Files
AceField-New-Horizon/Scripts/System/GridManager.cs
LittleSheep b424aafeab ♻️ Optimizations of the various system
🍱 Retexture of the enemy portal
2025-08-31 18:26:45 +08:00

167 lines
5.1 KiB
C#

#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<GridLayer, Dictionary<Vector2I, (Node2D Building, Vector2I Size, float Rotation)>> _layers =
new();
public GridManager()
{
// Initialize all layers
foreach (GridLayer layer in Enum.GetValues(typeof(GridLayer)))
_layers[layer] = new Dictionary<Vector2I, (Node2D, Vector2I, float)>();
}
public bool IsAreaFree(Vector2I topLeft, Vector2I size, float rotation, GridLayer layer = GridLayer.Building)
{
var occupiedCells = GridUtils.GetOccupiedCells(topLeft, size, rotation);
return occupiedCells.All(cell => !_layers[layer].ContainsKey(cell));
}
public void OccupyArea(Vector2I topLeft, Node2D building, Vector2I size, float rotation,
GridLayer layer = GridLayer.Building)
{
var occupiedCells = GridUtils.GetOccupiedCells(topLeft, size, rotation);
foreach (var cell in occupiedCells)
{
_layers[layer][cell] = (building, size, rotation);
}
}
public void FreeArea(Vector2I topLeft, Vector2I size, float rotation, GridLayer layer = GridLayer.Building)
{
// Get all cells that should be occupied by this building
var occupiedCells = GridUtils.GetOccupiedCells(topLeft, size, rotation);
// Create a list to store cells that should be removed
var cellsToRemove = new List<Vector2I>();
// First, find all cells that match this building's position and size
foreach (var cell in _layers[layer].Keys.ToList())
{
var (building, buildingSize, buildingRotation) = _layers[layer][cell];
var buildingCells = GridUtils.GetOccupiedCells(cell, buildingSize, buildingRotation);
// If any of the building's cells match our target area, mark all of its cells for removal
if (buildingCells.Any(c => occupiedCells.Contains(c)))
{
cellsToRemove.AddRange(buildingCells);
}
}
// Remove all marked cells
foreach (var cell in cellsToRemove.Distinct())
{
_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;
}
}
public static class GridUtils
{
public const int TileSize = 54;
public static Vector2I WorldToGrid(Vector2 pos)
{
return new Vector2I(
Mathf.FloorToInt(pos.X / TileSize),
Mathf.FloorToInt(pos.Y / TileSize)
);
}
public static Vector2 GridToWorld(Vector2I cell)
{
return new Vector2(
cell.X * TileSize,
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;
}
}