237 lines
6.9 KiB
GDScript
237 lines
6.9 KiB
GDScript
extends TileMapLayer
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@export var building_spots: Array[Vector2i]
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@export var tree_spots: Array[Vector2i]
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@export var rock_spots: Array[Vector2i]
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@export var th_spots: Array[Vector2i]
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@export var level: int
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var ruins_spots: Array[Vector2i]
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var building_data = {}
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var last_tile
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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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const RESOURCE_GAIN = preload("res://ResourceGain.tscn")
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var building_to_tile_map = {
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"tents": {
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"source": 8,
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"atlas": 0
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},
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"quarter": {
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"source": 8,
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"atlas": 1
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},
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"house": {
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"source": 8,
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"atlas": 2
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},
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"essencecompressor": {
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"source": 9,
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"atlas": 2
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},
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"woodcutter": {
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"source": 9,
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"atlas": 1
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},
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"stoneminer": {
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"source": 9,
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"atlas": 0
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},
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"foodgathering": {
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"source": 7,
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"atlas": 2
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},
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"foodprocessing": {
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"source": 7,
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"atlas": 3
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},
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"waterprocessor": {
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"source": 7,
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"atlas": 1
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},
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"waterpump": {
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"source": 7,
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"atlas": 0
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}
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}
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func _process(delta: float) -> void:
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var tile = local_to_map(get_global_mouse_position())
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var building_mode = Persister.get_value("building_mode")
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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) and not th_spots.has(spot) and not ruins_spots.has(spot):
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erase_cell(spot)
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if last_tile != tile:
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if last_text and is_instance_valid(last_text) and last_text.selected:
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last_text._deselect()
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rand = randi_range(0, 1)
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if not Persister.get_value("building_mode"):
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if rock_spots.has(tile):
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last_text = NAME_ICON.instantiate()
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last_text.text = "[center]Rock"
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last_text.position = map_to_local(tile) + Vector2(-25, -10)
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add_sibling(last_text)
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elif tree_spots.has(tile):
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last_text = NAME_ICON.instantiate()
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last_text.text = "[center]Tree"
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last_text.position = map_to_local(tile) + Vector2(-25, -10)
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add_sibling(last_text)
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elif th_spots.has(tile):
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last_text = NAME_ICON.instantiate()
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last_text.text = "[center]Town Hall"
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last_text.position = map_to_local(tile) + Vector2(-25, -10)
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add_sibling(last_text)
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elif ruins_spots.has(tile):
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last_text = NAME_ICON.instantiate()
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last_text.text = "[center]Ruins"
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last_text.position = map_to_local(tile) + Vector2(-25, -10)
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add_sibling(last_text)
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elif building_data.has(tile):
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last_text = NAME_ICON.instantiate()
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last_text.text = "[center]%s" % [Data.data.buildings[building_data[tile].key].name]
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last_text.position = map_to_local(tile) + Vector2(-25, -10)
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add_sibling(last_text)
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for coords in building_data:
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var building = building_data[coords]
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if building.has("workers") and building.workers > 0 and (not Data.data.buildings[building.key].has("needs") or (Persister.get_value(Data.data.buildings[building.key].needs, PersisterEnums.Scope.UNKNOWN, 0) > 0)):
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building.progress += delta * building.efficiency / 100.0
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if building.progress >= Data.data.buildings[building.key].time:
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if Data.data.buildings[building.key].has("needs"):
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Persister.change_value(Data.data.buildings[building.key].needs, -1)
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Persister.change_value(Data.data.buildings[building.key].resource, Data.data.buildings[building.key].amount)
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var gain = RESOURCE_GAIN.instantiate()
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gain.text = "[center]+1 %s" % [Data.data.buildings[building.key].resourcename]
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gain.position = map_to_local(coords) + Vector2(-25, -5)
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add_sibling(gain)
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building.progress -= Data.data.buildings[building.key].time
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if building.has("workers"):
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var close_bonus = 1.0
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if building.key == "woodcutter":
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if tree_spots.size() == 0:
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close_bonus = 0
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else:
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var min_distance = INF
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for tree in tree_spots:
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var distance = tree.distance_to(coords)
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if distance < min_distance:
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min_distance = distance
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if min_distance > 5:
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close_bonus = 0
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else:
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close_bonus = 1 - (min_distance / 5)
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elif building.key == "stoneminer":
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if rock_spots.size() == 0:
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close_bonus = 0
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else:
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var min_distance = INF
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for tree in rock_spots:
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var distance = tree.distance_to(coords)
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if distance < min_distance:
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min_distance = distance
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if min_distance > 5:
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close_bonus = 0
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else:
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close_bonus = 1 - (min_distance / 5)
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elif building.key == "waterpump":
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var water_level = Persister.get_value("flood_level", PersisterEnums.Scope.UNKNOWN, 0)
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var amount = level - water_level
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if amount > 3:
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close_bonus = 0
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else:
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close_bonus = (3 - amount)
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building.efficiency = (100 + Persister.get_value("conduit_bonus", PersisterEnums.Scope.UNKNOWN, 0)) * building.workers * 0.5 * close_bonus
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last_tile = tile
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if not building_mode:
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return
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if building_spots.has(tile) and not rock_spots.has(tile) and not tree_spots.has(tile) and not th_spots.has(tile) and not building_data.has(tile) and not ruins_spots.has(tile):
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var build_data = building_to_tile_map[Persister.get_value("building_key")]
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set_cell(tile, build_data["source"], Vector2i(build_data["atlas"],rand), 0)
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func _ready() -> void:
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Triggerer.listen("flood_level", _on_flood_level)
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func _on_flood_level(data):
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var value = int(data.value)
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if value >= level:
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for coords in building_data:
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var building = building_data[coords]
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var build_data = Data.data.buildings[building.key]
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var bttm = building_to_tile_map[building.key]
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var atlas = bttm.atlas
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var source
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match build_data.type:
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"utility":
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source = 11
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"housing":
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source = 12
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"production":
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source = 10
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ruins_spots.push_back(coords)
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set_cell(coords, source, Vector2i(atlas,building.rand), 0)
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building_data.clear()
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func place_building():
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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) and not th_spots.has(tile) and not ruins_spots.has(tile):
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Persister.persist_data("building_mode", false)
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building_data[tile] = {
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"key": Persister.get_value("building_key"),
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"rand": rand,
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"level": level
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}
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var build_data = Data.data.buildings[Persister.get_value("building_key")]
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var cost = build_data.cost
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if cost.has("wood"):
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Persister.change_value("wood", -int(cost.wood))
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if cost.has("stone"):
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Persister.change_value("stone", -int(cost.stone))
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if build_data.type == "housing":
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Persister.change_value("max_population", int(build_data.amount))
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building_data[tile].max_population = int(build_data.amount)
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elif build_data.name != "Conduit":
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building_data[tile].workers = 0
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building_data[tile].max_workers = 6
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building_data[tile].efficiency = 100 + Persister.get_value("conduit_bonus", PersisterEnums.Scope.UNKNOWN, 0)
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building_data[tile].progress = 0
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else:
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Persister.change_value("conduit_bonus", 20)
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Persister.persist_data("drag_mode", false)
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func show_info_building():
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var tile = local_to_map(get_global_mouse_position())
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if building_data.has(tile):
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Triggerer.trigger("show_info", building_data[tile])
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