🐛 field creation at the same spot no longer possible, also watering works now.
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@@ -3,75 +3,109 @@ using Godot;
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namespace Babushka.scripts.CSharp.Common.Farming;
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public partial class FieldService : Node2D
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public partial class FieldService : Node
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{
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private Dictionary<PackedScene, FieldsInScene>? fieldsPerScene;
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private Dictionary<string, FieldsInScene>? outerDict;
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[Signal] public delegate void FieldCreatedEventHandler();
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//Create
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public bool TryAddEntry(PackedScene scene, Vector2I key, FieldBehaviour2D field)
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public static FieldService Instance { get; private set; } = null!;
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public override void _EnterTree()
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{
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if (!fieldsPerScene.ContainsKey(scene))
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Instance = this;
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outerDict = new Dictionary<string, FieldsInScene>();
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}
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//Create
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public bool TryAddEntry(string sceneName, Vector2I position, FieldBehaviour2D field)
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{
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GD.Print($"Fieldservice: Trying to add a new entry. SceneName: {sceneName} Position: {position}.");
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if (outerDict != null )
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{
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FieldsInScene fieldInstance = new FieldsInScene();
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fieldsPerScene.Add(scene, fieldInstance);
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EmitSignal(SignalName.FieldCreated);
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return true;
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FieldsInScene fieldsInScene;
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bool outerDictEntryExists = outerDict.TryGetValue(sceneName, out fieldsInScene);
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if (!outerDictEntryExists)
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{
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fieldsInScene = new FieldsInScene();
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outerDict.Add(sceneName, fieldsInScene);
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}
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if (!fieldsInScene.fields.ContainsKey(position))
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{
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fieldsInScene.fields.Add(position, field);
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EmitSignal(SignalName.FieldCreated);
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GD.Print("Fieldservice: successfully added field to dictionary.");
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return true;
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}
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}
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GD.Print("Fieldservice: Either no outerdict found or there is already a field here!");
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return false;
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}
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// Read
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public FieldBehaviour2D Get(PackedScene key, Vector2I fieldPosition)
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public FieldBehaviour2D? TryGet(string key, Vector2I fieldPosition)
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{
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if (fieldsPerScene.TryGetValue(key, out FieldsInScene field))
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if (outerDict != null && outerDict.TryGetValue(key, out FieldsInScene? field))
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{
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if (field.fields.TryGetValue(fieldPosition, out FieldBehaviour2D fieldInstance))
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GD.Print($"Fieldservice: Successfully retrieved fieldsPerScene Dictionary. " +
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$"OuterDict Count: {outerDict.Count} InnerDict Count {outerDict[key].fields.Count}");
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if (field.fields.TryGetValue(fieldPosition, out FieldBehaviour2D? fieldInstance))
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{
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GD.Print($"Fieldservice: Successfully retrieved fieldInstance at position: {fieldPosition}.");
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return fieldInstance;
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}
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}
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GD.Print("Fieldservice TryGet: No field found.");
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return null;
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}
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//todo:
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// - Make this a singleton
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// - Let this interact with the FarmingControls and the FieldBehaviours
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// - Replace FieldService2D and remove it from scenes.
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/*
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//Update
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public void UpdateEntry(Vector2I fieldPosition, FieldBehaviour2D state)
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public void UpdateEntry(string key, Vector2I fieldPosition, FieldBehaviour2D state)
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{
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GD.Print($"FieldService: Updating entry at {fieldPosition}");
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if (outerDict != null && outerDict.TryGetValue(key, out FieldsInScene? field))
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{
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if (field.fields.ContainsKey(fieldPosition))
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{
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field.fields[fieldPosition] = state;
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}
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else
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{
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TryAddEntry(key, fieldPosition, state);
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}
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}
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if (fields.ContainsKey(fieldPosition))
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{
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fields[fieldPosition] = state;
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}
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else
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{
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TryAddEntry(fieldPosition, state);
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}
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}
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//Delete
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public void RemoveEntry(Vector2I fieldPosition)
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public void RemoveEntry(string key, Vector2I fieldPosition)
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{
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if (fields.ContainsKey(fieldPosition))
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GD.Print($"FieldService: Removing entry at {fieldPosition}.");
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if (outerDict != null && outerDict.TryGetValue(key, out FieldsInScene? field))
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{
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fields.Remove(fieldPosition);
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if (field.fields.ContainsKey(fieldPosition))
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{
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field.fields.Remove(fieldPosition);
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}
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}
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}
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*/
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}
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internal class FieldsInScene
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{
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public Dictionary<Vector2I, FieldBehaviour2D> fields;
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public Dictionary<Vector2I, FieldBehaviour2D?> fields;
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public FieldsInScene()
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{
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fields = new Dictionary<Vector2I, FieldBehaviour2D?>();
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}
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}
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