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 @onready var grid : Grid = get_parent() 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: assert(grid != null) position = grid.get_world_position(location) if blocks_area: grid.buildings.append(self) await get_tree().create_timer(0.2).timeout if get_node_or_null("EnemyList") != null: var enemies = $EnemyList.get_children() $EnemyList.reparent(get_tree().get_root().get_node("main"), false) for enemy in enemies: var oldpos = enemy.position; enemy.position = grid.get_world_position(oldpos) if enemy is Platform or enemy is Trap or enemy is Item: objects.append(enemy) if "building" in enemy: enemy.building = self if(enemy.has_method("init_at_horizontal_distortion")): enemy.init_at_horizontal_distortion(enemy.position.length() / grid.ground_radius) 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: 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()