize);
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_progressOverlay.Visible = true;
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_progressOverlay.Color = new Color(0, 0, 1, 0.4f); // semi-transparent blue
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async void RunProgress()
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{
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_collisionShape = GetNodeOrNull<CollisionShape2D>("CollisionShape2D");
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_sprite = GetNodeOrNull<Sprite2D>("Sprite2D");
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}
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/// <summary>
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/// Switch between ghost and placed mode.
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/// </summary>
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/// <param name="canPlace">If in ghost mode, true = green, false = red. If placed, always white.</param>
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public void SetGhostMode(bool canPlace)
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{
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if (_collisionShape != null)
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_collisionShape.Disabled = true; // always disabled in ghost mode
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if (_sprite != null)
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var elapsed = 0f;
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while (elapsed < buildTime)
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{
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// Ghost preview coloring
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_sprite.Modulate = canPlace ? new Color(1, 1, 1, 0.2f) : // white semi-transparent
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new Color(1, 0, 0, 0.2f); // red semi-transparent
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await ToSignal(GetTree(), SceneTree.SignalName.ProcessFrame);
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elapsed += (float)GetProcessDeltaTime();
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var ratio = Mathf.Clamp(elapsed / buildTime, 0, 1);
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// Fill from bottom to top, aligned with sprite center pivot
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_progressOverlay.Size = new Vector2(texSize.X, texSize.Y * ratio);
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_progressOverlay.Position = new Vector2(
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-texSize.X / 2, // align left edge
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texSize.Y / 2 - _progressOverlay.Size.Y // move upward
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);
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}
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_progressOverlay.Visible = false;
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}
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/// <summary>
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/// Call when placement is finalized.
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/// </summary>
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public void FinalizePlacement()
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{
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if (_collisionShape != null)
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_collisionShape.Disabled = false;
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if (_sprite != null)
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_sprite.Modulate = Colors.White; // reset to normal
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}
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RunProgress();
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}
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}
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