class_name Building extends Node2D @export var location : Vector2i # x is the angle, y is the height in the grid @export var dimension : Vector2i = Vector2(2, 1) # same as above @export var blocks_area = true var objects = [] var destroyed = false # 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: global_position = Grid.get_world_position(location) if blocks_area: Grid.buildings.append(self) if get_node_or_null("ObjectList") != null: var obj_list = $ObjectList Grid.call_deferred("place_object_list", obj_list, self) 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 if relative_other_loc + other.dimension.x > Grid.num_collumns: return true # If we get here, angles do not overlap return false func destroy(): if not destroyed: # On destruction, the building is removed from the list and destroyed together with all its objects. Grid.buildings.remove_at(Grid.buildings.find(self)) for object in objects: if object != null and not ("collected" in object and object.collected): object.queue_free() destroyed = true queue_free()