92 lines
3.0 KiB
GDScript
92 lines
3.0 KiB
GDScript
extends Node2D
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enum StructType {
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EMPTY_ROOM, # 0. Пустой модуль
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RESIDENTIAL_ROOM, # 1. Жилой Модуль
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LABORATORY_ROOM, # 2. Лабораторный Модуль
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ENERGY_ROOM, # 3. Энергетический Модуль
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FARM_ROOM, # 4. Фермерский Модуль
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LIFE_SUPPORT_ROOM, # 5. Модуль Жизнеобеспечения
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CONTROL_ROOM, # 6. Модуль Управления
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OBSERVATORY_ROOM, # 7. Модуль Обсерватории
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MEDICAL_ROOM, # 8. Медицинский Модуль
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GEOLOGICAL_ROOM, # 9. Геологический Модуль
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RESOURCE_EXTRACTION_ROOM, # 10. Модуль Добычи и Переработки Ресурсов
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COMMUNICATIONS_ROOM # 11. Модуль Связи и Навигации_
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}
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enum struct_fields {
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SOURCE_ID,
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SIZE,
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POS_ATLAS,
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LAYER
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}
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@onready var structs = {
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StructType.EMPTY_ROOM: {
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struct_fields.SOURCE_ID: 1,
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struct_fields.SIZE: Vector2i(5,5),
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struct_fields.POS_ATLAS: Vector2i(0,0),
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struct_fields.LAYER: $buildings/buildings0
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}
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}
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var layers: Array[TileMapLayer]
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var layers_dict: Dictionary
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func _list_childrens(node: Node2D):
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for child in node.get_children():
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if child is TileMapLayer:
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layers.append(child)
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layers_dict.get_or_add(child.name, child)
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elif child is Node2D:
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_list_childrens(child)
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pass
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func _ready() -> void:
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layers = []
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_list_childrens(self)
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func get_maxZ(tile_pos: Vector2i) -> int:
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for layer in layers:
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if layer.get_cell_source_id(tile_pos) != -1:
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return layer.z_index
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return -1
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func remove_struct(pos: Vector2i):
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for layer in layers:
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var tiledata: TileData = layer.get_cell_tile_data(pos)
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if tiledata != null and tiledata.get_custom_data("is_center"):
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var struct_size = tiledata.get_custom_data("struct_size")
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var half_size = Vector2i(struct_size.x / 2, struct_size.y / 2)
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for x in range(struct_size.x):
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for y in range(struct_size.y):
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var offset = Vector2i(x, y)
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var tile_pos = pos+offset-half_size
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layer.erase_cell(tile_pos)
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return
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func place_struct(pos: Vector2i, type: StructType):
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if not structs.has(type):
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return
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var struct_size = structs[type][struct_fields.SIZE]
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var layer = structs[type][struct_fields.LAYER]
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var source_id = structs[type][struct_fields.SOURCE_ID]
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var pos_atlas = structs[type][struct_fields.POS_ATLAS]
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var half_size = Vector2i(struct_size.x / 2, struct_size.y / 2)
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#Is place free check
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for x in range(struct_size.x):
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for y in range(struct_size.y):
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var offset = Vector2i(x, y)
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var tile_pos = pos+offset-half_size
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if get_maxZ(tile_pos) >= layer.z_index:
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return
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for x in range(struct_size.x):
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for y in range(struct_size.y):
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var offset = Vector2i(x, y)
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var tile_pos = pos+offset-half_size
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layer.set_cell(tile_pos, source_id, Vector2i(x,y)+pos_atlas)
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