brackeys-12/BuildingLevel.gd

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GDScript3
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extends TileMapLayer
@export var building_spots: Array[Vector2i]
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@export var tree_spots: Array[Vector2i]
@export var rock_spots: Array[Vector2i]
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var building_data = {}
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var last_tile
var last_text
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var rand = 0
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const NAME_ICON = preload("res://NameIcon.tscn")
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var building_to_tile_map = {
"tents": {
"source": 8,
"atlas": 0
},
"quarter": {
"source": 8,
"atlas": 1
},
"house": {
"source": 8,
"atlas": 2
},
"essencecompressor": {
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"source": 9,
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"atlas": 2
},
"woodcutter": {
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"source": 9,
"atlas": 1
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},
"stoneminer": {
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"source": 9,
"atlas": 0
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},
"foodgathering": {
"source": 7,
"atlas": 2
},
"foodprocessing": {
"source": 7,
"atlas": 3
},
"waterprocessor": {
"source": 7,
"atlas": 1
},
"waterpump": {
"source": 7,
"atlas": 0
}
}
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func _process(delta: float) -> void:
var tile = local_to_map(get_global_mouse_position())
var building_mode = Persister.get_value("building_mode")
for spot in building_spots:
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if not building_data.has(spot) and not tree_spots.has(spot) and not rock_spots.has(spot):
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erase_cell(spot)
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if last_tile != tile:
if last_text and is_instance_valid(last_text) and last_text.selected:
last_text._deselect()
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rand = randi_range(0, 1)
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if not Persister.get_value("building_mode"):
if rock_spots.has(tile):
last_text = NAME_ICON.instantiate()
last_text.text = "[center]Rock"
last_text.position = map_to_local(tile) + Vector2(-25, -10)
add_sibling(last_text)
elif tree_spots.has(tile):
last_text = NAME_ICON.instantiate()
last_text.text = "[center]Tree"
last_text.position = map_to_local(tile) + Vector2(-25, -10)
add_sibling(last_text)
elif building_data.has(tile):
last_text = NAME_ICON.instantiate()
last_text.text = "[center]%s" % [Data.data.buildings[building_data[tile].key].name]
last_text.position = map_to_local(tile) + Vector2(-25, -10)
add_sibling(last_text)
last_tile = tile
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if not building_mode:
return
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if building_spots.has(tile) and not rock_spots.has(tile) and not tree_spots.has(tile):
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var build_data = building_to_tile_map[Persister.get_value("building_key")]
set_cell(tile, build_data["source"], Vector2i(build_data["atlas"],rand), 0)
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func place_building():
var tile = local_to_map(get_global_mouse_position())
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if building_spots.has(tile) and not building_data.has(tile) and not tree_spots.has(tile) and not rock_spots.has(tile):
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Persister.persist_data("building_mode", false)
building_data[tile] = {
"key": Persister.get_value("building_key"),
}
Persister.persist_data("drag_mode", false)
func show_info_building():
var tile = local_to_map(get_global_mouse_position())
if building_data.has(tile):
Triggerer.trigger("show_info", building_data[tile])