using System; using Babushka.scripts.CSharp.Common.CharacterControls; using Babushka.scripts.CSharp.Common.Inventory; using Godot; namespace Babushka.scripts.CSharp.Common.Farming; /// /// Determines the behaviour of a plant in Babushka. /// public partial class PlantBehaviour2D : Node2D { [Export] private Sprite2D[] _seeds; [Export] private Sprite2D[] _smallPlants; [Export] private Sprite2D[] _bigPlants; [Export] private Sprite2D[] _readyPlants; [Export] private PlantState _state = PlantState.None; [Export] private FieldBehaviour2D _field; [Export] private ItemOnGround2D _harvestablePlant; [Export] private CpuParticles2D _magicEffect; [Export] private bool _magicWordNeeded = true; private string _magicWordDialogicEventName = "MagicWord"; private Sprite2D _currentPlantSprite = null; private bool _magicWordSaid = false; /// /// Transitions the plant to its next growth stage. /// public void Grow() { if (_field.FieldState != FieldState.Watered || _magicWordSaid != _magicWordNeeded) return; //GetTree().CallGroup("PlantGrowing", PlayerMovement.MethodName.PlayFarmingAnimation); // todo: // find out why the last plant stage is being skipped the second time around switch (_state) { case PlantState.None: _state = PlantState.Planted; _currentPlantSprite = GetRandomSprite(_seeds); _currentPlantSprite.Visible = true; break; case PlantState.Planted: _state = PlantState.SmallPlant; _currentPlantSprite.Visible = false; _currentPlantSprite = GetRandomSprite(_smallPlants); _currentPlantSprite.Visible = true; break; case PlantState.SmallPlant: _state = PlantState.BigPlant; _currentPlantSprite.Visible = false; _currentPlantSprite = GetRandomSprite(_bigPlants); _currentPlantSprite.Visible = true; break; case PlantState.BigPlant: _state = PlantState.Ready; _currentPlantSprite.Visible = false; _currentPlantSprite = GetRandomSprite(_readyPlants); _currentPlantSprite.Visible = true; ActivatePickupAfterDelay(true); break; case PlantState.Ready: _state = PlantState.None; _currentPlantSprite.Visible = false; _currentPlantSprite = null; ActivatePickupAfterDelay(false); break; default: break; } _field.UpdateFieldState(FieldState.Tilled); _magicWordSaid = false; } private Sprite2D GetRandomSprite(Sprite2D[] sprites) { Random rand = new Random(); return sprites[rand.Next(sprites.Length)]; } public async void ActivatePickupAfterDelay(bool activate) { await ToSignal(GetTree().CreateTimer(1.0f), "timeout"); SetActiveHarvestablePlant(activate); } private void SetActiveHarvestablePlant(bool active) { _harvestablePlant.IsActive = active; _harvestablePlant.UpdateVisuals(); } public void SayMagicWord(string wordEvent) { if (_magicWordDialogicEventName != wordEvent) return; _magicEffect.Emitting = true; _magicEffect.OneShot = true; _magicWordSaid = true; Grow(); } }