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using System.Collections.Generic;
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using Godot;
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namespace Babushka.scripts.CSharp.Common.Farming;
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public partial class FieldService : Node2D
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{
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private Dictionary<PackedScene, FieldsInScene>? fieldsPerScene;
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[Signal] public delegate void FieldCreatedEventHandler();
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//Create
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public bool TryAddEntry(PackedScene scene, Vector2I key, FieldBehaviour2D field)
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{
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if (!fieldsPerScene.ContainsKey(scene))
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{
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FieldsInScene fieldInstance = new FieldsInScene();
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fieldsPerScene.Add(scene, fieldInstance);
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EmitSignal(SignalName.FieldCreated);
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return true;
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}
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return false;
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}
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// Read
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public FieldBehaviour2D Get(PackedScene key, Vector2I fieldPosition)
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{
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if (fieldsPerScene.TryGetValue(key, out FieldsInScene field))
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{
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if (field.fields.TryGetValue(fieldPosition, out FieldBehaviour2D fieldInstance))
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return fieldInstance;
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}
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return null;
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}
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//todo:
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// - Make this a singleton
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// - Let this interact with the FarmingControls and the FieldBehaviours
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// - Replace FieldService2D and remove it from scenes.
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/*
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//Update
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public void UpdateEntry(Vector2I fieldPosition, FieldBehaviour2D state)
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{
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if (fields.ContainsKey(fieldPosition))
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{
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fields[fieldPosition] = state;
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}
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else
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{
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TryAddEntry(fieldPosition, state);
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}
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}
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//Delete
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public void RemoveEntry(Vector2I fieldPosition)
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{
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if (fields.ContainsKey(fieldPosition))
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{
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fields.Remove(fieldPosition);
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}
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}
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*/
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}
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internal class FieldsInScene
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{
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public Dictionary<Vector2I, FieldBehaviour2D> fields;
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}
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