made plants only grow when watered

pull/34/head
kziolkowski 1 month ago
parent e65330786e
commit c288af296c

@ -1061,6 +1061,7 @@ position = Vector2(145.5, -224)
shape = SubResource("RectangleShape2D_0sfl7")
[node name="InteractionArea" parent="YSorted/Well" instance=ExtResource("27_klb81")]
_id = 1
metadata/SaveID = "b8f7b7fe-e057-4974-ba12-9134722998de"
[node name="CollisionShape3D" parent="YSorted/Well/InteractionArea/Area2D" index="0"]

@ -59,6 +59,7 @@ public partial class FieldBehaviour2D : Sprite2D, ISaveable
_canPlant = (FieldState == FieldState.Tilled || FieldState == FieldState.Watered) && _seedsActive;
// fieldstate == tilled && watering can ausgewählt
_canWater = (FieldState == FieldState.Tilled || FieldState == FieldState.Planted) && _wateringCanActive;
FieldInteractionArea.IsActive = _canPlant || _canWater;
}
@ -91,7 +92,7 @@ public partial class FieldBehaviour2D : Sprite2D, ISaveable
base._Ready();
}
public void UpdateFieldState(FieldState state)
public void UpdateFieldState(FieldState state, bool updateSaveAfter = true)
{
switch (state)
{
@ -119,18 +120,25 @@ public partial class FieldBehaviour2D : Sprite2D, ISaveable
break;
}
UpdateInteractionArea();
UpdateSaveData();
if(updateSaveAfter)
UpdateSaveData();
}
public void Water()
{
if (WateringCanState.GetFillState() > 0)
if (WateringCanState.GetFillState() > 0 && FieldState != FieldState.Watered)
{
UpdateFieldState(FieldState.Watered);
_wateringParticles.Emitting = true;
WateringCanState.Water();
_wateringEvent.Raise();
if (_currentPlant != null)
{
_currentPlant.DaysWatered++;
UpdateSaveData();
}
}
}
@ -198,6 +206,9 @@ public partial class FieldBehaviour2D : Sprite2D, ISaveable
#region SAVE AND LOAD
/// <summary>
/// Update save data as prep for scene transition (when data is saved and loaded from disk).
/// </summary>
public void UpdateSaveData()
{
var payloadData = new Dictionary<string, Variant>
@ -211,7 +222,8 @@ public partial class FieldBehaviour2D : Sprite2D, ISaveable
"plant_data", new Dictionary<string, Variant>()
{
{ "prefab_path", _currentPlant.PrefabPath },
{ "plant_start_day", _currentPlant.DayPlanted }
{ "plant_start_day", _currentPlant.DayPlanted },
{ "plant_watered_days", _currentPlant.DaysWatered }
}
);
}
@ -220,6 +232,9 @@ public partial class FieldBehaviour2D : Sprite2D, ISaveable
SavegameService.AppendDataToSave(id, payloadData);
}
/// <summary>
/// Loads on scene enter.
/// </summary>
public void LoadFromSaveData()
{
// Get field and plant data
@ -229,18 +244,7 @@ public partial class FieldBehaviour2D : Sprite2D, ISaveable
if (save.Count > 0)
{
if (save.TryGetValue("field_state", out Variant fieldStateVar))
{
int fieldStateInt = fieldStateVar.AsInt32();
FieldState = (FieldState) fieldStateInt;
if (fieldStateInt != 0)
{
Visible = true;
UpdateFieldState(FieldState);
}
}
// get plant first because it's also relevant for the field state
if (save.TryGetValue("plant_data", out Variant plantDataVar))
{
Dictionary<string, Variant> plantDataDict = plantDataVar.AsGodotDictionary<string, Variant>();
@ -256,7 +260,39 @@ public partial class FieldBehaviour2D : Sprite2D, ISaveable
if (plantDataDict.TryGetValue("plant_start_day", out Variant plantStartDay) && _currentPlant != null)
{
_currentPlant.DayPlanted = plantStartDay.AsInt32();
GD.Print($"Current plant {_currentPlant.Name} was planted on day: {_currentPlant.DayPlanted}");
}
if (plantDataDict.TryGetValue("plant_watered_days", out Variant plantDaysWatered) && _currentPlant != null)
{
_currentPlant.DaysWatered = plantDaysWatered.AsInt32();
}
// get field state
if (save.TryGetValue("field_state", out Variant fieldStateVar))
{
int fieldStateInt = fieldStateVar.AsInt32();
// if the field has been unlocked, make it visible.
if (fieldStateInt != 0)
{
Visible = true;
// if the field was watered the day before, set it to tilled or planted.
if (fieldStateInt == 3)
{
if (_currentPlant != null)
{
fieldStateInt = 2;
}
else
{
fieldStateInt = 1;
}
}
FieldState = (FieldState) fieldStateInt;
UpdateFieldState(FieldState, false);
}
}
}

@ -34,6 +34,7 @@ public partial class PlantBehaviour2D : Node2D
private bool _calledOnReady = false;
private int _dayPlanted;
private int _currentDay;
private int _daysWatered;
public PlantState State
{
@ -66,28 +67,6 @@ public partial class PlantBehaviour2D : Node2D
DayPlanted++;
}
private void DaysGrowingChanged()
{
int _daysGrowing = _currentDay - _dayPlanted;
GD.Print($"Plant {Name} is growing for {_daysGrowing}. Day Planted was {_dayPlanted} and the current day is {_currentDay}.");
int lifecycle = _lifecycle.Payload.AsInt32();
Debug.Assert(lifecycle > 0);
float growth = (float)_daysGrowing / lifecycle;
int growthFloor = Mathf.FloorToInt(growth);
_state = growthFloor switch
{
0 => PlantState.None,
1 => PlantState.Planted,
2 => PlantState.SmallPlant,
_ => PlantState.BigPlant
};
_calledOnReady = true;
Grow();
}
public string PrefabPath => _prefabPath;
/// <summary>
@ -99,6 +78,15 @@ public partial class PlantBehaviour2D : Node2D
set => _field = value;
}
public int DaysWatered
{
get => _daysWatered;
set
{
_daysWatered = value;
}
}
public override void _Ready()
{
if (_state == PlantState.None)
@ -113,13 +101,32 @@ public partial class PlantBehaviour2D : Node2D
GrowPlant();
}
}
private void DaysGrowingChanged()
{
int lifecycle = _lifecycle.Payload.AsInt32();
Debug.Assert(lifecycle > 0);
float growth = (float)_daysWatered / lifecycle;
int growthFloor = Mathf.FloorToInt(growth);
_state = growthFloor switch
{
0 => PlantState.None,
1 => PlantState.Planted,
2 => PlantState.SmallPlant,
_ => PlantState.BigPlant
};
_calledOnReady = true;
Grow();
}
public void Grow()
{
GrowPlant();
}
/// <summary>
/// Transitions the plant to its next growth stage.
/// </summary>

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