The_Dark_Side_of_Earth/buildings/building.gd

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class_name Building extends Node2D
@export var location : Vector2i # x is the angle, y is the height in the grid
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@export var dimension : Vector2i = Vector2(2, 1) # same as above
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@onready var grid : Grid = get_parent()
# make sure location is set before adding a building to the scene tree
# also make sure that the buildings are instantiated as children of the grid
func _ready() -> void:
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assert(grid != null)
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var angle = location.x * TAU / grid.num_collumns; # currently assumes anchor is bottom left
var height = grid.ground_radius + location.y * grid.cell_height;
position = height * Vector2.from_angle(angle)
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grid.buildings.append(self)
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await get_tree().create_timer(0).timeout
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if get_node_or_null("EnemyList") != null:
for enemy in $EnemyList.get_children():
var oldpos = enemy.position;
enemy.reparent(get_tree().get_root())
enemy.position = get_world_position(oldpos)
if(enemy.has_method("init_at_horizontal_distortion")):
enemy.init_at_horizontal_distortion(enemy.position.length() / grid.ground_radius)
func get_world_position (local_position: Vector2) -> Vector2:
var height = grid.ground_radius + location.y * grid.cell_height - local_position.y
var angle = (location.x + local_position.x / grid.cell_height) * TAU / grid.num_collumns
return height * Vector2.from_angle(angle)
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func overlaps(other : Building):
# heights don't overlap
if location.y >= other.location.y + other.dimension.y: return false # other is below
if location.y + dimension.y <= other.location.y: return false # other is above
# angles overlap. We can now assume heights overlap
var relative_other_loc = (other.location.x - location.x + grid.num_collumns) % grid.num_collumns
if dimension.x > relative_other_loc: return true
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if relative_other_loc + other.dimension.x > grid.num_collumns: return true
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# If we get here, angles do not overlap
return false