Compare commits

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27 Commits

Author SHA1 Message Date
LittleSheep
7438ba407a Turret shooting and damaing 2025-08-30 13:05:50 +08:00
LittleSheep
1c6c03cd41 Turret tile basis 2025-08-30 12:03:26 +08:00
LittleSheep
32f96d488d Enemy and nest 2025-08-30 02:06:58 +08:00
LittleSheep
630dbf0800 :bugS: Fix natural resource generate missing iron 2025-08-29 18:11:00 +08:00
LittleSheep
ac1d8cfab9 ♻️ Better miner tile 2025-08-29 18:05:30 +08:00
LittleSheep
60b6d6f989 💄 Optimize the unable to place sound plays 2025-08-29 17:54:31 +08:00
LittleSheep
483773f042 Merge stack
💫 Better miner tile vfx
2025-08-29 17:44:49 +08:00
LittleSheep
56cd4c2db2 Miner tile 2025-08-29 16:59:59 +08:00
LittleSheep
7720e74a3d New sfx and vfx and features in building 2025-08-29 14:36:05 +08:00
LittleSheep
885d2c0075 Toggle build
🐛 Fix world gen tiles didn't align with placed ones
2025-08-29 13:46:18 +08:00
LittleSheep
8073ed23c0 Multi threading world gen 2025-08-29 13:38:46 +08:00
LittleSheep
862f11d445 Infinite world gen 2025-08-29 13:35:03 +08:00
LittleSheep
9408651ea8 Item magnet 2025-08-29 12:41:08 +08:00
LittleSheep
75cd807187 💄 Optimize vfx of item pickup 2025-08-29 12:39:23 +08:00
LittleSheep
fac5e5a597 Item pickup 2025-08-29 12:33:10 +08:00
LittleSheep
850628ca72 Complete resource manager 2025-08-29 00:10:19 +08:00
LittleSheep
0d3c84491b Building task queue and remove duplicated construction complete sound 2025-08-28 22:45:51 +08:00
LittleSheep
af31914ada 💄 Update textures and visual effects 2025-08-28 21:41:26 +08:00
LittleSheep
19f7243101 Switchable tiles 2025-08-28 02:15:19 +08:00
LittleSheep
6d91d4efb8 💫 Better build effects 2025-08-28 02:06:00 +08:00
LittleSheep
4ab6271e16 Player zoom 2025-08-28 01:12:00 +08:00
LittleSheep
359e1532d2 Natural resource generator 2025-08-27 23:20:29 +08:00
LittleSheep
3fd655a3e5 Add more tiles 2025-08-27 22:56:26 +08:00
LittleSheep
d3b19aa104 Better placement and data modeling 2025-08-27 22:09:38 +08:00
LittleSheep
e54215423d Grid layer system 2025-08-27 17:52:53 +08:00
LittleSheep
84b908ef51 Rotate building tiles 2025-08-27 17:37:31 +08:00
LittleSheep
c078204e60 Player movement with sprints and optimzation 2025-08-27 17:37:04 +08:00
69 changed files with 3018 additions and 95 deletions

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@@ -0,0 +1,34 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://ca0qwr6hngho2"
path="res://.godot/imported/StoneTile.png-20e063912018fbf7fd000e734fc2097f.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://Scenes/Tiles/StoneTile.png"
dest_files=["res://.godot/imported/StoneTile.png-20e063912018fbf7fd000e734fc2097f.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1

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@@ -0,0 +1,28 @@
[gd_scene load_steps=4 format=3 uid="uid://bafvcatjix3mx"]
[ext_resource type="Script" uid="uid://dh0jdeplrigxu" path="res://Scripts/Tiles/GroundTile.cs" id="1_rndy8"]
[ext_resource type="Texture2D" uid="uid://ca0qwr6hngho2" path="res://Scenes/Tiles/StoneTile.png" id="2_rndy8"]
[sub_resource type="RectangleShape2D" id="RectangleShape2D_8o613"]
size = Vector2(54, 54)
[node name="StoneTile" type="StaticBody2D"]
collision_layer = 0
collision_mask = 0
script = ExtResource("1_rndy8")
TileId = "stone"
[node name="Sprite2D" type="Sprite2D" parent="."]
position = Vector2(1.01328e-06, 1.01328e-06)
scale = Vector2(0.0976562, 0.0976562)
texture = ExtResource("2_rndy8")
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
shape = SubResource("RectangleShape2D_8o613")
[node name="ProgressOverlay" type="ColorRect" parent="."]
visible = false
offset_left = -27.0
offset_top = -27.0
offset_right = 27.0
offset_bottom = 27.0

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@@ -0,0 +1,34 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://ckssi7soymu7g"
path="res://.godot/imported/TurretTile.png-d55543f854deaa0fedf248ba979d1cb4.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://Scenes/Tiles/TurretTile.png"
dest_files=["res://.godot/imported/TurretTile.png-d55543f854deaa0fedf248ba979d1cb4.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1

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@@ -0,0 +1,39 @@
[gd_scene load_steps=6 format=3 uid="uid://dbup2pvjl8het"]
[ext_resource type="Script" uid="uid://n5g6i0uovxfk" path="res://Scripts/Tiles/TurretTile.cs" id="1_j3157"]
[ext_resource type="Texture2D" uid="uid://ckssi7soymu7g" path="res://Scenes/Tiles/TurretTile.png" id="2_7ljeh"]
[ext_resource type="PackedScene" uid="uid://erqawdsydh6a" path="res://Scenes/Entities/Bullet.tscn" id="2_gfad6"]
[ext_resource type="Texture2D" uid="uid://dmbbkwgff7dej" path="res://Scenes/Tiles/TurretTileBarrel.png" id="3_gfad6"]
[sub_resource type="RectangleShape2D" id="RectangleShape2D_pndcb"]
size = Vector2(54, 54)
[node name="Turret" type="StaticBody2D"]
script = ExtResource("1_j3157")
BulletScene = ExtResource("2_gfad6")
BarrelTipPath = NodePath("Barrel/Marker2D")
TileId = "turret"
[node name="Sprite2D" type="Sprite2D" parent="."]
scale = Vector2(0.1, 0.1)
texture = ExtResource("2_7ljeh")
[node name="Barrel" type="Sprite2D" parent="."]
position = Vector2(0, -3)
scale = Vector2(0.08, 0.08)
texture = ExtResource("3_gfad6")
offset = Vector2(0, -54)
[node name="Marker2D" type="Marker2D" parent="Barrel"]
position = Vector2(0, 37.5)
scale = Vector2(12.5, 12.5)
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
shape = SubResource("RectangleShape2D_pndcb")
[node name="ProgressOverlay" type="ColorRect" parent="."]
visible = false
offset_left = -27.0
offset_top = -27.0
offset_right = 27.0
offset_bottom = 27.0

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@@ -0,0 +1,34 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://dmbbkwgff7dej"
path="res://.godot/imported/TurretTileBarrel.png-a9f6a29579c44d5d6ed4cc8f6c09fd72.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://Scenes/Tiles/TurretTileBarrel.png"
dest_files=["res://.godot/imported/TurretTileBarrel.png-a9f6a29579c44d5d6ed4cc8f6c09fd72.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1

View File

@@ -8,6 +8,7 @@ size = Vector2(54, 54)
[node name="WallTile" type="StaticBody2D"]
script = ExtResource("1_ph7y3")
TileId = "wall"
[node name="Sprite2D" type="Sprite2D" parent="."]
scale = Vector2(0.05, 0.05)

View File

@@ -0,0 +1,97 @@
using Godot;
namespace AceFieldNewHorizon.Scripts.Entities;
public partial class Bullet : Area2D
{
[Export] public float Speed = 400.0f;
[Export] public int Damage = 10;
[Export] public float MaxDistance = 1000.0f;
private Vector2 _direction = Vector2.Right;
private Vector2 _startPosition;
private float _distanceTraveled = 0f;
private bool _hasHit = false;
private uint _ignoreCollisionLayer = 0; // Layer to ignore (will be set by turret)
public void Initialize(Vector2 direction, Vector2 position, float rotation, uint ignoreLayer = 0)
{
_direction = direction.Normalized();
Position = position;
Rotation = rotation;
_startPosition = position;
_ignoreCollisionLayer = ignoreLayer;
// Connect the area entered signal
BodyEntered += OnBodyEntered;
AreaEntered += OnAreaEntered;
}
public override void _PhysicsProcess(double delta)
{
if (_hasHit) return;
// Move the bullet
var movement = _direction * Speed * (float)delta;
Position += movement;
_distanceTraveled += movement.Length();
// Check if bullet has traveled max distance
if (_distanceTraveled >= MaxDistance)
{
QueueFree();
return;
}
}
private void OnBodyEntered(Node2D body)
{
HandleCollision(body);
}
private void OnAreaEntered(Area2D area)
{
HandleCollision(area);
}
private void HandleCollision(Node2D node)
{
if (_hasHit) return;
// Skip collision if it's on the ignore layer
if (node is PhysicsBody2D physicsBody &&
(physicsBody.CollisionLayer & _ignoreCollisionLayer) != 0)
{
return;
}
_hasHit = true;
// If we hit an enemy, deal damage
if (node is Enemy enemy)
{
// Get the global position where the bullet hit
var hitPosition = GlobalPosition;
enemy.TakeDamage(Damage, hitPosition);
}
// Optional: Add hit effect here
// CreateHitEffect();
// Remove the bullet
QueueFree();
}
private void CreateHitEffect()
{
// You can add a hit effect here if desired
// For example, a small explosion or impact sprite
}
public override void _ExitTree()
{
// Clean up signal connections
BodyEntered -= OnBodyEntered;
AreaEntered -= OnAreaEntered;
}
}

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@@ -0,0 +1 @@
uid://vgx2a8gm7l8b

193
Scripts/Entities/Enemy.cs Normal file
View File

@@ -0,0 +1,193 @@
using Godot;
namespace AceFieldNewHorizon.Scripts.Entities;
public partial class Enemy : CharacterBody2D
{
public const string EnemyGroupName = "Enemy";
[Export] public float MoveSpeed = 150.0f;
[Export] public float DetectionRadius = 300.0f;
[Export] public float AttackRange = 50.0f;
[Export] public int Damage = 10;
[Export] public float AttackCooldown = 1.0f;
[Export] public int MaxHealth = 100;
[Export] public bool ShowDamageNumbers = true;
private Player _player;
private float _attackTimer = 0;
private bool _isPlayerInRange = false;
private Area2D _detectionArea;
private int _currentHealth;
private ProgressBar _healthBar;
public int CurrentHealth
{
get => _currentHealth;
private set
{
_currentHealth = Mathf.Clamp(value, 0, MaxHealth);
UpdateHealthBar();
if (_currentHealth <= 0)
{
Die();
}
}
}
public bool IsDead => _currentHealth <= 0;
public override void _Ready()
{
_currentHealth = MaxHealth;
// Create health bar
_healthBar = new ProgressBar
{
MaxValue = MaxHealth,
Value = _currentHealth,
Size = new Vector2(40, 4),
ShowPercentage = false,
Visible = false
};
var healthBarContainer = new Control();
healthBarContainer.AddChild(_healthBar);
AddChild(healthBarContainer);
healthBarContainer.Position = new Vector2(-20, -20); // Adjust position as needed
// Create detection area
_detectionArea = new Area2D();
var collisionShape = new CollisionShape2D();
var shape = new CircleShape2D();
shape.Radius = DetectionRadius;
collisionShape.Shape = shape;
_detectionArea.AddChild(collisionShape);
AddChild(_detectionArea);
// Connect signals
_detectionArea.BodyEntered += OnBodyEnteredDetection;
_detectionArea.BodyExited += OnBodyExitedDetection;
AddToGroup(EnemyGroupName);
}
public override void _Process(double delta)
{
if (IsDead) return;
if (_player != null && _isPlayerInRange)
{
// Face the player
LookAt(_player.GlobalPosition);
// Move towards player if not in attack range
var direction = GlobalPosition.DirectionTo(_player.GlobalPosition);
var distance = GlobalPosition.DistanceTo(_player.GlobalPosition);
if (distance > AttackRange)
{
Velocity = direction * MoveSpeed;
}
else
{
Velocity = Vector2.Zero;
TryAttackPlayer(delta);
}
MoveAndSlide();
}
}
public void TakeDamage(int damage, Vector2? hitPosition = null)
{
if (IsDead) return;
CurrentHealth -= damage;
// Show damage number (optional)
if (ShowDamageNumbers)
{
var damageLabel = new Label
{
Text = $"-{damage}",
Position = hitPosition ?? GlobalPosition,
ZIndex = 1000
};
GetTree().CurrentScene.AddChild(damageLabel);
// Animate and remove damage number
var tween = CreateTween();
tween.TweenProperty(damageLabel, "position:y", damageLabel.Position.Y - 30, 0.5f);
tween.TweenCallback(Callable.From(() => damageLabel.QueueFree())).SetDelay(0.5f);
}
// Visual feedback
var originalModulate = Modulate;
Modulate = new Color(1, 0.5f, 0.5f); // Flash red
var tweenFlash = CreateTween();
tweenFlash.TweenProperty(this, "modulate", originalModulate, 0.2f);
}
private void UpdateHealthBar()
{
if (_healthBar != null)
{
_healthBar.Value = _currentHealth;
_healthBar.Visible = _currentHealth < MaxHealth; // Only show when damaged
}
}
private void Die()
{
// Play death animation/sound
// You can add a death animation here
// Disable collisions and hide
SetProcess(false);
SetPhysicsProcess(false);
Hide();
// Queue free after a delay (for any death animation/sound to play)
var timer = new Timer();
AddChild(timer);
timer.Timeout += () => QueueFree();
timer.Start(0.5f);
}
private void TryAttackPlayer(double delta)
{
if (IsDead) return;
_attackTimer += (float)delta;
if (_attackTimer >= AttackCooldown)
{
_attackTimer = 0;
// Here you can implement the attack logic
// For example: _player.TakeDamage(Damage);
GD.Print("Enemy attacks player!");
}
}
private void OnBodyEnteredDetection(Node2D body)
{
if (body is Player player)
{
_player = player;
_isPlayerInRange = true;
}
}
private void OnBodyExitedDetection(Node2D body)
{
if (body == _player)
{
_isPlayerInRange = false;
Velocity = Vector2.Zero;
}
}
}

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@@ -0,0 +1 @@
uid://cvsmy820b8dwl

View File

@@ -1,12 +1,84 @@
using System;
using AceFieldNewHorizon.Scripts.System;
using Godot;
namespace AceFieldNewHorizon.Scripts.Entities;
public partial class Player : CharacterBody2D
{
[Export] public float Speed = 400.0f;
[Export] public float MaxSpeed = 400.0f;
[Export] public float SprintMultiplier = 1.8f; // 80% faster when sprinting
[Export] public float Acceleration = 1500.0f;
[Export] public float SprintAcceleration = 1800.0f; // Slightly faster acceleration when sprinting
[Export] public float Deceleration = 1200.0f;
[Export] public float RotationSpeed = 3.0f;
[Export] public float MinZoom = 0.5f;
[Export] public float MaxZoom = 2.0f;
[Export] public float BaseZoomSpeed = 0.1f;
[Export] public float MaxZoomSpeed = 0.5f;
[Export] public float ZoomAcceleration = 0.05f;
[Export] public float ZoomDecay = 0.9f;
[Export] public float ZoomSmoothing = 10.0f;
[Export] public ResourceManager Inventory;
private Camera2D _camera;
private Vector2 _cameraTargetZoom = Vector2.One;
private float _currentZoomSpeed;
private int _lastZoomDirection;
private double _lastZoomTime;
public override void _Ready()
{
_camera = GetNode<Camera2D>("Camera2D");
_cameraTargetZoom = _camera.Zoom;
AddToGroup(ItemPickup.PickupGroupName);
AddToGroup(NaturalResourceGenerator.ChunkTrackerGroupName);
}
public override void _Input(InputEvent @event)
{
// Handle mouse wheel zoom
if (@event is InputEventMouseButton mouseEvent)
{
switch (mouseEvent.ButtonIndex)
{
case MouseButton.WheelDown when mouseEvent.Pressed:
HandleZoomInput(1);
break;
case MouseButton.WheelUp when mouseEvent.Pressed:
HandleZoomInput(-1);
break;
}
}
}
private void HandleZoomInput(int direction)
{
var currentTime = Time.GetTicksMsec();
// If same direction as last time, accelerate
if (direction == _lastZoomDirection && (currentTime - _lastZoomTime) < 300)
{
_currentZoomSpeed = Mathf.Min(_currentZoomSpeed + ZoomAcceleration, MaxZoomSpeed);
}
else
{
_currentZoomSpeed = BaseZoomSpeed;
}
_lastZoomDirection = direction;
_lastZoomTime = currentTime;
// Apply zoom with current speed
var zoomFactor = 1.0f + (_currentZoomSpeed * -direction);
_cameraTargetZoom = _camera.Zoom * zoomFactor;
// Clamp target zoom
_cameraTargetZoom.X = Mathf.Clamp(_cameraTargetZoom.X, MinZoom, MaxZoom);
_cameraTargetZoom.Y = Mathf.Clamp(_cameraTargetZoom.Y, MinZoom, MaxZoom);
}
public override void _Process(double delta)
{
@@ -14,16 +86,65 @@ public partial class Player : CharacterBody2D
var mousePos = GetGlobalMousePosition();
var direction = GlobalPosition.DirectionTo(mousePos);
Rotation = direction.Angle();
// Smoothly interpolate to target zoom
var deltaF = (float)delta;
_camera.Zoom = _camera.Zoom.Lerp(_cameraTargetZoom, ZoomSmoothing * deltaF);
// Decay zoom speed when not zooming
if ((Time.GetTicksMsec() - _lastZoomTime) > 300)
{
_currentZoomSpeed = Mathf.Max(_currentZoomSpeed * ZoomDecay, BaseZoomSpeed);
}
}
public override void _PhysicsProcess(double delta)
{
// Get movement input
var moveForward = Input.GetActionStrength("move_up") - Input.GetActionStrength("move_down");
var moveHorizontal = Input.GetActionStrength("move_right") - Input.GetActionStrength("move_left");
var isSprinting = Input.IsActionPressed("move_sprint");
// Calculate movement direction based on rotation
Velocity = Vector2.Right.Rotated(Rotation) * moveForward * Speed;
// Calculate movement parameters based on sprint state
var currentMaxSpeed = isSprinting ? MaxSpeed * SprintMultiplier : MaxSpeed;
var currentAcceleration = isSprinting ? SprintAcceleration : Acceleration;
// Calculate desired movement direction
var forwardVector = Vector2.Right.Rotated(Rotation);
var rightVector = new Vector2(-forwardVector.Y, forwardVector.X);
// Calculate target velocity based on input
var targetVelocity = (forwardVector * moveForward + rightVector * moveHorizontal).Normalized() * currentMaxSpeed;
// Apply acceleration or deceleration
var currentSpeed = Velocity.Length();
var isAccelerating = targetVelocity != Vector2.Zero;
if (isAccelerating)
{
// Accelerate towards target velocity
Velocity = Velocity.MoveToward(targetVelocity, (float)(currentAcceleration * delta));
}
else
{
// Apply deceleration when no input
if (currentSpeed > 0)
{
var decelAmount = (float)(Deceleration * delta);
if (currentSpeed <= decelAmount)
Velocity = Vector2.Zero;
else
Velocity = Velocity.Normalized() * (currentSpeed - decelAmount);
}
}
// Apply the movement
MoveAndSlide();
}
public void AddItem(string itemId, int quantity)
{
Inventory.AddResource(itemId, quantity);
GD.Print($"[Player] Picked up {quantity} x {itemId}. Total: {Inventory.GetResourceAmount(itemId)}");
}
}

View File

@@ -1,17 +1,47 @@
using System.Collections.Generic;
using System.Linq;
using Godot;
using static System.Int32;
namespace AceFieldNewHorizon.Scripts.System;
public partial class BuildingRegistry : Node
public enum RotationDirection
{
public record BuildingData(
Up, // 0 degrees
Right, // 90 degrees
Down, // 180 degrees
Left // 270 degrees
}
public record BuildingData(
PackedScene Scene,
Dictionary<string, int> Cost,
int Durability,
float BuildTime
);
GridLayer Layer,
float BuildTime,
Vector2I Size = default,
RotationDirection[] AllowedRotations = null
)
{
public Vector2I Size { get; } = Size == default ? Vector2I.One : Size;
public RotationDirection[] AllowedRotations { get; } =
AllowedRotations ?? [RotationDirection.Up, RotationDirection.Right, RotationDirection.Down, RotationDirection.Left
];
public bool IsRotationAllowed(float degrees)
{
var direction = (RotationDirection)((Mathf.RoundToInt(degrees / 90f) % 4 + 4) % 4);
return AllowedRotations.Contains(direction);
}
public Vector2I GetRotatedSize(float degrees)
{
return (Mathf.RoundToInt(degrees / 90f) % 2) == 0 ? Size : new Vector2I(Size.Y, Size.X);
}
}
public partial class BuildingRegistry : Node
{
private Dictionary<string, BuildingData> _registry = new();
[Export] public string JsonPath { get; set; } = "res://Data/Buildings.json";
@@ -41,11 +71,11 @@ public partial class BuildingRegistry : Node
return;
}
var dict = (Godot.Collections.Dictionary)json.Data;
var dict = json.Data.AsGodotDictionary();
foreach (string key in dict.Keys)
{
// Each entry is a Dictionary with keys: "scene", "cost", "durability", "buildTime"
// Each entry is a Dictionary with keys: "scene", "cost", "durability", "buildTime", "size", "allowedRotations"
var buildingDict = dict[key].AsGodotDictionary();
// Parse scene
@@ -72,12 +102,22 @@ public partial class BuildingRegistry : Node
{
int val;
var obj = costDict[mat];
if (obj.VariantType == Variant.Type.PackedInt64Array)
switch (obj.VariantType)
{
case Variant.Type.PackedInt64Array:
val = (int)obj.AsInt64();
else if (obj.VariantType == Variant.Type.PackedInt32Array)
break;
case Variant.Type.PackedInt32Array:
val = obj.AsInt32();
else
int.TryParse(obj.ToString(), out val);
break;
case Variant.Type.Float:
val = (int)obj.AsDouble();
break;
default:
if (!TryParse(obj.ToString(), out val))
GD.PrintErr($"[BuildingRegistry] Failed to parse cost for '{key}': {obj.ToString()}");
break;
}
cost[mat] = val;
}
}
@@ -91,7 +131,7 @@ public partial class BuildingRegistry : Node
else if (dObj.VariantType == Variant.Type.PackedInt32Array)
durability = dObj.AsInt32();
else
int.TryParse(dObj.ToString(), out durability);
TryParse(dObj.ToString(), out durability);
}
// Parse buildTime
@@ -115,7 +155,36 @@ public partial class BuildingRegistry : Node
}
}
var buildingData = new BuildingData(scene, cost, durability, buildTime);
// Parse size
var size = Vector2I.One;
if (buildingDict.TryGetValue("size", out var sObj))
{
var sizeArray = sObj.AsGodotArray();
if (sizeArray.Count == 2)
{
size = new Vector2I((int)sizeArray[0].AsInt64(), (int)sizeArray[1].AsInt64());
}
}
// Parse allowedRotations
RotationDirection[] allowedRotations = null;
if (buildingDict.TryGetValue("allowedRotations", out var arObj))
{
var arArray = arObj.AsGodotArray();
allowedRotations = new RotationDirection[arArray.Count];
for (var i = 0; i < arArray.Count; i++)
{
allowedRotations[i] = (RotationDirection)arArray[i].AsInt32();
}
}
var layer = GridLayer.Building;
if (buildingDict.TryGetValue("layer", out var lObj))
{
layer = (GridLayer)lObj.AsInt32();
}
var buildingData = new BuildingData(scene, cost, durability, layer, buildTime, size, allowedRotations);
_registry[key] = buildingData;
GD.Print($"[BuildingRegistry] Loaded building '{key}' from {scenePath}");
}

View File

@@ -1,31 +1,107 @@
#nullable enable
using System;
using System.Collections.Generic;
using System.Linq;
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 Building, Vector2I Size, float Rotation)>> _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, Vector2I, float)>();
}
public void OccupyCell(Vector2I cell, Node2D building)
public bool IsAreaFree(Vector2I topLeft, Vector2I size, float rotation, GridLayer layer = GridLayer.Building)
{
_grid[cell] = building;
var occupiedCells = GridUtils.GetOccupiedCells(topLeft, size, rotation);
return occupiedCells.All(cell => !_layers[layer].ContainsKey(cell));
}
public void FreeCell(Vector2I cell)
public void OccupyArea(Vector2I topLeft, Node2D building, Vector2I size, float rotation,
GridLayer layer = GridLayer.Building)
{
_grid.Remove(cell);
var occupiedCells = GridUtils.GetOccupiedCells(topLeft, size, rotation);
foreach (var cell in occupiedCells)
{
_layers[layer][cell] = (building, size, rotation);
}
}
public Node2D? GetBuildingAtCell(Vector2I cell)
public void FreeArea(Vector2I topLeft, Vector2I size, float rotation, GridLayer layer = GridLayer.Building)
{
return _grid.GetValueOrDefault(cell);
var occupiedCells = GridUtils.GetOccupiedCells(topLeft, size, rotation);
foreach (var cell in occupiedCells)
{
if (_layers[layer].ContainsKey(cell))
_layers[layer].Remove(cell);
}
}
public Node2D? GetTileAtCell(Vector2I cell, GridLayer layer = GridLayer.Building)
{
return _layers[layer].TryGetValue(cell, out var data) ? data.Building : null;
}
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;
}
public bool IsAreaOccupied(Vector2I topLeft, Vector2I size, float rotation, params GridLayer[] layers)
{
var occupiedCells = GridUtils.GetOccupiedCells(topLeft, size, rotation);
if (layers.Length == 0)
{
// Check all layers if none specified
foreach (var cell in occupiedCells)
{
foreach (var layer in _layers.Values)
if (layer.ContainsKey(cell))
return true;
}
return false;
}
foreach (var cell in occupiedCells)
{
foreach (var layer in layers)
if (_layers[layer].ContainsKey(cell))
return true;
}
return false;
}
}
@@ -48,4 +124,26 @@ public static class GridUtils
cell.Y * TileSize
);
}
public static Vector2 GetCenterOffset(Vector2I size, float rotation)
{
var rotatedSize = (Mathf.RoundToInt(rotation / 90f) % 2) == 0 ? size : new Vector2I(size.Y, size.X);
return new Vector2(rotatedSize.X * TileSize / 2f, rotatedSize.Y * TileSize / 2f);
}
public static List<Vector2I> GetOccupiedCells(Vector2I topLeft, Vector2I size, float rotation)
{
var occupiedCells = new List<Vector2I>();
var rotatedSize = (Mathf.RoundToInt(rotation / 90f) % 2) == 0 ? size : new Vector2I(size.Y, size.X);
for (int x = 0; x < rotatedSize.X; x++)
{
for (int y = 0; y < rotatedSize.Y; y++)
{
occupiedCells.Add(new Vector2I(topLeft.X + x, topLeft.Y + y));
}
}
return occupiedCells;
}
}

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@@ -0,0 +1,187 @@
using System.Collections;
using AceFieldNewHorizon.Scripts.Entities;
using Godot;
namespace AceFieldNewHorizon.Scripts.System;
public partial class ItemPickup : Area2D
{
[Signal]
public delegate void StackMergedEventHandler(string itemId, int totalQuantity);
public const string PickupGroupName = "ItemPickupTarget";
[Export] public string ItemId { get; set; } = "";
[Export] public int Quantity { get; set; } = 1;
[Export] public bool Infinite { get; set; } = false;
[Export] public float MagnetRange { get; set; } = 64f;
public int GetItemQuantity(string itemId)
{
if (itemId == ItemId)
return Quantity;
return 0;
}
public void SetItemQuantity(string itemId, int newQuantity)
{
if (itemId == ItemId)
{
Quantity = newQuantity;
// Update the quantity label if it exists
if (_quantityLabel != null)
{
if (Quantity > 1)
_quantityLabel.Text = Quantity.ToString();
else
_quantityLabel.Text = string.Empty;
}
}
}
public bool HasItem(string itemId)
{
return itemId == ItemId;
}
public void AddItem(string itemId, int amount)
{
if (itemId == ItemId)
{
Quantity += amount;
// Update the quantity label if it exists
if (_quantityLabel != null)
{
if (Quantity > 1)
_quantityLabel.Text = Quantity.ToString();
else
_quantityLabel.Text = string.Empty;
}
}
}
private Sprite2D _sprite;
private Label _quantityLabel;
private Sprite2D _shadowSprite;
private Node2D _playerTarget;
// Called when the node enters the scene tree
public override void _Ready()
{
BodyEntered += OnEntered;
AreaEntered += OnEntered;
_sprite = GetNode<Sprite2D>("Sprite2D");
UpdateTexture();
// Get the Label node for quantity
if (HasNode("Label"))
{
_quantityLabel = GetNode<Label>("Label");
if (Quantity > 1)
_quantityLabel.Text = Quantity.ToString();
else
_quantityLabel.Text = string.Empty;
}
// Add or update shadow sprite
if (HasNode("ShadowSprite"))
{
_shadowSprite = GetNode<Sprite2D>("ShadowSprite");
_shadowSprite.Texture = _sprite.Texture;
_shadowSprite.Modulate = new Color(0, 0, 0, 0.5f);
_shadowSprite.Position = _sprite.Position + new Vector2(0, 6);
_shadowSprite.ZIndex = _sprite.ZIndex - 1;
}
else
{
_shadowSprite = new Sprite2D();
_shadowSprite.Scale = _sprite.Scale;
_shadowSprite.Name = "ShadowSprite";
_shadowSprite.Texture = _sprite.Texture;
_shadowSprite.Modulate = new Color(0, 0, 0, 0.5f);
_shadowSprite.Position = _sprite.Position + new Vector2(0, 6);
_shadowSprite.ZIndex = _sprite.ZIndex - 1;
AddChild(_shadowSprite);
}
_playerTarget = GetTree().GetFirstNodeInGroup(PickupGroupName) as Node2D;
if (_playerTarget == null)
_playerTarget = GetTree().GetFirstNodeInGroup("Player") as Node2D;
}
public override void _Process(double delta)
{
if (_playerTarget != null)
{
var distance = Position.DistanceTo(_playerTarget.Position);
const float speed = 10f;
if (distance <= MagnetRange)
Position = Position.Lerp(_playerTarget.Position, (float)delta * speed);
}
}
private void UpdateTexture()
{
var file = FileAccess.Open("res://Data/ItemTextures.json", FileAccess.ModeFlags.Read);
if (file == null)
{
GD.PrintErr("Failed to open ItemTextures.json");
return;
}
var text = file.GetAsText();
file.Close();
var json = new Json();
var err = json.Parse(text);
if (err != Error.Ok)
{
GD.PrintErr(json.GetErrorMessage());
return;
}
var dict = json.Data.AsGodotDictionary();
if (!dict.TryGetValue(ItemId, out var value))
return;
var texturePath = value.AsString();
if (string.IsNullOrEmpty(texturePath))
return;
var texture = GD.Load<Texture2D>(texturePath);
if (texture == null)
return;
_sprite.Texture = texture;
}
private void OnEntered(Node body)
{
if (body is ItemPickup itemStack)
{
// Only process the merge for the item with the lower instance ID to prevent double merging
if (itemStack.ItemId != ItemId || GetInstanceId() > body.GetInstanceId())
return;
// Get current quantity and add to it
var currentQuantity = itemStack.GetItemQuantity(ItemId);
var newQuantity = currentQuantity + Quantity;
itemStack.SetItemQuantity(ItemId, newQuantity);
// Emit signal for stack merge
EmitSignal(nameof(StackMerged), ItemId, newQuantity);
QueueFree();
}
else if (body.IsInGroup(PickupGroupName))
{
if (body is Player player)
{
player.AddItem(ItemId, Quantity);
}
if (!Infinite)
QueueFree();
}
}
}

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@@ -0,0 +1 @@
uid://qgcue2doj2lf

View File

@@ -0,0 +1,493 @@
using System;
using System.Collections.Concurrent;
using Godot;
using System.Collections.Generic;
using System.Threading.Tasks;
using AceFieldNewHorizon.Scripts.Entities;
using AceFieldNewHorizon.Scripts.Tiles;
namespace AceFieldNewHorizon.Scripts.System;
public partial class NaturalResourceGenerator : Node2D
{
public const string ChunkTrackerGroupName = "NrgTrackingTarget";
[Export] public GridManager Grid { get; set; }
[Export] public BuildingRegistry Registry { get; set; }
[Export] public int ChunkSize = 16;
[Export] public int LoadDistance = 2; // Number of chunks to load in each direction
[Export] public float StoneDensity = 0.1f;
[Export] public float IronDensity = 0.03f;
[Export] public int MinStoneVeinSize = 1;
[Export] public int MaxStoneVeinSize = 5;
[Export] public int MinIronVeinSize = 1;
[Export] public int MaxIronVeinSize = 3;
[Export] public int Seed;
[Export] public bool SpawnEnemyNest = true;
[Export] public int MinDistanceFromOrigin = 20; // Minimum distance from world origin (0,0)
[Export] public int MaxDistanceFromOrigin = 50; // Maximum distance from world origin
private const string LogPrefix = "[NaturalGeneration]";
private RandomNumberGenerator _rng;
private readonly Dictionary<Vector2I, ChunkData> _loadedChunks = new();
private Vector2I _lastPlayerChunk = new(-1000, -1000);
private Player _player;
private readonly ConcurrentQueue<Action> _mainThreadActions = new();
private Task _generationTask;
private bool _isRunning = true;
public override void _Ready()
{
_rng = new RandomNumberGenerator();
_rng.Seed = (ulong)(Seed != 0 ? Seed : (int)GD.Randi());
// Test if building registry is assigned
if (Registry == null)
{
GD.PrintErr($"{LogPrefix} BuildingRegistry is not assigned!");
return;
}
// Test if enemy_nest is in the registry
var testBuilding = Registry.GetBuilding("enemy_nest");
if (testBuilding == null)
{
GD.PrintErr($"{LogPrefix} 'enemy_nest' is not found in BuildingRegistry!");
}
else
{
GD.Print($"{LogPrefix} Found enemy_nest in registry!");
}
GD.Print($"{LogPrefix} NaturalResourceGenerator ready, SpawnEnemyNest = {SpawnEnemyNest}");
if (SpawnEnemyNest)
{
GD.Print($"{LogPrefix} Attempting to spawn enemy nest...");
SpawnRandomEnemyNest();
}
}
public override void _Process(double delta)
{
// Process any pending main thread actions
while (_mainThreadActions.TryDequeue(out var action))
{
action.Invoke();
}
// Rest of your existing _Process code
_player = GetTree().GetFirstNodeInGroup(ChunkTrackerGroupName) as Player;
if (_player != null)
{
UpdatePlayerPosition(_player.GlobalPosition);
}
else
{
GD.PrintErr($"{LogPrefix} Player not found in group: {ChunkTrackerGroupName}");
}
}
private void UpdatePlayerPosition(Vector2 playerPosition)
{
var playerChunk = WorldToChunkCoords(playerPosition);
if (playerChunk == _lastPlayerChunk) return;
_lastPlayerChunk = playerChunk;
// Start generation in background task if not already running
if (_generationTask == null || _generationTask.IsCompleted)
{
_generationTask = Task.Run(() => GenerateChunksAroundPlayer(playerChunk));
}
}
private void GenerateChunksAroundPlayer(Vector2I playerChunk)
{
var chunksToLoad = new List<Vector2I>();
// Determine which chunks to load/unload
for (int x = -LoadDistance; x <= LoadDistance; x++)
{
for (int y = -LoadDistance; y <= LoadDistance; y++)
{
var chunkPos = new Vector2I(playerChunk.X + x, playerChunk.Y + y);
if (!_loadedChunks.ContainsKey(chunkPos))
{
chunksToLoad.Add(chunkPos);
}
}
}
// Generate chunks in background
foreach (var chunkPos in chunksToLoad)
{
if (!_isRunning) return;
GenerateChunkInBackground(chunkPos);
}
}
private void GenerateChunkInBackground(Vector2I chunkPos)
{
// Skip if chunk was loaded while we were waiting
if (_loadedChunks.ContainsKey(chunkPos)) return;
var chunkData = new ChunkData();
var chunkWorldPos = ChunkToWorldCoords(chunkPos);
// Generate ground tiles
for (int x = 0; x < ChunkSize; x++)
{
for (int y = 0; y < ChunkSize; y++)
{
var cell = new Vector2I(chunkWorldPos.X + x, chunkWorldPos.Y + y);
_mainThreadActions.Enqueue(() => PlaceTile("ground", cell));
}
}
// Generate stone veins
for (var x = 0; x < ChunkSize; x++)
{
for (var y = 0; y < ChunkSize; y++)
{
var cell = new Vector2I(chunkWorldPos.X + x, chunkWorldPos.Y + y);
if (_rng.Randf() < StoneDensity)
{
var veinSize = _rng.RandiRange(MinStoneVeinSize, MaxStoneVeinSize);
PlaceVeinInBackground(cell, "stone", veinSize, chunkData.StoneTiles);
}
else if (_rng.Randf() < IronDensity)
{
var veinSize = _rng.RandiRange(MinIronVeinSize, MaxIronVeinSize);
PlaceVeinInBackground(cell, "ore_iron", veinSize, chunkData.IronTiles);
}
}
}
// Add chunk data to dictionary on main thread
_mainThreadActions.Enqueue(() => { _loadedChunks[chunkPos] = chunkData; });
}
private void PlaceVeinInBackground(Vector2I startCell, string tileType, int maxSize, List<Vector2I> tileList)
{
var placed = new HashSet<Vector2I>();
var queue = new Queue<Vector2I>();
queue.Enqueue(startCell);
int placedCount = 0;
while (queue.Count > 0 && placedCount < maxSize && _isRunning)
{
var cell = queue.Dequeue();
if (placed.Contains(cell)) continue;
// Schedule tile placement on main thread
_mainThreadActions.Enqueue(() =>
{
if (PlaceTile(tileType, cell))
{
tileList.Add(cell);
}
});
placed.Add(cell);
placedCount++;
// Add adjacent cells
var directions = new[] { Vector2I.Up, Vector2I.Right, Vector2I.Down, Vector2I.Left };
foreach (var dir in directions)
{
var newCell = cell + dir;
if (!placed.Contains(newCell))
{
queue.Enqueue(newCell);
}
}
}
}
public override void _ExitTree()
{
// Clean up
_isRunning = false;
_generationTask?.Wait(); // Wait for current generation to finish
base._ExitTree();
}
private void GenerateChunk(Vector2I chunkPos)
{
GD.Print($"{LogPrefix} Generating chunk at {chunkPos}");
var chunkData = new ChunkData();
var chunkWorldPos = ChunkToWorldCoords(chunkPos);
// First, place ground tiles
for (int x = 0; x < ChunkSize; x++)
{
for (int y = 0; y < ChunkSize; y++)
{
var cell = new Vector2I(chunkWorldPos.X + x, chunkWorldPos.Y + y);
if (!PlaceTile("ground", cell))
{
GD.PrintErr($"{LogPrefix} Failed to place ground at {cell}");
}
}
}
// Then generate stone veins
var stoneVeins = 0;
for (var x = 0; x < ChunkSize; x++)
{
for (var y = 0; y < ChunkSize; y++)
{
var cell = new Vector2I(chunkWorldPos.X + x, chunkWorldPos.Y + y);
if (_rng.Randf() < StoneDensity)
{
var veinSize = _rng.RandiRange(MinStoneVeinSize, MaxStoneVeinSize);
GD.Print($"{LogPrefix} Attempting to place stone vein at {cell} with size {veinSize}");
PlaceVein(cell, "stone", veinSize, chunkData.StoneTiles);
stoneVeins++;
}
}
}
GD.Print($"{LogPrefix} Placed {stoneVeins} stone veins in chunk {chunkPos}");
// Generate iron veins within stone
int ironVeins = 0;
foreach (var stoneCell in new List<Vector2I>(chunkData.StoneTiles))
{
if (_rng.Randf() < IronDensity)
{
var veinSize = _rng.RandiRange(MinIronVeinSize, MaxIronVeinSize);
GD.Print($"{LogPrefix} Attempting to place iron vein at {stoneCell} with size {veinSize}");
PlaceVein(stoneCell, "ore_iron", veinSize, chunkData.IronTiles);
ironVeins++;
}
}
GD.Print($"{LogPrefix} Placed {ironVeins} iron veins in chunk {chunkPos}");
_loadedChunks[chunkPos] = chunkData;
}
private void UnloadChunk(Vector2I chunkPos)
{
GD.Print($"{LogPrefix} Unloading chunk at {chunkPos}");
if (!_loadedChunks.TryGetValue(chunkPos, out var chunkData)) return;
// Remove all tiles in this chunk
var chunkWorldPos = ChunkToWorldCoords(chunkPos);
for (int x = 0; x < ChunkSize; x++)
{
for (int y = 0; y < ChunkSize; y++)
{
var cell = new Vector2I(chunkWorldPos.X + x, chunkWorldPos.Y + y);
// Free a 1x1 area for each cell
Grid.FreeArea(cell, Vector2I.One, 0f, GridLayer.Ground);
}
}
_loadedChunks.Remove(chunkPos);
}
private Vector2I WorldToChunkCoords(Vector2 worldPos)
{
var cell = GridUtils.WorldToGrid(worldPos);
return new Vector2I(
(int)Mathf.Floor((float)cell.X / ChunkSize),
(int)Mathf.Floor((float)cell.Y / ChunkSize)
);
}
private Vector2I ChunkToWorldCoords(Vector2I chunkPos)
{
return new Vector2I(
chunkPos.X * ChunkSize,
chunkPos.Y * ChunkSize
);
}
private bool IsInLoadedChunk(Vector2I cell)
{
// Check the chunk where the cell is located
var chunkPos = new Vector2I(
(int)Mathf.Floor((float)cell.X / ChunkSize),
(int)Mathf.Floor((float)cell.Y / ChunkSize)
);
// Also check adjacent chunks since veins can cross chunk boundaries
for (var dx = -1; dx <= 1; dx++)
{
for (var dy = -1; dy <= 1; dy++)
{
var checkPos = new Vector2I(chunkPos.X + dx, chunkPos.Y + dy);
if (_loadedChunks.ContainsKey(checkPos))
{
return true;
}
}
}
return false;
}
private void PlaceVein(Vector2I startCell, string tileType, int maxSize, List<Vector2I> tileList)
{
GD.Print($"{LogPrefix} Starting to place vein of type {tileType} at {startCell} with max size {maxSize}");
var placed = new HashSet<Vector2I>();
var queue = new Queue<Vector2I>();
queue.Enqueue(startCell);
int placedCount = 0;
while (queue.Count > 0 && placedCount < maxSize)
{
var cell = queue.Dequeue();
// Skip if already placed or out of bounds
if (placed.Contains(cell))
{
GD.Print($"{LogPrefix} Skipping cell {cell} - already placed");
continue;
}
if (!IsInLoadedChunk(cell))
{
GD.Print($"{LogPrefix} Skipping cell {cell} - out of bounds");
continue;
}
// Try to place the tile
if (PlaceTile(tileType, cell))
{
tileList.Add(cell);
placed.Add(cell);
placedCount++;
// GD.Print($"{LogPrefix} Successfully placed {tileType} at {cell} ({placedCount}/{maxSize})");
// Add adjacent cells to queue
var directions = new[] { Vector2I.Up, Vector2I.Right, Vector2I.Down, Vector2I.Left };
foreach (var dir in directions)
{
var newCell = cell + dir;
if (!placed.Contains(newCell))
{
queue.Enqueue(newCell);
}
}
}
else
{
GD.Print($"{LogPrefix} Failed to place {tileType} at {cell}");
}
}
GD.Print($"{LogPrefix} Finished placing vein - placed {placedCount}/{maxSize} {tileType} tiles");
}
private void SpawnRandomEnemyNest()
{
// Generate a random position within the specified distance from origin
var angle = _rng.Randf() * Mathf.Pi * 2;
var distance = _rng.RandfRange(MinDistanceFromOrigin, MaxDistanceFromOrigin);
var offset = new Vector2(Mathf.Cos(angle), Mathf.Sin(angle)) * distance;
var nestPosition = new Vector2I((int)offset.X, (int)offset.Y);
// Try to find a valid position for the nest
int attempts = 0;
const int maxAttempts = 10;
while (attempts < maxAttempts)
{
if (PlaceTile("enemy_nest", nestPosition))
{
GD.Print($"{LogPrefix} Placed enemy nest at {nestPosition}");
return;
}
// Try a different position if placement failed
angle = _rng.Randf() * Mathf.Pi * 2;
distance = _rng.RandfRange(MinDistanceFromOrigin, MaxDistanceFromOrigin);
offset = new Vector2(Mathf.Cos(angle), Mathf.Sin(angle)) * distance;
nestPosition = new Vector2I((int)offset.X, (int)offset.Y);
attempts++;
}
GD.PrintErr($"{LogPrefix} Failed to place enemy nest after {maxAttempts} attempts");
}
private bool PlaceTile(string tileType, Vector2I cell)
{
try
{
// For enemy nest, we want to place it on top of existing ground
if (tileType != "enemy_nest")
{
// Original behavior for other tile types
Grid.FreeArea(cell, Vector2I.One, 0f, GridLayer.Ground);
}
else
{
// For enemy nest, check if there's ground below (skip for now)
GD.Print($"{LogPrefix} Attempting placing nest at {cell}.");
}
var building = Registry.GetBuilding(tileType);
if (building == null)
{
GD.PrintErr($"{LogPrefix} Building type not found in registry: {tileType}");
return false;
}
// GD.Print($"{LogPrefix} Found building in registry: {tileType}");
var scene = building.Scene;
if (scene == null)
{
GD.PrintErr($"{LogPrefix} Scene is null for building type: {tileType}");
return false;
}
// GD.Print($"{LogPrefix} Scene loaded for {tileType}");
if (scene.Instantiate() is not BaseTile instance)
{
GD.PrintErr($"{LogPrefix} Failed to instantiate scene for: {tileType}");
return false;
}
// GD.Print($"{LogPrefix} Successfully instantiated {tileType}");
// Use the same positioning logic as PlacementManager
var rotatedSize = building.GetRotatedSize(0f);
var offset = GridUtils.GetCenterOffset(rotatedSize, 0f);
instance.ZIndex = (int)building.Layer;
instance.GlobalPosition = GridUtils.GridToWorld(cell) + offset;
instance.Grid = Grid;
AddChild(instance);
// For enemy nest, use Building layer
var layer = tileType == "enemy_nest" ? GridLayer.Building : building.Layer;
Grid.OccupyArea(cell, instance, building.Size, 0f, layer);
// GD.Print($"{LogPrefix} Successfully placed {tileType} at {cell} on layer {layer}");
return true;
}
catch (Exception e)
{
GD.PrintErr($"{LogPrefix} Error placing {tileType} at {cell}: {e.Message}");
GD.Print($"{LogPrefix} Stack trace: {e.StackTrace}");
return false;
}
}
}
public class ChunkData
{
public List<Vector2I> StoneTiles { get; } = [];
public List<Vector2I> IronTiles { get; } = [];
}

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@@ -0,0 +1 @@
uid://cugfbvw70clgd

View File

@@ -1,89 +1,460 @@
using System;
using System.Collections.Generic;
using AceFieldNewHorizon.Scripts.Tiles;
using Godot;
using System.Linq;
namespace AceFieldNewHorizon.Scripts.System;
public partial class PlacementManager : Node2D
{
[Export] public GridManager Grid { get; set; }
[Export] public ResourceManager Inventory { get; set; }
[Export] public BuildingRegistry Registry { get; set; }
private string _currentBuildingId = "miner";
[Export] public int MaxConcurrentBuilds { get; set; } = 6; // Make it adjustable in editor
[Export] public bool Enabled { get; set; } = true;
[Export] public StringName ToggleBuildAction { get; set; } = "toggle_build";
private static readonly List<string> BuildableTiles = ["wall", "miner", "turret"];
private readonly Dictionary<Node2D, BuildTask> _buildTasks = new();
private AudioStreamPlayer _completionSound;
private AudioStreamPlayer _buildingSound;
private AudioStreamPlayer _canceledSound;
private AudioStreamPlayer _cannotDeploySound;
private AudioStreamPlayer _notReadySound;
private AudioStreamPlayer _insufficientFundsSound;
private Node2D _currentGhost; // Keep track of the current ghost building
public override void _Ready()
{
base._Ready();
// Setup completion sound
_completionSound = CreateAudioPlayer("res://Sounds/Events/ConstructionComplete.wav");
_buildingSound = CreateAudioPlayer("res://Sounds/Events/Building.wav");
_canceledSound = CreateAudioPlayer("res://Sounds/Events/Canceled.wav");
_cannotDeploySound = CreateAudioPlayer("res://Sounds/Events/CannotDeployHere.wav");
_notReadySound = CreateAudioPlayer("res://Sounds/Events/NotReady.wav");
_insufficientFundsSound = CreateAudioPlayer("res://Sounds/Events/InsufficientFunds.wav");
}
private AudioStreamPlayer CreateAudioPlayer(string path)
{
var player = new AudioStreamPlayer();
AddChild(player);
var sound = GD.Load<AudioStream>(path);
if (sound != null)
{
player.Stream = sound;
}
return player;
}
private void OnBuildCompleted()
{
// Remove all completed builds
var completed = _buildTasks.Where(kvp => kvp.Value.IsCompleted)
.Select(kvp => kvp.Key)
.ToList();
foreach (var key in completed)
{
_buildTasks.Remove(key);
}
// If no builds left, play the completion sound
if (_buildTasks.Count == 0)
{
_completionSound.Play();
}
}
// Call this when starting a new build
private bool CanStartNewBuild()
{
// Remove completed builds
var completed = _buildTasks.Where(kvp => kvp.Value.IsCompleted)
.Select(kvp => kvp.Key)
.ToList();
foreach (var key in completed)
{
_buildTasks.Remove(key);
}
return _buildTasks.Count < MaxConcurrentBuilds;
}
private class BuildTask(Action onCompleted) : IDisposable
{
public bool IsCompleted { get; private set; }
public bool WasCancelled { get; private set; }
public void Complete(bool wasCancelled = false)
{
if (IsCompleted) return;
IsCompleted = true;
WasCancelled = wasCancelled;
onCompleted?.Invoke();
}
public void Dispose()
{
Complete(true); // Mark as cancelled if disposed before completion
}
}
private string _currentBuildingId = "wall";
private Vector2I _hoveredCell;
private BaseTile _ghostBuilding;
private float _currentRotation;
private Vector2I _currentBuildingSize = Vector2I.One;
public void SetCurrentBuilding(string buildingId)
{
_currentBuildingId = buildingId;
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;
if (_ghostBuilding != null)
{
_ghostBuilding.QueueFree();
_ghostBuilding = null;
}
}
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)
currentIndex = (currentIndex - 1 + buildingData.AllowedRotations.Length) %
buildingData.AllowedRotations.Length;
else
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)
{
if (!Enabled) return;
// 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);
else if (Input.IsActionJustPressed("rotate_tile"))
RotateGhost();
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.Grid = Grid;
_ghostBuilding.SetGhostMode(true);
_ghostBuilding.RotationDegrees = _currentRotation;
_ghostBuilding.ZAsRelative = false;
_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 // check against all layers/masks
// Exclude = new Godot.Collections.Array<Rid>() // optional, see below
};
var collision = spaceState.IntersectPoint(query, 8);
var canPlace = Grid.IsCellFree(_hoveredCell) && collision.Count == 0;
_ghostBuilding.Position = placementPos;
var canPlace = CanPlaceBuilding();
_ghostBuilding.SetGhostMode(canPlace);
// Left click to place
if (Input.IsActionPressed("build_tile") && canPlace)
if (Input.IsActionPressed("build_tile"))
{
var scene = Registry.GetBuilding(_currentBuildingId)?.Scene;
if (scene == null) return;
_ghostBuilding.FinalizePlacement();
var buildingData = Registry.GetBuilding(_currentBuildingId);
Grid.OccupyCell(_hoveredCell, _ghostBuilding);
if (buildingData is { BuildTime: > 0f })
_ghostBuilding.StartConstruction(buildingData.BuildTime);
_ghostBuilding = (BaseTile)scene.Instantiate();
_ghostBuilding.SetGhostMode(true);
AddChild(_ghostBuilding);
}
if (Input.IsActionPressed("destroy_tile") && !Grid.IsCellFree(_hoveredCell))
{
// Right click to destroy
var building = Grid.GetBuildingAtCell(_hoveredCell);
var building = Registry.GetBuilding(_currentBuildingId);
if (building == null) return;
building.QueueFree();
Grid.FreeCell(_hoveredCell);
if (!CanStartNewBuild())
{
_notReadySound.Play();
return;
}
// First check if area is free
if (!IsAreaFree(_hoveredCell, building.Size, _currentRotation, building.Layer))
{
// Check if the area is occupied by under-construction tiles
var occupiedCells = GridUtils.GetOccupiedCells(_hoveredCell, building.Size, _currentRotation);
var isUnderConstruction = occupiedCells.Any(cell =>
Grid.GetTileAtCell(cell, building.Layer) is BaseTile { IsConstructing: true });
if (!isUnderConstruction)
_cannotDeploySound.Play();
return;
}
// Consume resources first
if (!ConsumeBuildingResources(_currentBuildingId))
{
_insufficientFundsSound.Play();
return;
}
// Create the building instance
var scene = building.Scene;
var buildingInstance = (BaseTile)scene.Instantiate();
buildingInstance.Grid = Grid;
buildingInstance.RotationDegrees = _currentRotation;
buildingInstance.ZIndex = (int)building.Layer;
buildingInstance.Position = _ghostBuilding.Position;
AddChild(buildingInstance);
// If we get here, area is free, so we can safely occupy it
Grid.OccupyArea(_hoveredCell, buildingInstance, building.Size, _currentRotation, building.Layer);
if (building.BuildTime > 0f)
{
var wasQueueEmpty = _buildTasks.Count == 0;
var buildTask = new BuildTask(OnBuildCompleted);
_buildTasks[buildingInstance] = buildTask;
// Play building sound only when adding to an empty queue
if (wasQueueEmpty)
_buildingSound.Play();
buildingInstance.StartConstruction(building.BuildTime, () =>
{
// On construction complete
if (_buildTasks.TryGetValue(buildingInstance, out var task))
{
if (task.WasCancelled)
{
RefundBuildingResources(_currentBuildingId);
Grid.FreeArea(_hoveredCell, building.Size, _currentRotation, building.Layer);
buildingInstance.QueueFree();
}
task.Complete();
_buildTasks.Remove(buildingInstance);
}
});
}
}
if (Input.IsActionPressed("destroy_tile") &&
!Grid.IsAreaFree(_hoveredCell, Vector2I.One, 0f))
{
// Right click to destroy from current layer
var building = Grid.GetTileAtCell(_hoveredCell);
if (building == null) return;
// Find all cells occupied by this building
var buildingInfo = Grid.GetBuildingInfoAtCell(_hoveredCell, GridLayer.Building);
if (buildingInfo == null) return;
// Check if this building is in the build tasks (under construction)
if (_buildTasks.TryGetValue(building, out var buildTask))
{
var buildingTile = building as BaseTile;
// Cancel the build task
buildTask.Complete(true); // Mark as cancelled
_buildTasks.Remove(building);
_canceledSound.Play();
if (buildingTile == null) return;
// Refund resources for canceled build
var buildingData = Registry.GetBuilding(buildingTile.TileId);
if (buildingData != null)
RefundBuildingResources(buildingTile.TileId);
}
// Clean up the building and grid
building.QueueFree();
Grid.FreeArea(buildingInfo.Value.Position, buildingInfo.Value.Size, buildingInfo.Value.Rotation);
}
if (Input.IsActionJustPressed("switch_tile"))
{
var currentIdx = BuildableTiles.IndexOf(_currentBuildingId);
var nextIdx = (currentIdx + 1) % BuildableTiles.Count;
SetCurrentBuilding(BuildableTiles[nextIdx]);
}
}
public override void _Input(InputEvent @event)
{
if (@event.IsActionPressed(ToggleBuildAction))
{
Enabled = !Enabled;
// Hide ghost building when disabling
if (!Enabled && _ghostBuilding != null && _ghostBuilding.IsInsideTree())
{
_ghostBuilding.QueueFree();
_ghostBuilding = null;
}
}
}
public override void _ExitTree()
{
base._ExitTree();
_buildTasks.Clear();
}
private bool CanAffordBuilding(string buildingId)
{
if (Inventory == null) return false;
var buildingData = Registry.GetBuilding(buildingId);
if (buildingData == null) return false;
// Check if we have enough of each required resource
foreach (var (resourceId, amount) in buildingData.Cost)
if (!Inventory.HasResource(resourceId, amount))
return false;
return true;
}
private bool ConsumeBuildingResources(string buildingId)
{
if (Inventory == null) return false;
var buildingData = Registry.GetBuilding(buildingId);
if (buildingData == null) return false;
// First verify we can afford it
if (!CanAffordBuilding(buildingId)) return false;
// Then consume each resource
foreach (var (resourceId, amount) in buildingData.Cost)
Inventory.RemoveResource(resourceId, amount);
return true;
}
private void RefundBuildingResources(string buildingId)
{
if (Inventory == null) return;
var buildingData = Registry.GetBuilding(buildingId);
if (buildingData == null) return;
// Refund each resource
foreach (var (resourceId, amount) in buildingData.Cost)
{
Inventory.AddResource(resourceId, amount);
}
}
private bool CanPlaceBuilding()
{
var buildingData = Registry.GetBuilding(_currentBuildingId);
if (buildingData == null) return false;
// Check if we can afford the building
if (!CanAffordBuilding(_currentBuildingId)) 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 => [GridLayer.Ground],
GridLayer.Building => [GridLayer.Building],
GridLayer.Decoration => [GridLayer.Decoration],
_ => []
};
}
private bool IsAreaFree(Vector2I topLeft, Vector2I size, float rotation, GridLayer layer)
{
return !Grid.IsAreaOccupied(topLeft, size, rotation, GetBlockingLayers(layer));
}
}
public static class GridManagerExtensions
{
public static (Vector2I Position, Vector2I Size, float Rotation)? GetBuildingInfoAtCell(this GridManager grid,
Vector2I cell, GridLayer layer)
{
if (grid.GetTileAtCell(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.GetTileAtCell(checkCell, layer) == building)
{
// Found the top-left corner, now find the size
var size = Vector2I.One;
// Search right
while (grid.GetTileAtCell(new Vector2I(checkCell.X + size.X, checkCell.Y), layer) ==
building)
size.X++;
// Search down
while (grid.GetTileAtCell(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;
}
}

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@@ -0,0 +1,145 @@
using Godot;
using System.Collections.Generic;
using System.Linq;
namespace AceFieldNewHorizon.Scripts.System;
public partial class ResourceManager : Node
{
// Dictionary to store resources with their IDs and quantities
private readonly Dictionary<string, int> _resources = new();
private static readonly StringName LoggerName = "ResourceManager";
// Event for when resource amounts change
[Signal]
public delegate void OnResourceChangedEventHandler(string resourceId, int newAmount);
public override void _Ready()
{
base._Ready();
GD.Print($"[{LoggerName}] ResourceManager initialized");
}
// Add resources of a specific type
public void AddResource(string resourceId, int amount = 1)
{
if (amount <= 0)
{
GD.PushWarning($"[{LoggerName}] Attempted to add non-positive amount ({amount}) for resource: {resourceId}");
return;
}
bool isNew = !_resources.ContainsKey(resourceId);
if (!_resources.TryAdd(resourceId, amount))
{
var oldAmount = _resources[resourceId];
_resources[resourceId] += amount;
GD.Print($"[{LoggerName}] Added {amount} {resourceId}. New total: {_resources[resourceId]} (was {oldAmount})");
}
else
{
GD.Print($"[{LoggerName}] Added new resource: {resourceId} with amount: {amount}");
}
EmitSignal(nameof(OnResourceChanged), resourceId, _resources[resourceId]);
}
// Remove resources of a specific type
public bool RemoveResource(string resourceId, int amount = 1)
{
if (amount <= 0)
{
GD.PushWarning($"[{LoggerName}] Attempted to remove non-positive amount ({amount}) for resource: {resourceId}");
return false;
}
if (!_resources.ContainsKey(resourceId))
{
GD.Print($"[{LoggerName}] Failed to remove {amount} {resourceId}: Resource not found");
return false;
}
if (_resources[resourceId] < amount)
{
GD.Print($"[{LoggerName}] Insufficient {resourceId}. Requested: {amount}, Available: {_resources[resourceId]}");
return false;
}
var oldAmount = _resources[resourceId];
_resources[resourceId] -= amount;
GD.Print($"[{LoggerName}] Removed {amount} {resourceId}. New total: {_resources[resourceId]} (was {oldAmount})");
// Remove the entry if quantity reaches zero
if (_resources[resourceId] <= 0)
{
_resources.Remove(resourceId);
GD.Print($"[{LoggerName}] Removed resource entry for {resourceId} (reached zero)");
EmitSignal(nameof(OnResourceChanged), resourceId, 0);
}
else
{
EmitSignal(nameof(OnResourceChanged), resourceId, _resources[resourceId]);
}
return true;
}
// Get the current amount of a specific resource
public int GetResourceAmount(string resourceId)
{
// Silently return 0 for non-existent resources
return _resources.GetValueOrDefault(resourceId, 0);
}
// Check if there are at least 'amount' of a specific resource
public bool HasResource(string resourceId, int amount = 1)
{
if (amount <= 0) return true; // Always true for zero or negative amounts
var exists = _resources.TryGetValue(resourceId, out var currentAmount);
var hasEnough = exists && currentAmount >= amount;
return hasEnough;
}
// Get all resources as a read-only dictionary
public IReadOnlyDictionary<string, int> GetAllResources()
{
GD.Print($"[{LoggerName}] Getting all resources. Total types: {_resources.Count}");
return new Dictionary<string, int>(_resources);
}
// Clear all resources
public void Clear()
{
GD.Print($"[{LoggerName}] Clearing all resources. Total types before clear: {_resources.Count}");
var keys = new List<string>(_resources.Keys);
foreach (var resourceId in keys)
{
_resources[resourceId] = 0;
EmitSignal(nameof(OnResourceChanged), resourceId, 0);
}
_resources.Clear();
GD.Print($"[{LoggerName}] All resources cleared");
}
// Helper method to log current resource state
public void LogResourceState()
{
if (_resources.Count == 0)
{
GD.Print($"[{LoggerName}] No resources currently stored");
return;
}
GD.Print($"[{LoggerName}] Current resource state:");
foreach (var (id, amount) in _resources.OrderBy(x => x.Key))
{
GD.Print($" - {id}: {amount}");
}
}
}

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@@ -0,0 +1 @@
uid://dfi2snip78eq6

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@@ -1,4 +1,5 @@
using System.Numerics;
using System;
using System.Threading.Tasks;
using AceFieldNewHorizon.Scripts.System;
using Godot;
using Vector2 = Godot.Vector2;
@@ -7,9 +8,16 @@ namespace AceFieldNewHorizon.Scripts.Tiles;
public partial class BaseTile : Node2D
{
[Export] public string TileId { get; set; }
[Export] public GridManager Grid { get; set; }
private CollisionShape2D _collisionShape;
private Sprite2D _sprite;
private ColorRect _progressOverlay;
private Action _onConstructionComplete;
public bool IsConstructing;
public bool IsConstructed;
public override void _Ready()
{
@@ -20,8 +28,11 @@ public partial class BaseTile : Node2D
_progressOverlay.Visible = false;
}
public void SetGhostMode(bool canPlace)
public virtual void SetGhostMode(bool canPlace)
{
// Don't modify collision for constructing buildings
if (IsConstructing) return;
if (_collisionShape != null)
_collisionShape.Disabled = true;
@@ -31,7 +42,7 @@ public partial class BaseTile : Node2D
: new Color(1, 0, 0, 0.5f);
}
public void FinalizePlacement()
public virtual void FinalizePlacement()
{
if (_collisionShape != null)
_collisionShape.Disabled = false;
@@ -40,13 +51,28 @@ public partial class BaseTile : Node2D
}
// Building progress visualization
public void StartConstruction(float buildTime)
public void StartConstruction(float buildTime, Action onComplete = null)
{
if (_progressOverlay == null || _sprite?.Texture == null) return;
IsConstructing = true;
if (_collisionShape != null)
_collisionShape.Disabled = true;
if (_progressOverlay == null || _sprite?.Texture == null)
{
IsConstructing = false;
onComplete?.Invoke();
return;
}
_onConstructionComplete = onComplete;
var texSize = new Vector2(GridUtils.TileSize, GridUtils.TileSize);
// Set initial transparency for construction
if (_sprite != null)
_sprite.Modulate = new Color(1, 1, 1, 0.8f);
_progressOverlay.Visible = true;
_progressOverlay.Modulate = Colors.White;
_progressOverlay.Color = new Color(0, 0, 1, 0.4f); // semi-transparent blue
async void RunProgress()
@@ -67,9 +93,38 @@ public partial class BaseTile : Node2D
);
}
_progressOverlay.Visible = false;
// Fade out the overlay
await FadeOutOverlay(0.5f);
// Construction complete - restore full opacity and enable collision
if (_sprite != null)
_sprite.Modulate = Colors.White;
IsConstructing = false;
if (_collisionShape != null)
_collisionShape.Disabled = false;
_onConstructionComplete?.Invoke();
IsConstructed = true;
}
RunProgress();
}
private async Task FadeOutOverlay(float duration)
{
var elapsed = 0f;
var startAlpha = _progressOverlay.Modulate.A;
while (elapsed < duration)
{
await ToSignal(GetTree(), SceneTree.SignalName.ProcessFrame);
elapsed += (float)GetProcessDeltaTime();
var alpha = Mathf.Lerp(startAlpha, 0f, elapsed / duration);
_progressOverlay.Modulate = new Color(1, 1, 1, alpha);
}
_progressOverlay.Visible = false;
_progressOverlay.Modulate = Colors.White; // Reset alpha for next use
}
}

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@@ -0,0 +1,74 @@
using AceFieldNewHorizon.Scripts.Entities;
using Godot;
namespace AceFieldNewHorizon.Scripts.Tiles;
public partial class EnemyNestTile : BaseTile
{
[Export] public PackedScene EnemyScene;
[Export] public int MaxEnemies = 5;
[Export] public float SpawnDelay = 5.0f; // Time between spawn attempts
[Export] public float SpawnRadius = 50.0f; // Radius around the nest where enemies can spawn
[Export] public bool Active = true;
private Timer _spawnTimer;
private int _currentEnemyCount = 0;
public override void _Ready()
{
base._Ready();
// Create and configure the timer
_spawnTimer = new Timer
{
Autostart = true,
WaitTime = SpawnDelay
};
AddChild(_spawnTimer);
_spawnTimer.Timeout += OnSpawnTimerTimeout;
}
private void OnSpawnTimerTimeout()
{
if (!Active || EnemyScene == null || _currentEnemyCount >= MaxEnemies)
return;
// Check if we can spawn more enemies
var enemies = GetTree().GetNodesInGroup("Enemy");
_currentEnemyCount = enemies.Count;
if (_currentEnemyCount >= MaxEnemies)
return;
// Spawn a new enemy
var enemy = EnemyScene.Instantiate<Enemy>();
if (enemy != null)
{
GetParent().AddChild(enemy);
// Calculate a random position within the spawn radius
var randomAngle = GD.Randf() * Mathf.Pi * 2;
var randomOffset = new Vector2(
Mathf.Cos(randomAngle) * SpawnRadius,
Mathf.Sin(randomAngle) * SpawnRadius
);
enemy.GlobalPosition = GlobalPosition + randomOffset;
_currentEnemyCount++;
// Connect to the enemy's death signal if available
enemy.TreeExiting += () => OnEnemyDied();
}
}
private void OnEnemyDied()
{
_currentEnemyCount = Mathf.Max(0, _currentEnemyCount - 1);
}
public void SetActive(bool active)
{
Active = active;
_spawnTimer.Paused = !active;
}
}

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@@ -0,0 +1 @@
uid://26hl5mk4mqur

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@@ -0,0 +1,14 @@
using Godot;
namespace AceFieldNewHorizon.Scripts.Tiles;
public partial class GroundTile : BaseTile
{
public override void _Ready()
{
var sprite = GetNode<Sprite2D>("Sprite2D");
sprite.Modulate = new Color(0.75f, 0.75f, 0.75f); // Makes the sprite 25% darker
base._Ready();
}
}

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@@ -0,0 +1 @@
uid://dh0jdeplrigxu

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@@ -1,8 +1,83 @@
using AceFieldNewHorizon.Scripts.System;
using Godot;
namespace AceFieldNewHorizon.Scripts.Tiles;
public partial class MinerTile : BaseTile
{
[Export] public PackedScene ItemPickup { get; set; }
[Export] public string ItemToMine { get; set; }
[Export] public int MiningRate = 1; // Items per second
private Vector2I _gridPosition;
private float _timeSinceLastMine;
public override void _Ready()
{
base._Ready();
_gridPosition = GridUtils.WorldToGrid(Position);
var ground = Grid.GetTileAtCell(_gridPosition, GridLayer.Ground) as BaseTile;
if (ground == null)
{
GD.Print($"[Miner] Miner {GetInstanceId()} not found available resource...");
return;
}
ItemToMine = (ground.TileId) switch
{
"stone" => "stone",
"ore_iron" => "ore_iron",
_ => null
};
if (ItemToMine == null)
GD.Print($"[Miner] Miner {GetInstanceId()} not found available resource...");
}
public override void _Process(double delta)
{
if (ItemToMine == null)
return;
// Don't mine if building is not completed
if (!IsConstructed || ItemPickup == null)
return;
_timeSinceLastMine += (float)delta;
if (!(_timeSinceLastMine >= 1f / MiningRate)) return;
_timeSinceLastMine = 0f;
SpawnItem();
}
private void SpawnItem()
{
var itemPickup = ItemPickup?.Instantiate<ItemPickup>();
if (itemPickup == null) return;
itemPickup.ItemId = ItemToMine;
itemPickup.Quantity = 1;
// Initial position (slightly below the spawn point)
const int halfTileSize = GridUtils.TileSize / 2;
var spawnPosition = GridUtils.GridToWorld(_gridPosition);
var targetY = spawnPosition.Y - halfTileSize; // Target Y position
var targetX = spawnPosition.X + halfTileSize + (GD.Randf() * 10f - 5f);
itemPickup.Position =
new Vector2(spawnPosition.X + halfTileSize, spawnPosition.Y + 16); // Start below
itemPickup.Scale = Vector2.Zero; // Start invisible
// Add to the scene
GetTree().CurrentScene.AddChild(itemPickup);
// Create the pop-up animation
var tween = CreateTween().SetTrans(Tween.TransitionType.Elastic).SetEase(Tween.EaseType.Out);
// Animate the pop-up effect
tween.TweenProperty(itemPickup, "position:y", targetY, 0.6f);
tween.Parallel().TweenProperty(itemPickup, "scale", Vector2.One, 0.6f);
// Optional: Add a slight horizontal wobble
tween.Parallel().TweenProperty(itemPickup, "position:x", targetX, 0.6f);
}
}

127
Scripts/Tiles/TurretTile.cs Normal file
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@@ -0,0 +1,127 @@
using System.Linq;
using AceFieldNewHorizon.Scripts.Entities;
using Godot;
namespace AceFieldNewHorizon.Scripts.Tiles;
public partial class TurretTile : BaseTile
{
[Export] public PackedScene BulletScene;
[Export] public float RotationSpeed = 2.0f; // Radians per second
[Export] public float AttackRange = 300.0f;
[Export] public float AttackCooldown = 0.5f;
[Export] public int Damage = 10;
[Export] public float BulletSpeed = 400.0f;
[Export] public NodePath BarrelTipPath;
private Node2D _spriteBarrel;
private Node2D _barrelTip;
private float _attackTimer = 0;
private bool _hasTarget = false;
public override void _Ready()
{
base._Ready();
_spriteBarrel = GetNodeOrNull<Node2D>("Barrel");
_barrelTip = GetNodeOrNull<Node2D>(BarrelTipPath);
if (_barrelTip == null && _spriteBarrel != null)
{
// If no barrel tip is specified, use the end of the barrel sprite
_barrelTip = _spriteBarrel.GetNodeOrNull<Node2D>("BarrelTip");
}
}
public override void SetGhostMode(bool canPlace)
{
base.SetGhostMode(canPlace);
if (_spriteBarrel != null)
_spriteBarrel.Modulate = canPlace
? new Color(0, 1, 0, 0.5f)
: new Color(1, 0, 0, 0.5f);
}
public override void FinalizePlacement()
{
base.FinalizePlacement();
if (_spriteBarrel != null)
_spriteBarrel.Modulate = Colors.White;
}
public override void _Process(double delta)
{
if (!IsConstructed) return;
// Update attack cooldown
if (_attackTimer > 0)
{
_attackTimer -= (float)delta;
}
// Find the nearest enemy
var enemies = GetTree().GetNodesInGroup(Enemy.EnemyGroupName)
.OfType<Enemy>()
.Where(e => e.GlobalPosition.DistanceTo(GlobalPosition) <= AttackRange)
.OrderBy(e => e.GlobalPosition.DistanceTo(GlobalPosition))
.ToList();
if (enemies.Count > 0)
{
var nearestEnemy = enemies[0];
_hasTarget = true;
// Calculate target angle
var direction = (nearestEnemy.GlobalPosition - _spriteBarrel.GlobalPosition).Normalized();
var targetAngle = Mathf.Atan2(direction.Y, direction.X);
// Smoothly rotate towards target
_spriteBarrel.Rotation = Mathf.LerpAngle(_spriteBarrel.Rotation, targetAngle, (float)delta * RotationSpeed);
// Check if we're facing the target and can attack
if (Mathf.Abs(Mathf.Wrap(targetAngle - _spriteBarrel.Rotation, -Mathf.Pi, Mathf.Pi)) < 0.1f)
TryAttack(nearestEnemy.GlobalPosition);
}
else
{
_hasTarget = false;
}
}
private void TryAttack(Vector2 targetPosition)
{
if (_attackTimer <= 0 && BulletScene != null && _barrelTip != null)
{
// Create bullet instance
var bullet = BulletScene.Instantiate<Bullet>();
// Calculate direction and rotation
var direction = (targetPosition - _barrelTip.GlobalPosition).Normalized();
var bulletRotation = direction.Angle();
// Set bullet position and rotation
GetTree().CurrentScene.AddChild(bullet);
bullet.GlobalPosition = _barrelTip.GlobalPosition;
bullet.Rotation = bulletRotation; // Use the calculated rotation
// Initialize bullet with direction and damage
bullet.Initialize(
direction,
bullet.GlobalPosition,
bulletRotation, // Pass the calculated rotation
1 // Pass the turret's collision layer to ignore
);
bullet.Damage = Damage;
bullet.Speed = BulletSpeed;
bullet.MaxDistance = AttackRange * 1.5f; // Bullets can travel slightly further than attack range
// Reset attack cooldown
_attackTimer = AttackCooldown;
GD.Print("Turret attacking enemy!");
}
}
}

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@@ -0,0 +1 @@
uid://n5g6i0uovxfk

BIN
Sounds/Events/Building.wav Normal file

Binary file not shown.

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@@ -0,0 +1,24 @@
[remap]
importer="wav"
type="AudioStreamWAV"
uid="uid://d1trbqrntmuij"
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