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bionickatana 2776482c21
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finished belts. Some random errors in corners...
2026-06-22 21:21:32 -06:00

313 lines
11 KiB
GDScript

extends Node2D
@onready var tile_layer: TileMapLayer = $main_game_background_tiles
@onready var camera: Camera2D = $main_game_camera
@export var RENDER_RADIUS: int = 20
@export_range(0.0, 1.0) var producer_spawn_chance: float = 0.015 # 1.5% chance per tile
# preload scenes that we can place:
const EXTRACTOR_SCENE = preload("res://extractor.tscn")
const BELT_SCENE = preload("res://belt.tscn")
const ADDER_SCENE = preload("res://adder.tscn")
const DELETE_SCENE = preload("res://delete.tscn")
enum Mode { NONE, PLACE_EXTRACTOR, PLACE_BELT, PLACE_ADDER, DELETE }
var current_mode = Mode.NONE
var current_direction = 0
var preview_item: Node2D = null # Holds the visual for the mouse
# These should likely be changed to be the same format as above
@export var producer_scene: PackedScene
@export var consumer_scene: PackedScene
var render_radius_x = RENDER_RADIUS
var render_radius_y = RENDER_RADIUS
# This dictionary tracks what physical entity occupies a grid coordinate.
# Format: Vector2i(x, y) : { "type": "consumer" } or { "type": "producer", "value": 10 }
var grid_data: Dictionary = {}
# This dictionary keeps track of where the floor tiles have already been visually placed
var rendered_tiles: Dictionary = {}
func _ready() -> void:
# Explicitly pre-seed the center of the world data structure
initialize_world_center()
func _process(_delta: float) -> void:
#print(camera.position)
#print(get_global_mouse_position())
#print(get_grid_snapped_mouse_position())
if camera:
render_radius_x = RENDER_RADIUS / camera.zoom[0]
render_radius_y = RENDER_RADIUS / camera.zoom[1]
generate_and_render_around_camera()
# Update the preview item's position and snap to the grid
if preview_item and current_mode != Mode.NONE:
var grid_pos = get_grid_snapped_mouse_position()
preview_item.global_position = tile_layer.map_to_local(grid_pos)
# var scaled_pos = (get_grid_snapped_mouse_position() * 32)
# scaled_pos[0] += 32
# scaled_pos[1] += 32
# preview_item.global_position = scaled_pos
func _input(event):
# Detect left mouse click
if event is InputEventMouseButton and event.button_index == MOUSE_BUTTON_LEFT and event.pressed:
match current_mode:
Mode.PLACE_EXTRACTOR:
place_item(EXTRACTOR_SCENE)
Mode.PLACE_BELT:
place_item(BELT_SCENE)
Mode.DELETE:
delete_item(get_grid_snapped_mouse_position())
# Right-click cancels the current action
elif event is InputEventMouseButton and event.button_index == MOUSE_BUTTON_RIGHT and event.pressed:
clear_preview()
current_mode = Mode.NONE
if event is InputEventKey and event.pressed:
print('key pressed')
if event.keycode == KEY_BRACKETLEFT:
current_direction = (current_direction + 1) % 4
preview_item.rotate(-PI / 2)
elif event.keycode == KEY_BRACKETRIGHT:
current_direction = (current_direction - 1) % 4
preview_item.rotate(+PI / 2)
# Returns the grid position of the mouse
func get_grid_snapped_mouse_position() -> Vector2:
return tile_layer.local_to_map(get_global_mouse_position())
# Define the absolute center data rule
func initialize_world_center() -> void:
# Loop from -1 to 1 on both X and Y to cover a 3x3 area
for x in range(-1, 2):
for y in range(-1, 2):
var current_coord = Vector2i(x, y)
grid_data[current_coord] = [{
"type": "consumer",
"is_center": (x == 0 and y == 0) # Only (0,0) is marked as the visual center
}]
print("World Core Initialized: 3x3 Consumer registered from (-1,-1) to (1,1)")
if producer_scene:
print("Placing consumer at (0, 0)")
# 1. Create a live instance of the saved scene file
var consumer = consumer_scene.instantiate()
# 2. Add it as a child of the world so it exists in the active game tree
add_child(consumer)
# 3. Convert grid coordinates back to exact engine pixel coordinates
# map_to_local gives us the exact center point of that grid tile
var pixel_position = tile_layer.map_to_local(Vector2i(0, 0))
consumer.global_position = pixel_position
# Combined loop to manage both world data rules and visual rendering
func generate_and_render_around_camera() -> void:
var camera_grid_pos = tile_layer.local_to_map(camera.global_position)
for x in range(camera_grid_pos.x - render_radius_x, camera_grid_pos.x + render_radius_x):
for y in range(camera_grid_pos.y - render_radius_y, camera_grid_pos.y + render_radius_y):
var tile_coords = Vector2i(x, y)
# 1. VISUAL RENDERING (Always draw the background floor)
if not rendered_tiles.has(tile_coords):
# Draw your background tile asset (Source ID: 0, Atlas Coords: 0,0)
tile_layer.set_cell(tile_coords, 0, Vector2i(0, 0))
rendered_tiles[tile_coords] = true
# 2. DATA PROCESSING PLACEHOLDER
# This is where Phase 2 will plug in to evaluate if a producer should spawn
process_grid_data_at(tile_coords)
# PHASE 2: Distance Math & Random Generation
func process_grid_data_at(coords: Vector2i) -> void:
# If this coordinate is already occupied (like by our 3x3 Consumer), skip it!
# This ensures that there is a 3x3 space to spawn item in. This is required for the producers
for x in range(-1, 2):
for y in range(-1, 2):
if grid_data.has(coords + Vector2i(x, y)):
return
# Roll the dice to see if a Producer should spawn here
if randf() < producer_spawn_chance:
# Calculate Manhattan Distance from the absolute center (0,0)
var distance = abs(coords.x) + abs(coords.y)
# Formula: Start at 1, add 1 extra value for every 10 tiles away
var producer_value = 1 + floor(distance / 10.0)
grid_data[coords] = [{
"type": "producer",
"value": producer_value
}]
if producer_scene:
print("Placing producer at " + str(coords.x) + ", " + str(coords.y))
# 1. Create a live instance of the saved scene file
var new_producer = producer_scene.instantiate()
var pixel_position = tile_layer.map_to_local(coords)
new_producer.global_position = pixel_position
new_producer.setup(int(producer_value))
# 2. Add it as a child of the world so it exists in the active game tree
add_child(new_producer)
# Spawns the preview item following the cursor
func set_preview_mode(mode_type: Mode, scene_to_preview: PackedScene):
clear_preview()
current_mode = mode_type
if scene_to_preview:
preview_item = scene_to_preview.instantiate()
preview_item.rotate(-PI / 2 * current_direction)
# Optional: Make the preview slightly transparent
preview_item.modulate.a = 0.5
add_child(preview_item)
func clear_preview():
if preview_item:
preview_item.queue_free()
preview_item = null
# Places an item onto the game board
func place_item(item: PackedScene):
var spawn_pos = get_grid_snapped_mouse_position()
print("attempting placement at %s, %s" % [spawn_pos[0], spawn_pos[1]])
# Check if there is something under us
var object_at_coords = get_object_at_coordinate(spawn_pos)
print(object_at_coords)
if object_at_coords != null:
if item == EXTRACTOR_SCENE && object_at_coords['type'] == 'producer':
print("You are placing an extractor and it is on top of a producer")
pass # Do not return if we are placing an extractor and we are on top of a producer
else:
print("Failed to place due to %s in the way" % object_at_coords['type'])
return
else: # If we are not over something
if item == EXTRACTOR_SCENE: # And we are placing an extractor
print("You must place an extractor on top of a producer")
return # Do not place
print("Placing object")
var new_item = item.instantiate()
new_item.global_position = tile_layer.map_to_local(spawn_pos)
new_item.add_to_group("placed_objects")
add_child(new_item)
register_object_at_coordinate(
spawn_pos,
{
"type": new_item.name,
})
# Custom setup needed
if item == EXTRACTOR_SCENE:
new_item.setup(object_at_coords['value'])
elif item == BELT_SCENE:
new_item.setup(spawn_pos, current_direction)
else:
print("No custom setup for %s" % item)
func delete_item(target_pos: Vector2i):
var targets = get_tree().get_nodes_in_group("placed_objects")
for item in targets:
print("Trying to match delete at: " + str(tile_layer.local_to_map(item.global_position)[0]) + ", " + str(tile_layer.local_to_map(item.global_position)[1]))
if tile_layer.local_to_map(item.global_position) == target_pos:
print("deleting item")
item.queue_free()
delete_object_at_coordinate(target_pos)
break # Prevents deleting multiple items.
# Helper function: Check if a coordinate is occupied by a building
func get_object_at_coordinate(coords: Vector2i):
if grid_data.has(coords):
print(grid_data)
return grid_data[coords][-1] # Return the last item there
return null # Returns null if it's just an empty background tile
# Helper function: Force place an object into the grid data registry
func register_object_at_coordinate(coords: Vector2i, object_data: Dictionary) -> void:
if grid_data.has(coords):
grid_data[coords].append(object_data)
else:
grid_data[coords] = [object_data]
func delete_object_at_coordinate(coords: Vector2i):
if grid_data.has(coords):
grid_data[coords].pop_back()
if grid_data[coords] == []:
grid_data.erase(coords)
# --- UI Button Signals ---
func _on_extractor_button_pressed():
set_preview_mode(Mode.PLACE_EXTRACTOR, EXTRACTOR_SCENE)
func _on_belt_button_pressed() -> void:
set_preview_mode(Mode.PLACE_BELT, BELT_SCENE)
func _on_adder_button_pressed() -> void:
set_preview_mode(Mode.PLACE_ADDER, ADDER_SCENE)
func _on_delete_button_pressed() -> void:
set_preview_mode(Mode.DELETE, DELETE_SCENE)
# Run the extractor update
func _on_extractor_timer_timeout() -> void:
var targets = get_tree().get_nodes_in_group("placed_objects")
var production_coords: Array
for target in targets:
# Check if we are an extractor:
if target.scene_file_path == 'res://extractor.tscn':
position = tile_layer.local_to_map(target.global_position)
print("Extractor produced a %s at %s, %s" % [target.value(), position[0], position[1]])
# Make a list of positions where we need to try to produce:
for x in range(-1, 2):
for y in range(-1, 2):
production_coords.append([Vector2(position[0] + x, position[1] + y), target.value()])
# Now loop through and see if there are empty conveyer belts in the correct positions
for target in targets:
# Check if this is a belt:
if target.scene_file_path == 'res://belt.tscn' and target.empty:
position = tile_layer.local_to_map(target.global_position)
for prod in production_coords:
if position == prod[0]:
print("Extractor produced %s onto a belt!" %prod[1])
target.collect(prod[1])
func _on_belt_timer_timeout() -> void:
#print('belt tick')
# Gather the belts:
var targets = get_tree().get_nodes_in_group("placed_objects")
var next_belt_coords: Array
var belts: Array
for target in targets:
# Check if this is a belt:
if target.scene_file_path == 'res://belt.tscn':
belts.append(target)
if !target.empty:
var result = target.move()
if result != null:
# Try to move the number to the next belt
print("value fell off of belt")
next_belt_coords.append(result)
for belt in belts:
for itm in next_belt_coords:
position = tile_layer.local_to_map(belt.global_position)
print("(%s, %s), (%s, %s)" %[position[0], position[1], itm[0][0], itm[0][1]])
if position == itm[0]:
belt.collect(itm[1])