🚧 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