citylimits-next/scripts/World.gd
2023-02-08 22:29:12 +02:00

134 lines
4.1 KiB
GDScript

extends TileMap
signal set_camera_position(pos:Vector2)
var has_placeable_building: bool = false
var building
var building_type: String
var scene
# Called when the node enters the scene tree for the first time.
func _ready():
pass
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(_delta):
pass
func get_building_properties() -> Array:
var tileset_id = 0 # default value
var tilemap_tile_coords: Vector2i
if building_type == null:
push_error(Globals.ERROR_BUILDING_TYPE_NOT_SET)
return []
# layer | position coords | tileset id | coords of the tile at tilemap | alternative tile
match building_type:
Globals.TYPE_RESIDENTIAL:
tilemap_tile_coords = Vector2i(0,0)
tileset_id = 0
Globals.TYPE_COMMERCIAL:
tilemap_tile_coords = Vector2i(4,12)
tileset_id = 1
Globals.TYPE_INDUSTRIAL:
tilemap_tile_coords = Vector2i(4,20)
tileset_id = 1
Globals.TYPE_ROADS:
tilemap_tile_coords = Vector2i(14,2)
tileset_id = 1
Globals.TYPE_DEMOLISH:
tilemap_tile_coords = Vector2i(4,4)
tileset_id = 1
Globals.TYPE_SERVICES:
tilemap_tile_coords = Vector2i(4,8)
tileset_id = 1
Globals.TYPE_SOCIAL:
tilemap_tile_coords = Vector2i(4,0)
tileset_id = 1
_: #default
tilemap_tile_coords = Vector2i(16,16)
tileset_id = 1
return [tileset_id, tilemap_tile_coords]
func _on_control_button_pressed(type):
self.building_type = type
# create new building, in Building node it is attached to mouse cursor
var building_properties = get_building_properties()
scene = load(Globals.SCENE_PATH + "Building.tscn")
building = scene.instantiate()
#building.set_cell(0, Vector2i(0,0), building_properties[0], building_properties[1], 0)
add_child(building)
has_placeable_building = true
func _input(event):
# place the building
if event.is_action_pressed("place_building") and has_placeable_building:
has_placeable_building = false
place_building_to_map()
# cancel placement
if event.is_action_pressed("cancel"):
if has_placeable_building:
pass
func calculate_grid_coordinates(map_position: Vector2) -> Vector2:
return (map_position).floor()
func are_coords_valid(value:int, errmsg:String) -> bool:
if Globals.MAP_MIN_HEIGHT > value or value > Globals.MAP_MAX_HEIGHT:
errmsg = errmsg % [value, Globals.MAP_MIN_HEIGHT, Globals.MAP_MAX_HEIGHT]
push_error(errmsg)
return false
return true
func place_building_to_map():
var building_properties = get_building_properties()
var tile_on_mouse = local_to_map(get_global_mouse_position())
if !are_coords_valid(tile_on_mouse.y,Globals.ERROR_TILE_Y_COORDS_OUT_OF_BOUNDS):
return false
elif !are_coords_valid(tile_on_mouse.x,Globals.ERROR_TILE_X_COORDS_OUT_OF_BOUNDS):
return false
set_cell(Globals.LAYER_BUILDINGS, tile_on_mouse, building_properties[0], building_properties[1], 0)
func generate_terrain(filename) -> bool:
# Try to load the image which we used to place water & ground to world map
var image:Image = Image.new()
image = load(filename)
if image == null:
var errmsg = Globals.ERROR_FAILED_TO_LOAD_FILE
push_error(errmsg % filename)
return false
# Check if image is too small or too large
var image_size:Vector2i = image.get_size()
if !are_coords_valid(image_size.y,Globals.ERROR_IMAGE_HEIGHT_INCORRECT):
return false
elif !are_coords_valid(image_size.x,Globals.ERROR_IMAGE_WIDTH_INCORRECT):
return false
# Try to load the world tilemap where we place the tiles
if (Globals.world_map == null):
var errmsg = Globals.ERROR_WORLD_TILEMAP_NODE_MISSING % Globals.WORLD_NODE
push_error(errmsg)
return false
# Finally populate the world map with hopefully valid tiles!
for x in image_size.x:
for y in image_size.y:
# layer | position coords | tilemap id | coords of the tile at tilemap | alternative tile
if image.get_pixel(x, y) == Globals.WATER_TILE_COLOR_IN_MAP_FILE:
Globals.world_map.set_cell(Globals.LAYER_TERRAIN, Vector2i(x, y), 2, Vector2i(0,0), 0)
# center camera to world map
emit_signal(
"set_camera_position",
Vector2(image_size.x/2.0*Globals.TILE_SIZE_X, image_size.y/2.0*Globals.TILE_SIZE_Y)
)
return true