Documentation
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@tool
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extends Node2D
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## Game object that interact with other structures in its grid space
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class_name Structure
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## Dimensions of structure in grid tiles
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@export var dimensions : Rect2i = Rect2i(0,0,1,1):
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set(value):
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dimensions = value
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get:
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return dimensions
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## Debug draw of points
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func _draw() -> void:
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if Engine.is_editor_hint():
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for x in range(dimensions.size.x):
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for y in range(dimensions.size.y):
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draw_circle((dimensions.position+Vector2i(x,y)) * Vector2i(Globals.GRID_SIZE),2,Color.AQUA)
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## Get structure at tile coordinates relative to this structure [br]
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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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return get_parent().get_at(global_position+dv)
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return get_parent().get_at(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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func can_be_placed(zone : PlacementZone) -> bool:
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for dp in get_dimension_points():
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var point = global_position + dp
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if zone.is_global_point_in_zone(point) == false:
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return false
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if zone.entity_holder.is_point_occupied(point):
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if zone.grid_controller.is_point_occupied(point):
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return false
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return true
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## Tries to place structure in zone's grid controller
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## Returns false if structure is not in zone or collides with any structure
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func try_place(zone : PlacementZone) -> bool:
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if can_be_placed(zone) == false:
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return false
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return zone.entity_holder.add_construction(self)
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return zone.grid_controller.add_structure(self)
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## Returns array of integer points in dimensions
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func get_dimension_points() -> Array[Vector2]:
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var result : Array[Vector2] = []
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result.resize(dimensions.size.x*dimensions.size.y)
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