🐛 field creation at the same spot no longer possible, also watering works now.

This commit is contained in:
2025-11-05 16:48:45 +01:00
parent 8b77ca9bc5
commit f1b980cdb6
7 changed files with 101 additions and 54 deletions
@@ -1,3 +1,4 @@
using Babushka.scripts.CSharp.Low_Code.Variables;
using Godot;
using Godot.Collections;
@@ -6,14 +7,13 @@ namespace Babushka.scripts.CSharp.Common.Farming;
[GlobalClass]
public partial class FarmingControls2D : Node2D
{
[Export] private PackedScene _fieldPrefab;
[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;
public FieldService2D FieldService;
private int _toolId = -1;
private bool _wateringCanFilled = false;
@@ -116,7 +116,7 @@ public partial class FarmingControls2D : Node2D
private void WaterTheField(Vector2I fieldPosition)
{
FieldBehaviour2D field = FieldService.Get(fieldPosition);
FieldBehaviour2D? field = FieldService.Instance.TryGet(_sceneKeyProvider.Payload.AsString(), fieldPosition);
if (field == null || field.FieldState == FieldState.Watered)
{
GD.Print($"The field at position {fieldPosition} is null!");
@@ -135,25 +135,30 @@ public partial class FarmingControls2D : Node2D
#region FIELD CREATION
private void MakeField(Vector2I fieldPosition)
{
if(FieldService == null || _fieldPrefab == null)
if(_fieldPrefab == null)
return;
// only instantiate a field if there isn't one already.
if(FieldService.Get(fieldPosition) == null)
if(FieldService.Instance.TryGet(_sceneKeyProvider.Payload.AsString(), fieldPosition) == null)
{
GD.Print($"FarmingControls: Creating a field at {fieldPosition}");
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.TryAddEntry(fieldPosition, fields[0] as FieldBehaviour2D);
FieldService.Instance.TryAddEntry(_sceneKeyProvider.Payload.AsString(), fieldPosition, fields[0] as FieldBehaviour2D);
// reposition and reparent the instance
field2d.Position = new Vector2(fieldPosition.X, fieldPosition.Y);;
FieldService.AddChild(fieldInstance);
FieldService.Instance.AddChild(fieldInstance);
}
}
else
{
GD.Print($"FarmingControls: Could not create a field at {fieldPosition}.");
}
}
private int AdjustValue(float value)