Files
AceField-New-Horizon/Scripts/System/PlacementManager.cs
2025-08-29 18:05:30 +08:00

460 lines
16 KiB
C#

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; }
[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"];
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)
{
_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();
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 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 canPlace = CanPlaceBuilding();
_ghostBuilding.SetGhostMode(canPlace);
// Left click to place
if (Input.IsActionPressed("build_tile"))
{
var building = Registry.GetBuilding(_currentBuildingId);
if (building == null) return;
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;
}
}