generated from krampus/template-godot4
84 lines
3.2 KiB
GDScript
84 lines
3.2 KiB
GDScript
extends Building
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const CITIZEN_SCENE = preload("uid://bwx0lqtkd2jd7")
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func can_citizen_enter(coord: Vector2i, direction: Board.Direction) -> bool:
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var up_adjustment := Board.get_next_direction(Board.Direction.UP, get_rotation_count())
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var right_adjustment := Board.get_next_direction(Board.Direction.RIGHT, get_rotation_count())
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var correct_heading := Board.get_next_direction(Board.Direction.DOWN, get_rotation_count())
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var entrance_1 := (
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starting_coord
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+ Board.get_direction_vector(up_adjustment)
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+ Board.get_direction_vector(up_adjustment)
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+ Board.get_direction_vector(right_adjustment)
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)
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var entrance_2 := entrance_1 + Board.get_direction_vector(right_adjustment)
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return (coord == entrance_1 or coord == entrance_2) and direction == correct_heading
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func get_tile_coords() -> Array[Vector2i]:
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var result: Array[Vector2i] = []
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result.push_back(starting_coord)
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result.push_back(
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starting_coord + Vector2i(Vector2.RIGHT.rotated(deg_to_rad(90 * get_rotation_count())))
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)
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result.push_back(
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starting_coord + Vector2i(Vector2.RIGHT.rotated(deg_to_rad(90 * get_rotation_count()))) * 2
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)
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result.push_back(
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starting_coord + Vector2i(Vector2.RIGHT.rotated(deg_to_rad(90 * get_rotation_count()))) * 3
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)
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result.push_back(
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(
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starting_coord
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+ Vector2i(Vector2.RIGHT.rotated(deg_to_rad(90 * get_rotation_count())))
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+ Vector2i(Vector2.UP.rotated(deg_to_rad(90 * get_rotation_count())))
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)
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)
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result.push_back(
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(
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starting_coord
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+ Vector2i(Vector2.RIGHT.rotated(deg_to_rad(90 * get_rotation_count())))
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+ Vector2i(Vector2.RIGHT.rotated(deg_to_rad(90 * get_rotation_count())))
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+ Vector2i(Vector2.UP.rotated(deg_to_rad(90 * get_rotation_count())))
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)
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)
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return result
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func get_direction_queue(citizen: Citizen) -> Array[Board.Direction]:
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var tile_offset := citizen.current_tile_coords - starting_coord
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if tile_offset == Vector2i(1, -1):
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return [
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Board.get_next_direction(Board.Direction.DOWN, get_rotation_count()),
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Board.get_next_direction(Board.Direction.LEFT, get_rotation_count()),
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Board.get_next_direction(Board.Direction.LEFT, get_rotation_count())
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]
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return [
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Board.get_next_direction(Board.Direction.DOWN, get_rotation_count()),
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Board.get_next_direction(Board.Direction.RIGHT, get_rotation_count()),
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Board.get_next_direction(Board.Direction.RIGHT, get_rotation_count())
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]
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func activate(citizen: Citizen) -> void:
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var new_citizen: Citizen = CITIZEN_SCENE.instantiate()
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citizen.call_deferred("add_sibling", new_citizen)
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await new_citizen.ready
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new_citizen.direction = citizen.direction
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new_citizen.money = citizen.money
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new_citizen.board = citizen.board
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new_citizen.current_tile_coords = citizen.current_tile_coords
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new_citizen.set_offset(Vector2(randf_range(-40, 40), randf_range(-40, 40)))
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var tile_offset := citizen.current_tile_coords - starting_coord
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if tile_offset == Vector2i(1, -1):
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new_citizen.current_tile_coords = starting_coord + Vector2i(2, -1)
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new_citizen.position = citizen.position + Vector2(110, 0)
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elif tile_offset == Vector2i(2, -1):
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new_citizen.current_tile_coords = starting_coord + Vector2i(1, -1)
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new_citizen.position = citizen.position - Vector2(110, 0)
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new_citizen.direction_queue = get_direction_queue(new_citizen)
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