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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
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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 FarmingControls : Node3D
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{
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[Export] private Sprite3D _hoeSprite;
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[Export] private Sprite3D _wateringCanSprite;
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[Export] private PackedScene _fieldPrefab;
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[Export] private Node3D _movingPlayer;
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public FieldService FieldParent;
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private bool _hoeInHand = false;
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private bool _waterCanInHand = false;
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#region Tools
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public bool ActivateHoe(bool activate)
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{
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bool success = ActivateTool(activate, _hoeSprite);
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_hoeInHand = success;
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return success;
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}
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public bool ActivateWateringCan(bool activate)
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{
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bool success = ActivateTool(activate, _wateringCanSprite);
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_waterCanInHand = success;
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return success;
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}
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private bool ActivateTool(bool activate, Sprite3D tool)
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{
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tool.Visible = !activate;
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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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if (@event.IsActionPressed("click") && _hoeInHand)
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{
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MakeField();
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}
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if (@event.IsActionPressed("click") && _waterCanInHand)
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{
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WaterTheField();
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}
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}
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private void WaterTheField()
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{
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Vector2I currentPos = new Vector2I(AdjustValue(_movingPlayer.GlobalPosition.X), AdjustValue(_movingPlayer.GlobalPosition.Z));
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FieldBehaviour field = FieldParent.Get(currentPos);
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if (field == null)
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return;
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field.Water();
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Debug.Print("Watered the field.");
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}
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private void MakeField()
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{
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if(FieldParent == null || _fieldPrefab == null)
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return;
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// get current player position and adjust it to field / dictionary needs
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Vector3 playerPos = _movingPlayer.GlobalPosition;
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playerPos = new Vector3(AdjustValue(playerPos.X), 0.1f, AdjustValue(playerPos.Z));
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Vector2I intPosition = new Vector2I((int) playerPos.X, (int) playerPos.Z);
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// only instantiate a field if there isn't one already.
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if(FieldParent.Get(intPosition) == null)
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{
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Node fieldInstance = _fieldPrefab.Instantiate();
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if (fieldInstance is Node3D field3d)
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{
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// add dictionary entry for the field
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Array<Node> fields = field3d.FindChildren("*", nameof(FieldBehaviour));
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if (fields.Count > 0)
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FieldParent.TryAddEntry(intPosition, fields[0] as FieldBehaviour);
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// reposition and reparent the instance
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field3d.Position = playerPos;
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FieldParent.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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return (int) Mathf.Floor(value);
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}
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}
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