Splitters part 1
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39c52694da
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9 changed files with 150 additions and 2 deletions
15
scripts/inventory/advanced_rotation.gd
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15
scripts/inventory/advanced_rotation.gd
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extends Node
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@export var structure : Structure
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@export var sprite : Sprite2D
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@onready var initial_dimensions : Rect2i = structure.dimensions
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@onready var initial_offset : Vector2 = sprite.offset
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func _ready() -> void:
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structure.changed_direction.connect(on_changed_direction)
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func on_changed_direction(to: float,max_directions : int):
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var calculated_size = Vector2(initial_dimensions.size).rotated(to).abs().ceil()
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structure.dimensions = Rect2i(initial_dimensions.position,calculated_size)
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sprite.offset = initial_offset.rotated(to).abs()
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1
scripts/inventory/advanced_rotation.gd.uid
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1
scripts/inventory/advanced_rotation.gd.uid
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uid://bml2n6vo5my0c
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@ -2,6 +2,8 @@
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extends Inventory
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class_name SplitterInventory
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@export var capacity : int:
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set(value):
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if value < 0:
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@ -25,3 +27,48 @@ func deferred_init():
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for i in range(capacity):
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upper_array[i] = InventorySlot.new()
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down_array[i] = InventorySlot.new()
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func add(stack : Stack, context: InventoryContext = null) -> Stack:
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if context == null:
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return stack
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if context.position == context.target.global_position:
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return add_to_array(stack,upper_array,context)
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return add_to_array(stack,down_array,context)
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func add_to_array(stack: Stack, array: Array[InventorySlot], context: InventoryContext = null) -> Stack:
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for i in range(len(array)):
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if array[i].held_item == null or array[i].held_item == stack.held_item:
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stack_added.emit(stack,i)
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array[i].merge_stack(stack)
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if stack.is_valid() == false:
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return null
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return stack
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func can_add(item : Item = null, context: InventoryContext = null) -> bool:
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if context == null:
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return false
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if item == null:
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for i in range(capacity):
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if upper_array[i].amount == 0 or down_array[i].amount == 0:
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return true
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else:
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for i in range(capacity):
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if upper_array[i].amount == 0:
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return upper_array[i].can_be_merged(item)
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if down_array[i].amount ==0:
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return down_array[i].can_be_merged(item)
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return false
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func pop() -> Stack:
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return null
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func peek() -> Stack:
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return null
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## Tries to take certain item from inventory. Returns null if no item found
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func take(item : Item,amount: int) -> Stack:
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return null
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## Finds first entry of item. Returns -1 if no item found
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func find(item : Item) -> int:
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return -1
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@ -31,9 +31,12 @@ func _draw() -> void:
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## dv : Vector2 - get position in tiles [br]
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func get_relative(dv : Vector2) -> Structure:
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if get_parent() is GridController:
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return get_parent().get_at(global_position+dv*Globals.GRID_SIZE)
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return get_parent().get_at(relative_tile_as_global(dv))
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return null
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func relative_tile_as_global(dv: Vector2) -> Vector2:
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return global_position+dv*Globals.GRID_SIZE
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## Check structure is in zone and does not collide with any other structures [br]
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## Returns true if structure is in zone and does not collide with any other structure [br]
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## Returns false if structure is not in zone or does not collide with any other structure
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@ -24,7 +24,7 @@ func _process(_delta: float) -> void:
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var output : Structure = get_output_structure()
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if output == null:
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return
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var transfer_context : InventoryContext = InventoryContext.new(structure_parent,output,get_output_position())
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var transfer_context : InventoryContext = InventoryContext.new(structure_parent,output,structure_parent.relative_tile_as_global(get_output_position()))
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if output.inventory.can_add(inventory.output_slot.held_item,transfer_context):
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inventory.output_slot.merge_stack(output.inventory.add(inventory.output_slot.extract(),transfer_context))
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1
scripts/structures/splitter.gd
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1
scripts/structures/splitter.gd
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extends StructureBehaviour
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1
scripts/structures/splitter.gd.uid
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1
scripts/structures/splitter.gd.uid
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uid://bac6ei0tpoiqe
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