221 lines
8.0 KiB
C#
221 lines
8.0 KiB
C#
using System;
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using System.Collections.Generic;
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using AceFieldNewHorizon.Scripts.Tiles;
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using Godot;
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using System.Linq;
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namespace AceFieldNewHorizon.Scripts.System;
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public partial class PlacementManager : Node2D
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{
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[Export] public GridManager Grid { get; set; }
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[Export] public BuildingRegistry Registry { get; set; }
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private static readonly List<string> BuildableTiles = ["wall", "miner"];
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private string _currentBuildingId = "wall";
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private Vector2I _hoveredCell;
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private BaseTile _ghostBuilding;
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private float _currentRotation;
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private Vector2I _currentBuildingSize = Vector2I.One;
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public void SetCurrentBuilding(string buildingId)
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{
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_currentBuildingId = buildingId;
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var buildingData = Registry.GetBuilding(buildingId);
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if (buildingData != null)
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{
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_currentBuildingSize = buildingData.Size;
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// Reset rotation to nearest allowed rotation
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if (!buildingData.IsRotationAllowed(_currentRotation))
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{
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_currentRotation = (int)buildingData.AllowedRotations[0] * 90f;
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}
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}
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// Replace ghost immediately
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if (_ghostBuilding != null)
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{
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_ghostBuilding.QueueFree();
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_ghostBuilding = null;
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}
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}
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private void RotateGhost(bool reverse = false)
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{
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if (_ghostBuilding == null) return;
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var buildingData = Registry.GetBuilding(_currentBuildingId);
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if (buildingData == null) return;
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// Calculate next rotation
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var currentDirection = (RotationDirection)((Mathf.RoundToInt(_currentRotation / 90f) % 4 + 4) % 4);
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var currentIndex = Array.IndexOf(buildingData.AllowedRotations.ToArray(), currentDirection);
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if (reverse)
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currentIndex = (currentIndex - 1 + buildingData.AllowedRotations.Length) %
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buildingData.AllowedRotations.Length;
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else
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currentIndex = (currentIndex + 1) % buildingData.AllowedRotations.Length;
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_currentRotation = (int)buildingData.AllowedRotations[currentIndex] * 90f;
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_ghostBuilding.RotationDegrees = _currentRotation;
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// Update ghost position to keep the same cell under cursor
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UpdateGhostPosition();
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}
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private void UpdateGhostPosition()
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{
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if (_ghostBuilding == null) return;
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var buildingData = Registry.GetBuilding(_currentBuildingId);
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if (buildingData == null) return;
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var rotatedSize = buildingData.GetRotatedSize(_currentRotation);
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var offset = GridUtils.GetCenterOffset(rotatedSize, _currentRotation);
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_ghostBuilding.Position = GridUtils.GridToWorld(_hoveredCell) + offset;
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// Update occupied cells
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GridUtils.GetOccupiedCells(_hoveredCell, rotatedSize, _currentRotation);
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}
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public override void _Process(double delta)
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{
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// Snap mouse to grid
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var mousePos = GetGlobalMousePosition();
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var newHoveredCell = GridUtils.WorldToGrid(mousePos);
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// Only update if cell changed
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if (newHoveredCell != _hoveredCell)
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{
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_hoveredCell = newHoveredCell;
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UpdateGhostPosition();
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}
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if (Input.IsActionJustPressed("rotate_tile_reverse"))
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RotateGhost(reverse: true);
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else if (Input.IsActionJustPressed("rotate_tile"))
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RotateGhost();
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if (_ghostBuilding == null)
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{
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var building = Registry.GetBuilding(_currentBuildingId);
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if (building == null) return;
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var scene = building.Scene;
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_ghostBuilding = (BaseTile)scene.Instantiate();
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_ghostBuilding.SetGhostMode(true);
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_ghostBuilding.RotationDegrees = _currentRotation;
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_ghostBuilding.ZAsRelative = false;
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_ghostBuilding.ZIndex = (int)building.Layer;
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UpdateGhostPosition();
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AddChild(_ghostBuilding);
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}
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var canPlace = CanPlaceBuilding();
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_ghostBuilding.SetGhostMode(canPlace);
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// Left click to place
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if (Input.IsActionPressed("build_tile") && canPlace)
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{
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var building = Registry.GetBuilding(_currentBuildingId);
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if (building == null) return;
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var scene = building.Scene;
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var buildingInstance = (BaseTile)scene.Instantiate();
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buildingInstance.RotationDegrees = _currentRotation;
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buildingInstance.ZIndex = (int)building.Layer;
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buildingInstance.Position = _ghostBuilding.Position;
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AddChild(buildingInstance);
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Grid.OccupyArea(_hoveredCell, buildingInstance, building.Size, _currentRotation, building.Layer);
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if (building.BuildTime > 0f)
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buildingInstance.StartConstruction(building.BuildTime);
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}
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if (Input.IsActionPressed("destroy_tile") &&
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!Grid.IsAreaFree(_hoveredCell, Vector2I.One, 0f))
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{
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// Right click to destroy from current layer
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var building = Grid.GetBuildingAtCell(_hoveredCell);
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if (building == null) return;
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// Find all cells occupied by this building
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var buildingInfo = Grid.GetBuildingInfoAtCell(_hoveredCell, GridLayer.Building);
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if (buildingInfo == null) return;
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building.QueueFree();
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Grid.FreeArea(buildingInfo.Value.Position, buildingInfo.Value.Size, buildingInfo.Value.Rotation);
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}
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if (Input.IsActionJustPressed("switch_tile"))
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{
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var currentIdx = BuildableTiles.IndexOf(_currentBuildingId);
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var nextIdx = (currentIdx + 1) % BuildableTiles.Count;
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SetCurrentBuilding(BuildableTiles[nextIdx]);
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}
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}
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private bool CanPlaceBuilding()
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{
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var buildingData = Registry.GetBuilding(_currentBuildingId);
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if (buildingData == null) return false;
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// Check if rotation is allowed
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if (!buildingData.IsRotationAllowed(_currentRotation))
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return false;
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// Check if area is free
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var rotatedSize = buildingData.GetRotatedSize(_currentRotation);
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return !Grid.IsAreaOccupied(_hoveredCell, rotatedSize, _currentRotation, GetBlockingLayers(buildingData.Layer));
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}
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private GridLayer[] GetBlockingLayers(GridLayer layer)
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{
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return layer switch
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{
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GridLayer.Ground => [GridLayer.Ground],
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GridLayer.Building => [GridLayer.Building],
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GridLayer.Decoration => [GridLayer.Decoration],
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_ => []
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};
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}
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}
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public static class GridManagerExtensions
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{
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public static (Vector2I Position, Vector2I Size, float Rotation)? GetBuildingInfoAtCell(this GridManager grid,
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Vector2I cell, GridLayer layer)
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{
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if (grid.GetBuildingAtCell(cell, layer) is { } building)
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{
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// Find the top-left position of the building
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for (int x = 0; x < 100; x++) // Arbitrary max size
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{
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for (int y = 0; y < 100; y++)
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{
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var checkCell = new Vector2I(cell.X - x, cell.Y - y);
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if (grid.GetBuildingAtCell(checkCell, layer) == building)
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{
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// Found the top-left corner, now find the size
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var size = Vector2I.One;
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// Search right
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while (grid.GetBuildingAtCell(new Vector2I(checkCell.X + size.X, checkCell.Y), layer) ==
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building)
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size.X++;
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// Search down
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while (grid.GetBuildingAtCell(new Vector2I(checkCell.X, checkCell.Y + size.Y), layer) ==
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building)
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size.Y++;
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// Get rotation from the first cell
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var rotation = 0f; // You'll need to store rotation in GridManager to make this work
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return (checkCell, size, rotation);
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}
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}
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}
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}
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return null;
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}
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} |