Merge branch 'feature/bugfixes_polish_II' into feature/build_0_7

# Conflicts:
#	scenes/scene_farm_outside_2d.tscn
This commit is contained in:
2025-12-16 21:59:04 +01:00
43 changed files with 935 additions and 650 deletions
@@ -7,4 +7,17 @@ namespace Babushka.scripts.CSharp.Common.CharacterControls;
/// </summary>
public partial class DetectableInteractionArea : Area2D
{
[Export] public InteractionArea2D interactionArea2D;
public void InteractionAreaSelectionChanged(Variant instanceID)
{
if (instanceID.AsString() == GetInstanceId().ToString())
{
interactionArea2D.HighlightInteractable();
}
else
{
interactionArea2D.ResetHighlight();
}
}
}
@@ -7,7 +7,8 @@ namespace Babushka.scripts.CSharp.Common.CharacterControls;
/// </summary>
public partial class DetectionCross : Node2D
{
[Export] private Detector _detector;
[Export] private Detector _collider;
[Export] private ShapeCast2D _shapeCast2D;
[Export] private float _xOffset;
[Export] private float _yOffset;
@@ -17,6 +18,8 @@ public partial class DetectionCross : Node2D
/// <param name="direction"></param>
public void SetDirection(Vector2 direction)
{
_detector.Position = new Vector2(direction.X * _xOffset, direction.Y * _yOffset);
Vector2 newPos = new Vector2(direction.X * _xOffset, direction.Y * _yOffset);
_collider.Position = newPos;
_shapeCast2D.TargetPosition = newPos;
}
}
@@ -1,4 +1,6 @@
using System.Collections.Generic;
using Babushka.scripts.CSharp.Common.Services;
using Babushka.scripts.CSharp.Low_Code.Variables;
using Godot;
namespace Babushka.scripts.CSharp.Common.CharacterControls;
@@ -8,18 +10,11 @@ namespace Babushka.scripts.CSharp.Common.CharacterControls;
/// </summary>
public partial class Detector : Area2D
{
[Export] private bool _active = true;
[Export] private ShapeCast2D _shapeCast2D;
[Export] private VariableResource _itemToTriggerResource;
/// <summary>
/// Called when entering an interactionArea node.
/// </summary>
[Signal] public delegate void InteractableEnteredEventHandler();
/// <summary>
/// Called when exiting an interactionArea node.
/// </summary>
[Signal] public delegate void InteractableExitedEventHandler();
private List<ulong> _areasInDetector = new();
public bool IsActive
{
@@ -41,29 +36,62 @@ public partial class Detector : Area2D
/// Called every time this node enters an Area2D.
/// </summary>
/// <param name="area"></param>
public void OnEnteredInteractable(Node area)
public void OnEnteredInteractable(Area2D area)
{
if (!_active || !InputService.Instance.InputEnabled)
return;
if (area is DetectableInteractionArea interactionArea2D)
{
EmitSignal(SignalName.InteractableEntered);
}
PopulateList();
CalculateClosestInteractable();
}
/// <summary>
/// Called whenever this node exits an Area2D.
/// </summary>
/// <param name="area"></param>
public void OnExitedInteractable(Node area)
public void OnExitedInteractable(Area2D area)
{
if (!_active || !InputService.Instance.InputEnabled)
return;
if (area is DetectableInteractionArea interactionArea2D)
PopulateList();
CalculateClosestInteractable();
}
private void PopulateList()
{
// repopulate the list of areas in the detector to account for enabled / disabled areas
var currentOverlap = GetOverlappingAreas();
_areasInDetector = new List<ulong>();
foreach (var area2D in currentOverlap)
{
EmitSignal(SignalName.InteractableExited);
if (area2D is DetectableInteractionArea detectable)
{
ulong id = detectable.GetInstanceId();
_areasInDetector.Add(id);
}
}
}
private void CalculateClosestInteractable()
{
float smallestDistance = float.MaxValue;
string closestInteractable = null;
foreach (var area in _areasInDetector)
{
Area2D? area2D = InstanceFromId(area) as Area2D;
if(area2D == null)
continue;
float distance = area2D.GlobalPosition.DistanceSquaredTo(ToGlobal(_shapeCast2D.TargetPosition));
if (distance < smallestDistance)
{
closestInteractable = area.ToString();
smallestDistance = distance;
}
}
_itemToTriggerResource.Payload = closestInteractable;
}
}
@@ -1,12 +1,14 @@
using System.Linq;
using Babushka.scripts.CSharp.Common.Services;
using Babushka.scripts.CSharp.Low_Code.Variables;
using Godot;
namespace Babushka.scripts.CSharp.Common.CharacterControls;
public partial class InteractionArea2D : Node2D
{
[ExportGroup("Settings")]
[ExportGroup("Settings")]
[Export] private VariableListener _selectionChangeListener;
[Export] private Area2D _area;
[Export] private Label _label;
[Export] private bool _active = true;
@@ -25,9 +27,17 @@ public partial class InteractionArea2D : Node2D
public bool IsActive
{
get => _active;
set => _active = value;
set
{
ProcessMode = value ? ProcessModeEnum.Inherit : ProcessModeEnum.Disabled;
Visible = value;
_selectionChangeListener.ProcessMode = value ? ProcessModeEnum.Inherit : ProcessModeEnum.Disabled;
_active = value;
}
}
public bool IsSelectedByDetector { get; set; } = false;
public void SetActiveInverse(bool active)
{
IsActive = !active;
@@ -41,8 +51,10 @@ public partial class InteractionArea2D : Node2D
}
}
public void OnPlayerEntered(Node2D player)
public void HighlightInteractable()
{
IsSelectedByDetector = true;
if (!_active || !InputService.Instance.InputEnabled)
return;
@@ -51,15 +63,16 @@ public partial class InteractionArea2D : Node2D
if (!_useOutline)
return;
foreach (var sprite in _spritesToOutline)
{
sprite.Material = _outlineMaterial;
}
}
public void OnPlayerExited(Node2D player)
public void ResetHighlight()
{
IsSelectedByDetector = false;
_label.Hide();
if (!_useOutline)
@@ -76,6 +89,9 @@ public partial class InteractionArea2D : Node2D
{
if (!_active || !InputService.Instance.InputEnabled)
return;
if(!IsSelectedByDetector)
return;
if (@event.IsAction("interact") && @event.IsPressed())
{
@@ -92,16 +108,7 @@ public partial class InteractionArea2D : Node2D
{
if (_area.HasOverlappingAreas())
{
_label.Hide();
if (_useOutline)
{
for (var i = 0; i < _spritesToOutline.Length; i++)
{
var sprite = _spritesToOutline[i];
sprite.Material = _backupMaterials[i];
}
}
ResetHighlight();
Interact();
}
}
@@ -124,4 +131,5 @@ public partial class InteractionArea2D : Node2D
_label.Hide();
}
}
@@ -1,12 +1,14 @@
using Babushka.scripts.CSharp.Common.CharacterControls;
using Babushka.scripts.CSharp.Common.Savegame;
using Godot;
using Godot.Collections;
namespace Babushka.scripts.CSharp.Common.Farming;
/// <summary>
/// Enables a preset field in the scene sothat it can be used for farming.
/// </summary>
public partial class FieldActivator : Node
public partial class FieldActivator : Node, ISaveable
{
[Export] private FieldBehaviour2D _field;
[Export] private InteractionArea2D _activatorArea;
@@ -18,6 +20,7 @@ public partial class FieldActivator : Node
public override void _Ready()
{
LoadFromSaveData();
ToggleInteractionArea();
}
@@ -32,6 +35,8 @@ public partial class FieldActivator : Node
_field.UpdateFieldState(FieldState.Tilled);
EmitSignal(SignalName.FieldCreated, _field);
_used = true;
ToggleInteractionArea();
UpdateSaveData();
}
}
@@ -42,6 +47,8 @@ public partial class FieldActivator : Node
/// <param name="activated"></param>
public void RakeActivated(bool activated)
{
if (_used || ProcessMode == ProcessModeEnum.Disabled)
return;
_rakeInHand = activated;
ToggleInteractionArea();
}
@@ -50,5 +57,29 @@ public partial class FieldActivator : Node
{
_activatorArea.IsActive = !_used && _rakeInHand;
}
public void UpdateSaveData()
{
var payloadData = new Dictionary<string, Variant>
{
{ "field_activator_used", _used }
};
string id = GetMeta("SaveID").AsString();
SavegameService.AppendDataToSave( id, payloadData);
}
public void LoadFromSaveData()
{
string id = GetMeta("SaveID").AsString();
Dictionary<string, Variant> save = SavegameService.GetSaveData(id);
if (save.Count > 0)
{
if (save.TryGetValue("field_activator_used", out Variant usedVar))
{
_used = usedVar.AsBool();
}
}
}
}
@@ -33,7 +33,6 @@ public partial class FieldBehaviour2D : Sprite2D, ISaveable
[ExportGroup("Field Interactions")]
[Export] public InteractionArea2D PlantingInteraction;
[Export] public InteractionArea2D FieldInteractionArea;
[ExportGroup("Configuration")]
[Export] public Node2D PlantingPlaceholder;
@@ -48,6 +47,8 @@ public partial class FieldBehaviour2D : Sprite2D, ISaveable
private bool _canWater;
private int _currentDay;
public bool IsPlanted;
private PlantBehaviour2D? _currentPlant;
private const string DAY_COUNTER_SAVE_ID = "12c6da2e-fc71-4281-a04a-dfd3c7943975";
@@ -59,9 +60,9 @@ public partial class FieldBehaviour2D : Sprite2D, ISaveable
// 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;
_canWater = (FieldState == FieldState.Tilled || IsPlanted) && _wateringCanActive && WateringCanState.GetFillState() > 0;
FieldInteractionArea.IsActive = _canPlant || _canWater;
PlantingInteraction.IsActive = _canPlant || _canWater;
}
public void ActivatedSeedInInventory(bool activated)
@@ -104,17 +105,14 @@ public partial class FieldBehaviour2D : Sprite2D, ISaveable
case FieldState.Tilled:
FieldState = FieldState.Tilled;
_fieldSprite.Texture = Tilled;
PlantingInteraction.IsActive = true;
if(!IsPlanted)
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;
if(!IsPlanted)
PlantingInteraction.IsActive = true;
break;
default:
FieldState = FieldState.NotFound;
@@ -125,7 +123,6 @@ public partial class FieldBehaviour2D : Sprite2D, ISaveable
UpdateSaveData();
}
public void Water()
{
if (WateringCanState.GetFillState() > 0 && FieldState != FieldState.Watered)
@@ -151,7 +148,7 @@ public partial class FieldBehaviour2D : Sprite2D, ISaveable
if (_canPlant && TryPlant())
{
EmitSignal(SignalName.Planted);
UpdateFieldState(FieldState.Planted);
UpdateSaveData();
}
if (_canWater)
@@ -159,6 +156,16 @@ public partial class FieldBehaviour2D : Sprite2D, ISaveable
Water();
}
}
public void ChangePlantedState()
{
IsPlanted = true;
if(FieldState == FieldState.Tilled)
_fieldSprite.Texture = Tilled;
if(FieldState == FieldState.Watered)
_fieldSprite.Texture = Watered;
PlantingInteraction.IsActive = false;
}
private bool TryPlant()
{
@@ -187,6 +194,7 @@ public partial class FieldBehaviour2D : Sprite2D, ISaveable
if (_currentPlant != null)
{
ChangePlantedState();
_currentPlant.DayPlanted = _currentDay;
}
}
@@ -209,6 +217,7 @@ public partial class FieldBehaviour2D : Sprite2D, ISaveable
{
_currentPlant = null;
UpdateFieldState(FieldState.Empty, true);
IsPlanted = false;
}
#region SAVE AND LOAD
@@ -221,10 +230,10 @@ public partial class FieldBehaviour2D : Sprite2D, ISaveable
var payloadData = new Dictionary<string, Variant>
{
{ "field_state", (int)FieldState },
{ "day_count_on_last_exit", _currentDay}
{ "day_count_on_last_exit", _currentDay},
};
if (_currentPlant != null)
if (IsPlanted)
{
payloadData.Add(
"plant_data", new Dictionary<string, Variant>()
@@ -258,6 +267,7 @@ public partial class FieldBehaviour2D : Sprite2D, ISaveable
// get plant first because it's also relevant for the field state
if (save.TryGetValue("plant_data", out Variant plantDataVar))
{
IsPlanted = true;
Dictionary<string, Variant> plantDataDict = plantDataVar.AsGodotDictionary<string, Variant>();
if (plantDataDict.TryGetValue("prefab_path", out Variant prefabPathVar))
@@ -314,17 +324,10 @@ public partial class FieldBehaviour2D : Sprite2D, ISaveable
// if day is today, then just use the provided field state as is.
if (CalendarController.Instance != null && _currentDay != lastDayCount)
{
// if the field was watered the day before, set it to tilled or planted.
// if the field was watered the day before, set it to tilled
if (fieldStateInt == 3)
{
if (_currentPlant != null)
{
fieldStateInt = 2;
}
else
{
fieldStateInt = 1;
}
fieldStateInt = 1;
}
}
}
@@ -7,7 +7,6 @@ public enum FieldState
{
Empty = 0,
Tilled = 1,
Planted = 2,
Watered = 3,
NotFound = 99
}
@@ -7,11 +7,16 @@ public partial class WellBehaviour : Node2D
{
[Export] private InteractionArea2D _interactionArea;
public override void _Ready()
public override void _EnterTree()
{
WateringCanState.WateringCanActiveStateChanged += OnWateringCanStateChanged;
}
public override void _ExitTree()
{
WateringCanState.WateringCanActiveStateChanged -= OnWateringCanStateChanged;
}
private void OnWateringCanStateChanged(bool state)
{
_interactionArea.IsActive = state;
@@ -0,0 +1,69 @@
using Godot;
using Babushka.scripts.CSharp.Common.Savegame;
using Godot.Collections;
/// <summary>
/// Simple collectible scene objects with saveable state.
/// </summary>
public partial class TrashObject : Sprite2D, ISaveable
{
private bool _collected;
/// <summary>
/// Loads objects state on scene start.
/// </summary>
public override void _Ready()
{
LoadFromSaveData();
}
/// <summary>
/// Sets object state to collected and updates save data.
/// </summary>
public void Collect()
{
SetCollectedState();
UpdateSaveData();
}
private void SetCollectedState()
{
_collected = true;
Visible = false;
ProcessMode = ProcessModeEnum.Disabled;
}
/// <summary>
/// Updates the save data with the current state of the object.
/// </summary>
public void UpdateSaveData()
{
var payloadData = new Dictionary<string, Variant>
{
{ "collectedState", _collected },
};
string id = GetMeta("SaveID").AsString();
SavegameService.AppendDataToSave( id, payloadData);
}
/// <summary>
/// Loads objects state from save data.
/// </summary>
public void LoadFromSaveData()
{
string id = GetMeta("SaveID").AsString();
Dictionary<string, Variant> save = SavegameService.GetSaveData(id);
if (save.Count > 0)
{
if (save.TryGetValue("collectedState", out Variant collectedVar))
{
if (collectedVar.AsBool())
{
SetCollectedState();
}
}
}
}
}
@@ -0,0 +1 @@
uid://c2cgj153m05sp
-2
View File
@@ -1,6 +1,4 @@
using System.Threading.Tasks;
using Babushka.scripts.CSharp.Common.Savegame;
using Babushka.scripts.CSharp.Low_Code.Variables;
using Godot;
using Godot.Collections;
@@ -63,6 +63,9 @@ public partial class VariableListener : Node
/// </summary>
public void EventPayloadChanged(Variant payload, Variant oldPayload)
{
if (ProcessMode == ProcessModeEnum.Disabled)
return;
if(_showLog)
GD.Print($"Calling Event Payload Changed Signals on: " + Name);
EmitSignal(SignalName.PayloadChanged, payload, oldPayload);