🐛 field creation at the same spot no longer possible, also watering works now.

feature/farming_bugfixes_and_magic_word
kziolkowski 2 months ago
parent 8b77ca9bc5
commit f1b980cdb6

@ -0,0 +1,8 @@
[gd_resource type="Resource" script_class="VariableResource" load_steps=2 format=3 uid="uid://tt3d166mntmi"]
[ext_resource type="Script" uid="uid://dtvx2cakx0bey" path="res://scripts/CSharp/Low Code/Variables/VariableResource.cs" id="1_m5pb0"]
[resource]
script = ExtResource("1_m5pb0")
Payload = "farmOutside"
metadata/_custom_type_script = "uid://dtvx2cakx0bey"

@ -1044,7 +1044,7 @@ _hoe = ExtResource("28_6b2nr")
[node name="FarmingControls" parent="YSorted/Vesna" index="1" node_paths=PackedStringArray("_camera")]
_camera = NodePath("../../../Camera2D")
[node name="Brünnen" type="Sprite2D" parent="YSorted" node_paths=PackedStringArray("_interactionArea")]
[node name="Well" type="Sprite2D" parent="YSorted" node_paths=PackedStringArray("_interactionArea")]
z_index = 1
y_sort_enabled = true
material = SubResource("ShaderMaterial_2vojv")
@ -1056,17 +1056,18 @@ region_rect = Rect2(0, 0, 1504, 1686)
script = ExtResource("32_lbnqo")
_interactionArea = NodePath("InteractionArea")
[node name="StaticBody2D" type="StaticBody2D" parent="YSorted/Brünnen"]
[node name="StaticBody2D" type="StaticBody2D" parent="YSorted/Well"]
collision_mask = 4
[node name="CollisionShape2D" type="CollisionShape2D" parent="YSorted/Brünnen/StaticBody2D"]
[node name="CollisionShape2D" type="CollisionShape2D" parent="YSorted/Well/StaticBody2D"]
position = Vector2(145.5, -224)
shape = SubResource("RectangleShape2D_0sfl7")
[node name="InteractionArea" parent="YSorted/Brünnen" node_paths=PackedStringArray("_spritesToOutline") instance=ExtResource("27_klb81")]
[node name="InteractionArea" parent="YSorted/Well" node_paths=PackedStringArray("_spritesToOutline") instance=ExtResource("27_klb81")]
_spritesToOutline = [NodePath("..")]
_id = 1
[node name="CollisionShape3D" parent="YSorted/Brünnen/InteractionArea/Area2D" index="0"]
[node name="CollisionShape3D" parent="YSorted/Well/InteractionArea/Area2D" index="0"]
position = Vector2(146, -130)
shape = SubResource("CircleShape2D_p6n74")
@ -2421,7 +2422,7 @@ timeline = "quest2_tomatoes_end"
[connection signal="FilledWateringCan" from="YSorted/Vesna" to="Audio/SFX/FillWater SFX2" method="PlayOneShot"]
[connection signal="WateringField" from="YSorted/Vesna/FarmingControls" to="Audio/SFX/Watering SFX" method="PlayOneShot"]
[connection signal="InteractedTool" from="YSorted/Brünnen/InteractionArea" to="YSorted/Vesna" method="TryFillWateringCan"]
[connection signal="InteractedTool" from="YSorted/Well/InteractionArea" to="YSorted/Vesna" method="TryFillWateringCan"]
[connection signal="SuccessfulPickUp" from="YSorted/CanGenericPickup" to="YSorted/Vesna" method="HandlePickUp"]
[connection signal="SuccessfulPickUp" from="YSorted/RakeGenericPickup" to="YSorted/Vesna" method="HandlePickUp"]
[connection signal="SuccessfulPickUp" from="YSorted/SeedPickup" to="YSorted/Vesna" method="HandlePickUp"]
@ -2443,7 +2444,7 @@ timeline = "quest2_tomatoes_end"
[connection signal="OnFulfilled" from="SpecialQuestTrigger/FieldWorkTrigger" to="SpecialQuestTrigger/FieldWorkTrigger/StartDialog" method="open"]
[editable path="YSorted/Vesna"]
[editable path="YSorted/Brünnen/InteractionArea"]
[editable path="YSorted/Well/InteractionArea"]
[editable path="YSorted/CanGenericPickup"]
[editable path="YSorted/CanGenericPickup/PickupInteractionArea"]
[editable path="YSorted/RakeGenericPickup"]

@ -1,3 +1,4 @@
using Babushka.scripts.CSharp.Low_Code.Variables;
using Godot;
using Godot.Collections;
@ -6,14 +7,13 @@ namespace Babushka.scripts.CSharp.Common.Farming;
[GlobalClass]
public partial class FarmingControls2D : Node2D
{
[Export] private PackedScene _fieldPrefab;
[Export] private VariableResource _sceneKeyProvider;
[Export] private PackedScene? _fieldPrefab = null!;
[Export] private Node2D _movingPlayer;
[Export] private Camera2D _camera;
[Export] private CpuParticles2D _wateringParticles;
[Export] private float _wateringCanParticlesVerticalOffset = 50f;
public FieldService2D FieldService;
private int _toolId = -1;
private bool _wateringCanFilled = false;
@ -116,7 +116,7 @@ public partial class FarmingControls2D : Node2D
private void WaterTheField(Vector2I fieldPosition)
{
FieldBehaviour2D field = FieldService.Get(fieldPosition);
FieldBehaviour2D? field = FieldService.Instance.TryGet(_sceneKeyProvider.Payload.AsString(), fieldPosition);
if (field == null || field.FieldState == FieldState.Watered)
{
GD.Print($"The field at position {fieldPosition} is null!");
@ -135,24 +135,29 @@ public partial class FarmingControls2D : Node2D
#region FIELD CREATION
private void MakeField(Vector2I fieldPosition)
{
if(FieldService == null || _fieldPrefab == null)
if(_fieldPrefab == null)
return;
// only instantiate a field if there isn't one already.
if(FieldService.Get(fieldPosition) == null)
if(FieldService.Instance.TryGet(_sceneKeyProvider.Payload.AsString(), fieldPosition) == null)
{
GD.Print($"FarmingControls: Creating a field at {fieldPosition}");
Node fieldInstance = _fieldPrefab.Instantiate();
if (fieldInstance is Node2D field2d)
{
// add dictionary entry for the field
Array<Node> fields = field2d.FindChildren("*", nameof(FieldBehaviour2D));
if (fields.Count > 0)
FieldService.TryAddEntry(fieldPosition, fields[0] as FieldBehaviour2D);
FieldService.Instance.TryAddEntry(_sceneKeyProvider.Payload.AsString(), fieldPosition, fields[0] as FieldBehaviour2D);
// reposition and reparent the instance
field2d.Position = new Vector2(fieldPosition.X, fieldPosition.Y);;
FieldService.AddChild(fieldInstance);
FieldService.Instance.AddChild(fieldInstance);
}
}
else
{
GD.Print($"FarmingControls: Could not create a field at {fieldPosition}.");
}
}

@ -1,6 +1,7 @@
using System;
using Babushka.scripts.CSharp.Common.CharacterControls;
using Babushka.scripts.CSharp.Common.Inventory;
using Babushka.scripts.CSharp.Low_Code.Variables;
using Godot;
namespace Babushka.scripts.CSharp.Common.Farming;
@ -20,7 +21,6 @@ public partial class FieldBehaviour2D : Sprite2D
public Vector2 FieldPosition;
public FieldService2D FieldService;
[Signal] public delegate void PlantedEventHandler();

@ -3,75 +3,109 @@ using Godot;
namespace Babushka.scripts.CSharp.Common.Farming;
public partial class FieldService : Node2D
public partial class FieldService : Node
{
private Dictionary<PackedScene, FieldsInScene>? fieldsPerScene;
private Dictionary<string, FieldsInScene>? outerDict;
[Signal] public delegate void FieldCreatedEventHandler();
public static FieldService Instance { get; private set; } = null!;
public override void _EnterTree()
{
Instance = this;
outerDict = new Dictionary<string, FieldsInScene>();
}
[Signal] public delegate void FieldCreatedEventHandler();
//Create
public bool TryAddEntry(PackedScene scene, Vector2I key, FieldBehaviour2D field)
public bool TryAddEntry(string sceneName, Vector2I position, FieldBehaviour2D field)
{
GD.Print($"Fieldservice: Trying to add a new entry. SceneName: {sceneName} Position: {position}.");
if (outerDict != null )
{
if (!fieldsPerScene.ContainsKey(scene))
FieldsInScene fieldsInScene;
bool outerDictEntryExists = outerDict.TryGetValue(sceneName, out fieldsInScene);
if (!outerDictEntryExists)
{
FieldsInScene fieldInstance = new FieldsInScene();
fieldsPerScene.Add(scene, fieldInstance);
fieldsInScene = new FieldsInScene();
outerDict.Add(sceneName, fieldsInScene);
}
if (!fieldsInScene.fields.ContainsKey(position))
{
fieldsInScene.fields.Add(position, field);
EmitSignal(SignalName.FieldCreated);
GD.Print("Fieldservice: successfully added field to dictionary.");
return true;
}
}
GD.Print("Fieldservice: Either no outerdict found or there is already a field here!");
return false;
}
// Read
public FieldBehaviour2D Get(PackedScene key, Vector2I fieldPosition)
public FieldBehaviour2D? TryGet(string key, Vector2I fieldPosition)
{
if (outerDict != null && outerDict.TryGetValue(key, out FieldsInScene? field))
{
if (fieldsPerScene.TryGetValue(key, out FieldsInScene field))
GD.Print($"Fieldservice: Successfully retrieved fieldsPerScene Dictionary. " +
$"OuterDict Count: {outerDict.Count} InnerDict Count {outerDict[key].fields.Count}");
if (field.fields.TryGetValue(fieldPosition, out FieldBehaviour2D? fieldInstance))
{
if (field.fields.TryGetValue(fieldPosition, out FieldBehaviour2D fieldInstance))
GD.Print($"Fieldservice: Successfully retrieved fieldInstance at position: {fieldPosition}.");
return fieldInstance;
}
}
GD.Print("Fieldservice TryGet: No field found.");
return null;
}
//todo:
// - Make this a singleton
// - Let this interact with the FarmingControls and the FieldBehaviours
// - Replace FieldService2D and remove it from scenes.
/*
//Update
public void UpdateEntry(Vector2I fieldPosition, FieldBehaviour2D state)
public void UpdateEntry(string key, Vector2I fieldPosition, FieldBehaviour2D state)
{
if (fields.ContainsKey(fieldPosition))
GD.Print($"FieldService: Updating entry at {fieldPosition}");
if (outerDict != null && outerDict.TryGetValue(key, out FieldsInScene? field))
{
fields[fieldPosition] = state;
if (field.fields.ContainsKey(fieldPosition))
{
field.fields[fieldPosition] = state;
}
else
{
TryAddEntry(fieldPosition, state);
TryAddEntry(key, fieldPosition, state);
}
}
}
//Delete
public void RemoveEntry(Vector2I fieldPosition)
public void RemoveEntry(string key, Vector2I fieldPosition)
{
GD.Print($"FieldService: Removing entry at {fieldPosition}.");
if (outerDict != null && outerDict.TryGetValue(key, out FieldsInScene? field))
{
if (fields.ContainsKey(fieldPosition))
if (field.fields.ContainsKey(fieldPosition))
{
fields.Remove(fieldPosition);
field.fields.Remove(fieldPosition);
}
}
}
*/
}
internal class FieldsInScene
{
public Dictionary<Vector2I, FieldBehaviour2D> fields;
public Dictionary<Vector2I, FieldBehaviour2D?> fields;
public FieldsInScene()
{
fields = new Dictionary<Vector2I, FieldBehaviour2D?>();
}
}

@ -9,7 +9,6 @@ namespace Babushka.scripts.CSharp.Common.Farming;
public partial class VesnaBehaviour2D : Node
{
[ExportGroup("Farming")]
[Export] private FieldService2D _fieldParent;
[Export] private FarmingControls2D _farmingControls;
[Export] private PlayerMovement _player2d;
[Export] private VesnaAnimations _vesnaAnimations;
@ -26,7 +25,6 @@ public partial class VesnaBehaviour2D : Node
public override void _Ready()
{
_farmingControls.FieldService = _fieldParent;
_inventoryManager = InventoryManager.Instance;
_inventoryInstance = _inventoryManager.playerInventory;
_inventoryManager.SlotIndexChanged += HandleInventorySelectedSlotIndexChanged;

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