Files
AceField-New-Horizon/Scripts/System/PlacementManager.cs
2025-08-27 17:52:53 +08:00

141 lines
4.9 KiB
C#

using System;
using AceFieldNewHorizon.Scripts.Tiles;
using Godot;
namespace AceFieldNewHorizon.Scripts.System;
public partial class PlacementManager : Node2D
{
[Export] public GridManager Grid { get; set; }
[Export] public BuildingRegistry Registry { get; set; }
private string _currentBuildingId = "wall";
private GridLayer _currentLayer = GridLayer.Building; // Default layer
private Vector2I _hoveredCell;
private BaseTile _ghostBuilding;
private float _currentRotation = 0f;
public void SetCurrentBuilding(string buildingId, GridLayer layer = GridLayer.Building)
{
_currentBuildingId = buildingId;
_currentLayer = layer;
// Replace ghost immediately
if (_ghostBuilding == null) return;
_ghostBuilding.QueueFree();
_ghostBuilding = null;
}
public void SetCurrentLayer(GridLayer layer)
{
_currentLayer = layer;
// Update ghost building if needed
if (_ghostBuilding != null)
{
_ghostBuilding.QueueFree();
_ghostBuilding = null;
}
}
private void RotateGhost(bool reverse = false)
{
if (_ghostBuilding == null) return;
if (reverse)
_currentRotation = (_currentRotation - 90f) % 360f;
else
_currentRotation = (_currentRotation + 90f) % 360f;
_ghostBuilding.RotationDegrees = _currentRotation;
}
public override void _Process(double delta)
{
// Snap mouse to grid
var mousePos = GetGlobalMousePosition();
_hoveredCell = GridUtils.WorldToGrid(mousePos);
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;
_ghostBuilding = (BaseTile)scene.Instantiate();
_ghostBuilding.SetGhostMode(true);
_ghostBuilding.RotationDegrees = _currentRotation;
_ghostBuilding.ZAsRelative = false;
_ghostBuilding.ZIndex = (int)_currentLayer; // Use layer as Z-index
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
};
var collision = spaceState.IntersectPoint(query, 8);
// Check if the current cell is free in the current layer
var canPlace = Grid.IsCellFree(_hoveredCell, _currentLayer) &&
!Grid.IsAnyCellOccupied(_hoveredCell, GetBlockingLayers());
_ghostBuilding.Position = placementPos;
_ghostBuilding.SetGhostMode(canPlace);
// Left click to place
if (Input.IsActionPressed("build_tile") && canPlace)
{
var scene = Registry.GetBuilding(_currentBuildingId)?.Scene;
if (scene == null) return;
_ghostBuilding.FinalizePlacement();
_ghostBuilding.RotationDegrees = _currentRotation;
_ghostBuilding.ZIndex = (int)_currentLayer;
var buildingData = Registry.GetBuilding(_currentBuildingId);
Grid.OccupyCell(_hoveredCell, _ghostBuilding, _currentLayer);
if (buildingData is { BuildTime: > 0f })
_ghostBuilding.StartConstruction(buildingData.BuildTime);
// Create new ghost for next placement
_ghostBuilding = (BaseTile)scene.Instantiate();
_ghostBuilding.SetGhostMode(true);
_ghostBuilding.RotationDegrees = _currentRotation;
_ghostBuilding.ZAsRelative = false;
_ghostBuilding.ZIndex = (int)_currentLayer;
AddChild(_ghostBuilding);
}
if (Input.IsActionPressed("destroy_tile") && !Grid.IsCellFree(_hoveredCell, _currentLayer))
{
// Right click to destroy from current layer
var building = Grid.GetBuildingAtCell(_hoveredCell, _currentLayer);
if (building == null) return;
building.QueueFree();
Grid.FreeCell(_hoveredCell, _currentLayer);
}
}
// Define which layers should block placement
private GridLayer[] GetBlockingLayers()
{
return _currentLayer switch
{
GridLayer.Ground => new[] { GridLayer.Ground },
GridLayer.Building => new[] { GridLayer.Ground, GridLayer.Building },
GridLayer.Decoration => new[] { GridLayer.Ground, GridLayer.Building, GridLayer.Decoration },
_ => []
};
}
}