brackeys-12/BuildingLevel.gd
2024-09-23 19:59:35 -04:00

284 lines
8.7 KiB
GDScript

extends TileMapLayer
@export var building_spots: Array[Vector2i]
@export var tree_spots: Array[Vector2i]
@export var rock_spots: Array[Vector2i]
@export var th_spots: Array[Vector2i]
@export var level: int
var ruins_spots: Array[Vector2i]
var building_data = {}
var last_tile
var last_text
var last_food_text
var last_water_text
var rand = 0
const NAME_ICON = preload("res://NameIcon.tscn")
const RESOURCE_GAIN = preload("res://ResourceGain.tscn")
var building_to_tile_map = {
"tents": {
"source": 8,
"atlas": 0
},
"quarter": {
"source": 8,
"atlas": 1
},
"house": {
"source": 8,
"atlas": 2
},
"essencecompressor": {
"source": 9,
"atlas": 2
},
"woodcutter": {
"source": 9,
"atlas": 1
},
"stoneminer": {
"source": 9,
"atlas": 0
},
"foodgathering": {
"source": 7,
"atlas": 2
},
"foodprocessing": {
"source": 7,
"atlas": 3
},
"waterprocessor": {
"source": 7,
"atlas": 1
},
"waterpump": {
"source": 7,
"atlas": 0
}
}
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:
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):
erase_cell(spot)
if last_tile != tile:
if last_text and is_instance_valid(last_text) and last_text.selected:
last_text._deselect()
if last_food_text and is_instance_valid(last_food_text) and last_food_text.selected:
last_food_text._deselect()
if last_water_text and is_instance_valid(last_water_text) and last_water_text.selected:
last_water_text._deselect()
rand = randi_range(0, 1)
if not Persister.get_value("building_mode") and Persister.get_value("flood_level", PersisterEnums.Scope.UNKNOWN, 0) < level:
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 th_spots.has(tile):
last_text = NAME_ICON.instantiate()
last_text.text = "[center]Town Hall"
last_text.position = map_to_local(tile) + Vector2(-25, -30)
add_sibling(last_text)
last_food_text = NAME_ICON.instantiate()
last_food_text.text = "[center]%d Food" % [Persister.get_value("food")]
last_food_text.position = map_to_local(tile) + Vector2(-25, -20)
add_sibling(last_food_text)
last_water_text = NAME_ICON.instantiate()
last_water_text.text = "[center]%d Water" % [Persister.get_value("water")]
last_water_text.position = map_to_local(tile) + Vector2(-25, -10)
add_sibling(last_water_text)
elif ruins_spots.has(tile):
last_text = NAME_ICON.instantiate()
last_text.text = "[center]Ruins"
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)
for coords in building_data:
var building = building_data[coords]
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)):
building.progress += delta * building.efficiency / 100.0
if building.progress >= Data.data.buildings[building.key].time:
if Data.data.buildings[building.key].has("needs"):
Persister.change_value(Data.data.buildings[building.key].needs, -1)
Persister.change_value(Data.data.buildings[building.key].resource, Data.data.buildings[building.key].amount)
var gain = RESOURCE_GAIN.instantiate()
gain.text = "[center]+1 %s" % [Data.data.buildings[building.key].resourcename]
gain.position = map_to_local(coords) + Vector2(-60, -5)
add_sibling(gain)
building.progress -= Data.data.buildings[building.key].time
if building.has("workers"):
var close_bonus = 1.0
if building.key == "woodcutter":
if tree_spots.size() == 0:
close_bonus = 0
else:
var min_distance = INF
for tree in tree_spots:
var distance = tree.distance_to(coords)
if distance < min_distance:
min_distance = distance
if min_distance > 5:
close_bonus = 0
else:
close_bonus = 1 - (min_distance / 5)
elif building.key == "stoneminer":
if rock_spots.size() == 0:
close_bonus = 0
else:
var min_distance = INF
for tree in rock_spots:
var distance = tree.distance_to(coords)
if distance < min_distance:
min_distance = distance
if min_distance > 5:
close_bonus = 0
else:
close_bonus = 1 - (min_distance / 5)
elif building.key == "waterpump":
var water_level = Persister.get_value("flood_level", PersisterEnums.Scope.UNKNOWN, 0)
var amount = level - water_level
if amount > 3:
close_bonus = 0
else:
close_bonus = (3 - amount)
building.efficiency = (100 + Persister.get_value("conduit_bonus", PersisterEnums.Scope.UNKNOWN, 0)) * building.workers * 0.5 * close_bonus
last_tile = tile
if not building_mode:
return
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):
var build_data = building_to_tile_map[Persister.get_value("building_key")]
set_cell(tile, build_data["source"], Vector2i(build_data["atlas"],rand), 0)
func _ready() -> void:
Triggerer.listen("flood_level", _on_flood_level)
func _on_flood_level(data):
var value = int(data.value)
if value >= level:
for coords in building_data:
var building = building_data[coords]
var build_data = Data.data.buildings[building.key]
var bttm = building_to_tile_map[building.key]
var atlas = bttm.atlas
var source
match build_data.type:
"utility":
source = 11
"housing":
source = 12
"production":
source = 10
if building.has("workers"):
Persister.change_value("avail_population", building.workers)
elif build_data.type == "housing":
Persister.change_value("avail_population", -build_data.amount)
ruins_spots.push_back(coords)
set_cell(coords, source, Vector2i(atlas,building.rand), 0)
building_data.clear()
func kill_citizen():
for coords in building_data:
var building = building_data[coords]
if building.has("workers") and building.workers > 0:
building.workers -= 1
return true
return false
func pick_block():
if Persister.get_value("win") or Persister.get_value("lose"):
return
var tile = local_to_map(get_global_mouse_position())
if building_data.has(tile):
var data = Data.data.buildings[building_data[tile].key]
if (not data.cost.has("wood") or int(data.cost.wood) <= Persister.get_value("wood")) and (not data.cost.has("stone") or int(data.cost.stone) <= Persister.get_value("stone")):
Persister.persist_data("building_mode", true)
Persister.persist_data("building_key", building_data[tile].key)
func place_building():
if Persister.get_value("win") or Persister.get_value("lose"):
return
var tile = local_to_map(get_global_mouse_position())
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):
Persister.persist_data("building_mode", false)
building_data[tile] = {
"key": Persister.get_value("building_key"),
"rand": rand,
"level": level
}
var build_data = Data.data.buildings[Persister.get_value("building_key")]
var cost = build_data.cost
if cost.has("wood"):
Persister.change_value("wood", -int(cost.wood))
if cost.has("stone"):
Persister.change_value("stone", -int(cost.stone))
if build_data.type == "housing":
Persister.change_value("max_population", int(build_data.amount))
building_data[tile].max_population = int(build_data.amount)
elif build_data.name != "Conduit":
building_data[tile].workers = 0
building_data[tile].max_workers = 6
building_data[tile].efficiency = 100 + Persister.get_value("conduit_bonus", PersisterEnums.Scope.UNKNOWN, 0)
building_data[tile].progress = 0
else:
Persister.change_value("conduit_bonus", 20)
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])