460 lines
16 KiB
C#
460 lines
16 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 ResourceManager Inventory { get; set; }
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[Export] public BuildingRegistry Registry { get; set; }
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[Export] public int MaxConcurrentBuilds { get; set; } = 6; // Make it adjustable in editor
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[Export] public bool Enabled { get; set; } = true;
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[Export] public StringName ToggleBuildAction { get; set; } = "toggle_build";
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private static readonly List<string> BuildableTiles = ["wall", "miner"];
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private readonly Dictionary<Node2D, BuildTask> _buildTasks = new();
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private AudioStreamPlayer _completionSound;
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private AudioStreamPlayer _buildingSound;
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private AudioStreamPlayer _canceledSound;
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private AudioStreamPlayer _cannotDeploySound;
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private AudioStreamPlayer _notReadySound;
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private AudioStreamPlayer _insufficientFundsSound;
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private Node2D _currentGhost; // Keep track of the current ghost building
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public override void _Ready()
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{
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base._Ready();
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// Setup completion sound
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_completionSound = CreateAudioPlayer("res://Sounds/Events/ConstructionComplete.wav");
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_buildingSound = CreateAudioPlayer("res://Sounds/Events/Building.wav");
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_canceledSound = CreateAudioPlayer("res://Sounds/Events/Canceled.wav");
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_cannotDeploySound = CreateAudioPlayer("res://Sounds/Events/CannotDeployHere.wav");
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_notReadySound = CreateAudioPlayer("res://Sounds/Events/NotReady.wav");
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_insufficientFundsSound = CreateAudioPlayer("res://Sounds/Events/InsufficientFunds.wav");
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}
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private AudioStreamPlayer CreateAudioPlayer(string path)
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{
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var player = new AudioStreamPlayer();
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AddChild(player);
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var sound = GD.Load<AudioStream>(path);
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if (sound != null)
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{
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player.Stream = sound;
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}
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return player;
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}
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private void OnBuildCompleted()
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{
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// Remove all completed builds
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var completed = _buildTasks.Where(kvp => kvp.Value.IsCompleted)
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.Select(kvp => kvp.Key)
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.ToList();
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foreach (var key in completed)
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{
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_buildTasks.Remove(key);
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}
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// If no builds left, play the completion sound
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if (_buildTasks.Count == 0)
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{
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_completionSound.Play();
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}
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}
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// Call this when starting a new build
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private bool CanStartNewBuild()
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{
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// Remove completed builds
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var completed = _buildTasks.Where(kvp => kvp.Value.IsCompleted)
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.Select(kvp => kvp.Key)
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.ToList();
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foreach (var key in completed)
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{
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_buildTasks.Remove(key);
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}
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return _buildTasks.Count < MaxConcurrentBuilds;
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}
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private class BuildTask(Action onCompleted) : IDisposable
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{
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public bool IsCompleted { get; private set; }
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public bool WasCancelled { get; private set; }
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public void Complete(bool wasCancelled = false)
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{
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if (IsCompleted) return;
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IsCompleted = true;
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WasCancelled = wasCancelled;
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onCompleted?.Invoke();
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}
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public void Dispose()
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{
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Complete(true); // Mark as cancelled if disposed before completion
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}
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}
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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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if (!Enabled) return;
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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.Grid = Grid;
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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"))
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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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if (!CanStartNewBuild())
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{
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_notReadySound.Play();
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return;
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}
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// First check if area is free
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if (!IsAreaFree(_hoveredCell, building.Size, _currentRotation, building.Layer))
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{
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// Check if the area is occupied by under-construction tiles
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var occupiedCells = GridUtils.GetOccupiedCells(_hoveredCell, building.Size, _currentRotation);
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var isUnderConstruction = occupiedCells.Any(cell =>
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Grid.GetBuildingAtCell(cell, building.Layer) is BaseTile { IsConstructing: true });
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if (!isUnderConstruction)
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_cannotDeploySound.Play();
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return;
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}
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// Consume resources first
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if (!ConsumeBuildingResources(_currentBuildingId))
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{
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_insufficientFundsSound.Play();
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return;
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}
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// Create the building instance
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var scene = building.Scene;
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var buildingInstance = (BaseTile)scene.Instantiate();
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buildingInstance.Grid = Grid;
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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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// If we get here, area is free, so we can safely occupy it
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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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{
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var wasQueueEmpty = _buildTasks.Count == 0;
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var buildTask = new BuildTask(OnBuildCompleted);
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_buildTasks[buildingInstance] = buildTask;
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// Play building sound only when adding to an empty queue
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if (wasQueueEmpty)
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_buildingSound.Play();
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buildingInstance.StartConstruction(building.BuildTime, () =>
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{
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// On construction complete
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if (_buildTasks.TryGetValue(buildingInstance, out var task))
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{
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if (task.WasCancelled)
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{
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RefundBuildingResources(_currentBuildingId);
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Grid.FreeArea(_hoveredCell, building.Size, _currentRotation, building.Layer);
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buildingInstance.QueueFree();
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}
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task.Complete();
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_buildTasks.Remove(buildingInstance);
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}
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});
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}
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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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// Check if this building is in the build tasks (under construction)
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if (_buildTasks.TryGetValue(building, out var buildTask))
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{
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var buildingTile = building as BaseTile;
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// Cancel the build task
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buildTask.Complete(true); // Mark as cancelled
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_buildTasks.Remove(building);
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_canceledSound.Play();
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if (buildingTile == null) return;
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// Refund resources for canceled build
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var buildingData = Registry.GetBuilding(buildingTile.TileId);
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if (buildingData != null)
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RefundBuildingResources(buildingTile.TileId);
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}
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// Clean up the building and grid
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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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public override void _Input(InputEvent @event)
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{
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if (@event.IsActionPressed(ToggleBuildAction))
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{
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Enabled = !Enabled;
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// Hide ghost building when disabling
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if (!Enabled && _ghostBuilding != null && _ghostBuilding.IsInsideTree())
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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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}
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public override void _ExitTree()
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{
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base._ExitTree();
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_buildTasks.Clear();
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}
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private bool CanAffordBuilding(string buildingId)
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{
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if (Inventory == null) return false;
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var buildingData = Registry.GetBuilding(buildingId);
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if (buildingData == null) return false;
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// Check if we have enough of each required resource
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foreach (var (resourceId, amount) in buildingData.Cost)
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if (!Inventory.HasResource(resourceId, amount))
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return false;
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return true;
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}
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private bool ConsumeBuildingResources(string buildingId)
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{
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if (Inventory == null) return false;
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var buildingData = Registry.GetBuilding(buildingId);
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if (buildingData == null) return false;
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// First verify we can afford it
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if (!CanAffordBuilding(buildingId)) return false;
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// Then consume each resource
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foreach (var (resourceId, amount) in buildingData.Cost)
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Inventory.RemoveResource(resourceId, amount);
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return true;
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}
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private void RefundBuildingResources(string buildingId)
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{
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if (Inventory == null) return;
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var buildingData = Registry.GetBuilding(buildingId);
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if (buildingData == null) return;
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// Refund each resource
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foreach (var (resourceId, amount) in buildingData.Cost)
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{
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Inventory.AddResource(resourceId, amount);
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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 we can afford the building
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if (!CanAffordBuilding(_currentBuildingId)) 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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private bool IsAreaFree(Vector2I topLeft, Vector2I size, float rotation, GridLayer layer)
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{
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return !Grid.IsAreaOccupied(topLeft, size, rotation, GetBlockingLayers(layer));
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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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} |