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167 lines
4.8 KiB
167 lines
4.8 KiB
using Godot;
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using Godot.Collections;
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namespace Babushka.scripts.CSharp.Common.Farming;
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[GlobalClass]
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public partial class FarmingControls2D : Node2D
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{
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[Export] private Sprite2D _hoeSprite;
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[Export] private Sprite2D _wateringCanEmptySprite;
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[Export] private Sprite2D _wateringCanFilledSprite;
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[Export] private PackedScene _fieldPrefab;
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[Export] private Node2D _movingPlayer;
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[Export] private Camera2D _camera;
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public FieldService2D FieldService;
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private int _toolId = -1;
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private bool _wateringCanFilled = false;
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private int _currentWateringCanStep = 0;
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private int _wateringCanCapacity = 3;
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#region Tools
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/// <summary>
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/// If no tool has been set, then set the current tool to the incoming tool id.
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/// </summary>
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/// <param name="toolId">The id of the tool to activate if possible</param>
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/// <returns>If the tool in question was activated.</returns>
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public bool TryActivateTool(int toolId)
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{
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bool activate;
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//if our hands are empty, activate
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if (_toolId == -1)
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{
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activate = true;
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}
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else
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{
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//if we're already carrying a tool, deactivate or fail return
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if (_toolId == toolId)
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{
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activate = false;
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}
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else
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{
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return false;
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}
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}
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switch (toolId)
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{
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case 0:
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_hoeSprite.Visible = activate;
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break;
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case 1:
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if (activate)
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{
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_wateringCanEmptySprite.Visible = true;
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GD.Print("Activating empty Watering can sprite.");
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}
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else
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{
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_wateringCanEmptySprite.Visible = false;
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_wateringCanFilledSprite.Visible = false;
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}
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break;
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default:
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_toolId = -1;
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break;
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}
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_toolId = activate ? toolId : -1;
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return activate;
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}
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#endregion
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public override void _Input(InputEvent @event)
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{
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Vector2 mousePosition = _camera.GetGlobalMousePosition();
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Vector2I mousePositionInteger = (Vector2I) mousePosition;
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Vector2I adjustedPosition = AdjustValue(mousePositionInteger, new Vector2I(735, 651));
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if (@event.IsActionPressed("click") && _toolId == 0)
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{
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MakeField(adjustedPosition);
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}
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if (@event.IsActionPressed("click") && _toolId == 1 && _wateringCanFilled)
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{
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WaterTheField(adjustedPosition);
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}
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}
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public void FillWateringCan(bool fillUp)
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{
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if (_toolId == 1 )
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{
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GD.Print("Watering can in hand, filling.");
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_wateringCanEmptySprite.Visible = !fillUp;
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_wateringCanFilledSprite.Visible = fillUp;
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_wateringCanFilled = fillUp;
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}
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}
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private void WaterTheField(Vector2I fieldPosition)
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{
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FieldBehaviour2D field = FieldService.Get(fieldPosition);
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if (field == null || field.FieldState == FieldState.Watered)
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return;
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field.Water();
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if (_currentWateringCanStep < _wateringCanCapacity)
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{
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_currentWateringCanStep++;
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}
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else
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{
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_currentWateringCanStep = 0;
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FillWateringCan(false);
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}
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}
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private void MakeField(Vector2I fieldPosition)
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{
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if(FieldService == null || _fieldPrefab == null)
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return;
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// only try to instantiate a field if you're in the allowed area
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if (!FieldService.FieldAllowed())
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return;
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// only instantiate a field if there isn't one already.
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if(FieldService.Get(fieldPosition) == null)
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{
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Node fieldInstance = _fieldPrefab.Instantiate();
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if (fieldInstance is Node2D field2d)
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{
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// add dictionary entry for the field
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Array<Node> fields = field2d.FindChildren("*", nameof(FieldBehaviour2D));
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if (fields.Count > 0)
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FieldService.TryAddEntry(fieldPosition, fields[0] as FieldBehaviour2D);
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// reposition and reparent the instance
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field2d.Position = new Vector2(fieldPosition.X, fieldPosition.Y);;
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FieldService.AddChild(fieldInstance);
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}
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}
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}
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private int AdjustValue(float value)
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{
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float adjustedValue = value / 500;
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adjustedValue = Mathf.RoundToInt(adjustedValue);
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adjustedValue *= 500;
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return (int)adjustedValue;
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}
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private Vector2I AdjustValue(Vector2I input, Vector2I step)
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{
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return input.Snapped(step);
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}
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} |