hadean-godot/Scripts/BuildMenu.gd

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GDScript
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extends VBoxContainer
class_name BuildMenu
@export var grid_input: GridInput
@export var grid: Grid
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# at some point this the buildingdata stuff will need to be pulled somewhere else!
var building_datas: Array[BuildingData] = []
func load_building_datas():
var unexplored_dirs = [ "res://Tiles" ]
var discovered_data = []
while unexplored_dirs.size() != 0:
var root_path = unexplored_dirs.pop_front()
var files = DirAccess.get_files_at(root_path)
for file in files:
var new_path = root_path + "/" + file
discovered_data.append(new_path)
#print(new_path)
#print(discovered_data)
var dirs = DirAccess.get_directories_at(root_path)
for dir in dirs: unexplored_dirs.append(root_path + "/" + dir)
for child in get_children(): child.queue_free()
for res_path in discovered_data:
var resource: BuildingData = load(res_path)
if resource.availability != BuildingData.Availability.Starting:
continue
var new_button = BuildButton.new()
new_button.building = resource
add_child(new_button)
func _ready():
load_building_datas()
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func build_button_pressed(button: BuildButton):
grid_input.request_area(
button.building,
request_confirmed,
request_cancelled,
GridInput.Style.Build,
button.building.area_type,
false
)
func tile_is_valid_at_location(building: BuildingData, tile_pos: Vector2i) -> bool:
for requirement in building.field_requirements:
if !requirement.is_satisfied_at_position(self.grid, tile_pos):
return false
return true
func request_confirmed(building: BuildingData, area: Rect2i) -> void:
for x in range(area.position.x, area.position.x + area.size.x):
for y in range(area.position.y, area.position.y + area.size.y):
if !tile_is_valid_at_location(building, Vector2i(x, y)): continue
var new_tile = Building.new(Vector2i(x, y), Vector2i.ONE, building)
grid.add_child(new_tile)
func request_cancelled(building: BuildingData) -> void:
pass