using System; using Babushka.scripts.CSharp.Common.CharacterControls; using Babushka.scripts.CSharp.Common.Inventory; using Babushka.scripts.CSharp.Common.Savegame; using Babushka.scripts.CSharp.Low_Code.Events; using Babushka.scripts.CSharp.Low_Code.Variables; using Godot; using Godot.Collections; namespace Babushka.scripts.CSharp.Common.Farming; /// /// Defines the behaviour of the field, i.e. interactions, states and effects. /// [GlobalClass] public partial class FieldBehaviour2D : Sprite2D, ISaveable { [ExportGroup("Persistence")] [Export] private VariableNode _fieldIndex; [Export] private Node _saveIdHolder; [Export] public VariableResource _sceneKeyProvider; [Export] public FieldState FieldState = FieldState.Tilled; [ExportGroup("Field Visuals")] [Export] private Sprite2D _fieldSprite; [Export] private Sprite2D _maskSprite; [Export] private Sprite2D _outlineSprite; [Export] private Texture2D[] _maskOutlineTextures; [Export] private Texture2D[] _maskTexture; [Export] private Texture2D Tilled; [Export] private Texture2D Watered; [ExportGroup("Field Interactions")] [Export] public InteractionArea2D PlantingInteraction; [Export] public InteractionArea2D FieldInteractionArea; [ExportGroup("Configuration")] [Export] public Node2D PlantingPlaceholder; [Export] public ItemRepository ItemRepository; [Export] private CpuParticles2D _wateringParticles; [Export] private EventResource _wateringEvent; private bool _seedsActive; private bool _wateringCanActive; private bool _canPlant; private bool _canWater; private PlantBehaviour2D? _currentPlant; [Signal] public delegate void PlantedEventHandler(); private void UpdateInteractionArea() { // fieldstate == tilled / watered && samen im Inventar _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; } public void ActivatedSeedInInventory(bool activated) { _seedsActive = activated; UpdateInteractionArea(); } public void ActivateWateringCanInInventory(bool activated) { _wateringCanActive = activated; UpdateInteractionArea(); } public override void _Ready() { LoadFromSaveData(); if(PlantingPlaceholder.GetChildCount() > 0) _currentPlant = PlantingPlaceholder.GetChild(0); UpdateFieldState(FieldState); int randomIndex = new Random().Next(0, _maskTexture.Length); _maskSprite.Texture = _maskTexture[randomIndex]; _outlineSprite.Texture = _maskOutlineTextures[randomIndex]; base._Ready(); } public void UpdateFieldState(FieldState state) { switch (state) { case FieldState.Empty: FieldState = FieldState.Empty; PlantingInteraction.IsActive = false; break; case FieldState.Tilled: FieldState = FieldState.Tilled; _fieldSprite.Texture = Tilled; PlantingInteraction.IsActive = true; break; case FieldState.Watered: FieldState = FieldState.Watered; _fieldSprite.Texture = Watered; PlantingInteraction.IsActive = true; break; case FieldState.Planted: FieldState = FieldState.Planted; _fieldSprite.Texture = Tilled; PlantingInteraction.IsActive = false; break; default: FieldState = FieldState.NotFound; break; } UpdateInteractionArea(); UpdateSaveData(); } public void Water() { if (WateringCanState.GetFillState() > 0) { UpdateFieldState(FieldState.Watered); _wateringParticles.Emitting = true; WateringCanState.Water(); _wateringEvent.Raise(); } } /// /// Called when the player enters the field's interaction area and presses or clicks. /// public void Farm() { if (_canPlant && TryPlant()) { EmitSignal(SignalName.Planted); UpdateFieldState(FieldState.Planted); } if (_canWater) { Water(); } } private bool TryPlant() { bool success = false; int currentSlotIndex = InventoryManager.Instance.CurrentSelectedSlotIndex; ItemInstance? item = InventoryManager.Instance.playerInventory.Slots[currentSlotIndex].itemInstance; if (item == null || PlantingPlaceholder.GetChildCount() > 0 || item.amount == 0) return success; string plantPrefabPath = ItemRepository.TryGetPrefabPath(item.blueprint); if (!string.IsNullOrEmpty(plantPrefabPath)) { PlantPrefab(plantPrefabPath); InventoryManager.Instance.playerInventory.RemoveItem(currentSlotIndex); success = true; } return success; } private void PlantPrefab(string prefabPath) { PackedScene prefab = ResourceLoader.Load(prefabPath, nameof(PackedScene)); Node2D plant2d = prefab.Instantiate(); PlantingPlaceholder.AddChild(plant2d); plant2d.GlobalPosition = PlantingPlaceholder.GlobalPosition; _currentPlant = plant2d as PlantBehaviour2D; if (_currentPlant != null) { _currentPlant.Field = this; } } #region SAVE AND LOAD public void UpdateSaveData() { var payloadData = new Dictionary { { "field_state", (int)FieldState } }; if (_currentPlant != null) { payloadData.Add( "plant_data", new Dictionary() { { "prefab_path", _currentPlant.PrefabPath }, { "plant_state", (int)_currentPlant.State }, { "plant_days_growing", _currentPlant.DaysGrowing } } ); } string id = _saveIdHolder.GetMeta("SaveID").AsString(); SavegameService.AppendDataToSave(id, payloadData); } public void LoadFromSaveData() { string id = _saveIdHolder.GetMeta("SaveID").AsString(); Dictionary save = SavegameService.GetSaveData(id); 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); } } if (save.TryGetValue("plant_data", out Variant plantDataVar)) { Dictionary plantDataDict = plantDataVar.AsGodotDictionary(); if (plantDataDict.TryGetValue("prefab_path", out Variant prefabPathVar)) { PlantPrefab(prefabPathVar.AsString()); } else { return; } if (plantDataDict.TryGetValue("plant_state", out Variant plantStateVar) && _currentPlant != null) { _currentPlant.State = (PlantState) plantStateVar.AsInt32(); _currentPlant.GrowPlant(); } if (plantDataDict.TryGetValue("plant_days_growing", out Variant plantDaysGrowingVar) && _currentPlant != null) { _currentPlant.DaysGrowing = plantDaysGrowingVar.AsInt32(); } } } } #endregion }