Documentation
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extends Node2D
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# TODO: Make able to hold multiple placement zones, supporting uniform forms
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## Class that contains all structures of platform
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class_name GridController
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const GRID_SIZE : Vector2 = Vector2(16,16)
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## Building zone controller uses for checks and capacity
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@export var building_zone : PlacementZone
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var constructions : Array[Structure]
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## Internal structure storage
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var structures : Array[Structure]
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func _ready() -> void:
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constructions.resize(building_zone.get_capacity())
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structures.resize(building_zone.get_capacity())
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func add_construction(construction : Structure) -> bool:
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var construction_dp = construction.get_dimension_points()
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for point in construction_dp:
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if constructions[building_zone.indexify_global_point(construction.global_position + point)]:
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## Tries to add structure to its internal storage [br]
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## Returns false if has colliding structures
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func add_structure(structure : Structure) -> bool:
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var structure_dp = structure.get_dimension_points()
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for point in structure_dp:
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if structures[building_zone.indexify_global_point(structure.global_position + point)]:
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return false
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construction.reparent(self)
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construction.global_position = building_zone.get_placement_position(construction.global_position)
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for point in construction_dp:
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constructions[building_zone.indexify_global_point(construction.global_position + point)] = construction
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structure.reparent(self)
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structure.global_position = building_zone.get_placement_position(structure.global_position)
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for point in structure_dp:
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structures[building_zone.indexify_global_point(structure.global_position + point)] = structure
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return true
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## Returns structure at point. [br]
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## Returns null if no structure is at point
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func get_at(point : Vector2) -> Structure:
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return constructions[building_zone.indexify_global_point(point)]
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var index = building_zone.indexify_global_point(point)
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if index == -1:
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return null
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return structures[index]
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func is_point_occupied(point : Vector2) -> bool:
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return get_at(point) != null
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