106 lines
3.3 KiB
GDScript3
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extends Building
var money: int = 0:
set(value):
money = value
_set_money_label()
var required_money: int = 25
@onready var money_label: Label = %MoneyLabel
func can_citizen_enter(coord: Vector2i, direction: Board.Direction) -> bool:
var down_adjustment := Board.get_next_direction(Board.Direction.DOWN, get_rotation_count())
var left_adjustment := Board.get_next_direction(Board.Direction.LEFT, get_rotation_count())
var right_adjustment := Board.get_next_direction(Board.Direction.RIGHT, get_rotation_count())
var heading_1 := Board.get_next_direction(Board.Direction.RIGHT, get_rotation_count())
var heading_2 := Board.get_next_direction(Board.Direction.UP, get_rotation_count())
var entrance_1 := starting_coord + Board.get_direction_vector(left_adjustment)
var entrance_2 := (
starting_coord
+ Board.get_direction_vector(right_adjustment)
+ Board.get_direction_vector(down_adjustment)
+ Board.get_direction_vector(down_adjustment)
)
return (
(coord == entrance_1 and direction == heading_1)
or (coord == entrance_2 and direction == heading_2)
)
func get_tile_coords() -> Array[Vector2i]:
var result: Array[Vector2i] = []
result.push_back(starting_coord)
result.push_back(
starting_coord + Vector2i(Vector2.RIGHT.rotated(deg_to_rad(90 * get_rotation_count())))
)
result.push_back(
(
starting_coord
+ Vector2i(Vector2.RIGHT.rotated(deg_to_rad(90 * get_rotation_count())))
+ Vector2i(Vector2.DOWN.rotated(deg_to_rad(90 * get_rotation_count())))
)
)
result.push_back(
(
starting_coord
+ Vector2i(Vector2.RIGHT.rotated(deg_to_rad(90 * get_rotation_count())))
+ Vector2i(Vector2.RIGHT.rotated(deg_to_rad(90 * get_rotation_count())))
)
)
result.push_back(
(
starting_coord
+ Vector2i(Vector2.RIGHT.rotated(deg_to_rad(90 * get_rotation_count())))
+ Vector2i(Vector2.RIGHT.rotated(deg_to_rad(90 * get_rotation_count())))
+ Vector2i(Vector2.UP.rotated(deg_to_rad(90 * get_rotation_count())))
)
)
return result
func get_direction_queue(citizen: Citizen) -> Array[Board.Direction]:
if (citizen.current_tile_coords - starting_coord) == Vector2i.ZERO:
return [
Board.get_next_direction(Board.Direction.RIGHT, get_rotation_count()),
Board.get_next_direction(Board.Direction.RIGHT, get_rotation_count()),
Board.get_next_direction(Board.Direction.UP, get_rotation_count()),
Board.get_next_direction(Board.Direction.UP, get_rotation_count())
]
return [
Board.get_next_direction(Board.Direction.UP, get_rotation_count()),
Board.get_next_direction(Board.Direction.RIGHT, get_rotation_count()),
Board.get_next_direction(Board.Direction.UP, get_rotation_count()),
Board.get_next_direction(Board.Direction.UP, get_rotation_count())
]
func activate(citizen: Citizen) -> void:
if citizen.get_status_count(Citizen.Status.ARMED) > 0:
citizen.money += money
citizen.play_money_animation()
citizen.remove_status(Citizen.Status.ARMED)
money = 0
elif citizen.money > 0:
money += citizen.money
citizen.money = 0
#citizen.play_money_animation()
func handle_post_turn_actions() -> void:
var buildings_to_destroy := floori(money / (required_money as float))
if buildings_to_destroy > 0:
money = money % required_money
required_money *= 2
func _ready() -> void:
_set_money_label()
func _set_money_label() -> void:
if is_node_ready():
money_label.text = "$%d / $%d" % [money, required_money]