🚧 reworked farming system to work with indices instead of positions

This commit is contained in:
2025-11-11 14:02:03 +01:00
parent 97dcadf07a
commit 55f0d2a77e
11 changed files with 98 additions and 84 deletions
@@ -9,17 +9,16 @@ namespace Babushka.scripts.CSharp.Common.Farming;
public partial class FarmingControls2D : Node2D
{
[Export] private VariableResource _sceneKeyProvider;
[Export] private PackedScene? _fieldPrefab = null!;
[Export] private Node2D _movingPlayer;
[Export] private Camera2D _camera;
[Export] private CpuParticles2D _wateringParticles;
[Export] private float _wateringCanParticlesVerticalOffset = 50f;
[Export] private Vector2I _fieldOffsetVector = new Vector2I(735, 651);
[Export] private Node2D _fieldParent;
[Export] private VariableResource _cursorOnField;
private int _toolId = -1;
private bool _wateringCanFilled = false;
private bool _canCreateFields = false;
[Signal] public delegate void WateringFieldEventHandler();
@@ -59,6 +58,7 @@ public partial class FarmingControls2D : Node2D
{
if (@event.IsActionPressed("click"))
{
bool cursorOnField = _cursorOnField.Payload.AsBool();
if (_toolId == WateringCanState.WATERING_CAN_ID
&& WateringCanState.GetFillState() > 0)
{
@@ -66,7 +66,7 @@ public partial class FarmingControls2D : Node2D
WaterTheField(adjustedPosition);
}
if (_canCreateFields && _toolId == 0)
if ( _toolId == 0)
{
Vector2I adjustedPosition = GetAdjustedMousePosition();
MakeField(adjustedPosition);
@@ -86,16 +86,6 @@ public partial class FarmingControls2D : Node2D
{
return input.Snapped(step);
}
public void CanCreateFields()
{
_canCreateFields = true;
}
public void CannotCreateFields()
{
_canCreateFields = false;
}
#region WATERING
public void FillWateringCan()
@@ -108,7 +98,8 @@ public partial class FarmingControls2D : Node2D
private void WaterTheField(Vector2I fieldPosition)
{
FieldBehaviour2D? field = FieldService.Instance.TryGet(_sceneKeyProvider.Payload.AsString(), fieldPosition);
int potentialFieldIndex = FieldService.Instance.PositionToIndex(fieldPosition);
FieldBehaviour2D? field = FieldService.Instance.TryGet(_sceneKeyProvider.Payload.AsString(), potentialFieldIndex);
if (field == null || field.FieldState == FieldState.Watered)
{
return;
@@ -123,31 +114,11 @@ public partial class FarmingControls2D : Node2D
#endregion
#region FIELD CREATION
private void MakeField(Vector2I fieldPosition)
private void MakeField(Vector2I mousePosition)
{
if(_fieldPrefab == null)
return;
// only instantiate a field if there isn't one already.
if(FieldService.Instance.TryGet(_sceneKeyProvider.Payload.AsString(), fieldPosition) == null)
{
Node fieldInstance = _fieldPrefab.Instantiate();
if (fieldInstance is Node2D field2d)
{
// add dictionary entry for the field
Array<Node> fields = field2d.FindChildren("*", nameof(FieldBehaviour2D));
if (fields.Count > 0)
{
FieldService.Instance.TryAddEntry(_sceneKeyProvider.Payload.AsString(), fieldPosition, fields[0] as FieldBehaviour2D);
}
// reposition and reparent the instance
field2d.Position = new Vector2(fieldPosition.X, fieldPosition.Y);
_fieldParent.AddChild(fieldInstance);
EmitSignal(SignalName.FieldCreated);
}
}
int potentialFieldIndex = FieldService.Instance.PositionToIndex(mousePosition);
if(FieldService.Instance.TryGet(_sceneKeyProvider.Payload.AsString(), potentialFieldIndex) == null)
EmitSignal(SignalName.FieldCreated);
}
#endregion
@@ -22,6 +22,8 @@ public partial class FieldBehaviour2D : Sprite2D
[Export] public ItemRepository ItemRepository;
[Export] public InteractionArea2D FieldInteractionArea;
[Export] public VariableResource _sceneKeyProvider;
[Export] private VariableNode _fieldIndex;
public Vector2 FieldPosition;
@@ -54,7 +56,7 @@ public partial class FieldBehaviour2D : Sprite2D
public override void _Ready()
{
UpdateFieldState(FieldState);
FieldService.Instance.TryAddEntry(_sceneKeyProvider.Payload.AsString(), (Vector2I) GlobalPosition, this);
FieldService.Instance.TryAddEntry(_sceneKeyProvider.Payload.AsString(),_fieldIndex.Payload.AsInt32(), this);
int randomIndex = new Random().Next(0, _maskTexture.Length);
_maskSprite.Texture = _maskTexture[randomIndex];
_outlineSprite.Texture = _maskOutlineTextures[randomIndex];
@@ -139,5 +141,6 @@ public partial class FieldBehaviour2D : Sprite2D
return success;
}
}
+25 -16
View File
@@ -22,9 +22,9 @@ public partial class FieldService : Node
//Create
public bool TryAddEntry(string sceneName, Vector2I position, FieldBehaviour2D field)
public bool TryAddEntry(string sceneName, int fieldIndex, FieldBehaviour2D field)
{
GD.Print("Trying to add a field at: " + position);
GD.Print("Trying to add a field at: " + fieldIndex);
if (_outerDict != null )
{
FieldsInScene innerDict;
@@ -36,21 +36,25 @@ public partial class FieldService : Node
_outerDict.Add(sceneName, innerDict);
}
if (!innerDict.fields.ContainsKey(position))
if (!innerDict.fields.ContainsKey(fieldIndex))
{
innerDict.fields.Add(position, field);
innerDict.fields.Add(fieldIndex, field);
return true;
}
else
{
GD.PrintErr("Duplicate field at: " + fieldIndex);
}
}
return false;
}
// Read
public FieldBehaviour2D? TryGet(string key, Vector2I fieldPosition)
public FieldBehaviour2D? TryGet(string key, int fieldIndex)
{
if (_outerDict != null && _outerDict.TryGetValue(key, out FieldsInScene? field))
{
if (field.fields.TryGetValue(fieldPosition, out FieldBehaviour2D? fieldInstance))
if (field.fields.TryGetValue(fieldIndex, out FieldBehaviour2D? fieldInstance))
{
return fieldInstance;
}
@@ -60,42 +64,47 @@ public partial class FieldService : Node
//Update
public void UpdateEntry(string key, Vector2I fieldPosition, FieldBehaviour2D state)
public void UpdateEntry(string key, int fieldIndex, FieldBehaviour2D state)
{
if (_outerDict != null && _outerDict.TryGetValue(key, out FieldsInScene? field))
{
if (field.fields.ContainsKey(fieldPosition))
if (field.fields.ContainsKey(fieldIndex))
{
field.fields[fieldPosition] = state;
field.fields[fieldIndex] = state;
}
else
{
TryAddEntry(key, fieldPosition, state);
TryAddEntry(key, fieldIndex, state);
}
}
}
//Delete
public void RemoveEntry(string key, Vector2I fieldPosition)
public void RemoveEntry(string key, int fieldIndex)
{
if (_outerDict != null && _outerDict.TryGetValue(key, out FieldsInScene? field))
{
if (field.fields.ContainsKey(fieldPosition))
if (field.fields.ContainsKey(fieldIndex))
{
field.fields.Remove(fieldPosition);
field.fields.Remove(fieldIndex);
}
}
}
public int PositionToIndex(Vector2 position)
{
// some awesome code here
return 0;
}
}
internal class FieldsInScene
{
public Dictionary<Vector2I, FieldBehaviour2D?> fields;
public Dictionary<int, FieldBehaviour2D?> fields;
public FieldsInScene()
{
fields = new Dictionary<Vector2I, FieldBehaviour2D?>();
fields = new Dictionary<int, FieldBehaviour2D?>();
}
}
@@ -0,0 +1,8 @@
using Godot;
namespace Babushka.scripts.CSharp.Low_Code.Variables;
public partial class VariableNode : Node
{
[Export] public Variant Payload { get; set; }
}
@@ -0,0 +1 @@
uid://j2mhvb45egej