basic capture functionality
This commit is contained in:
parent
246f3c0840
commit
c141e6a169
20 changed files with 430 additions and 14 deletions
28
scripts/core/CaptureController.cs
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28
scripts/core/CaptureController.cs
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@ -0,0 +1,28 @@
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using Godot;
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public partial class CaptureController : Node
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{
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[Export] public NodePath CaptureUIPath { get; set; }
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private GameRoot _root = null!;
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private CaptureUI? _ui;
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public override void _Ready()
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{
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_ui = GetNodeOrNull<CaptureUI>(CaptureUIPath);
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if (_ui == null)
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{
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GD.PrintErr("CaptureController: CaptureUIPath not set.");
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return;
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}
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GameRoot.Instance.CaptureRequested += OnRequestCapture;
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}
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private void OnRequestCapture(Creature creature)
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{
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if (_ui == null) return;
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if (!IsInstanceValid(creature)) return;
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_ui.StartCapture(creature);
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}
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}
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1
scripts/core/CaptureController.cs.uid
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1
scripts/core/CaptureController.cs.uid
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@ -0,0 +1 @@
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uid://bl7xagtutg20w
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14
scripts/core/GameRoot.cs
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14
scripts/core/GameRoot.cs
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@ -0,0 +1,14 @@
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using Godot;
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public partial class GameRoot : Node
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{
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public static GameRoot Instance { get; private set; } = null!;
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public event System.Action<Creature>? CaptureRequested;
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public override void _EnterTree()
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{
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Instance = this;
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}
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public void RequestCapture(Creature creature) => CaptureRequested?.Invoke(creature);
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}
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1
scripts/core/GameRoot.cs.uid
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1
scripts/core/GameRoot.cs.uid
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@ -0,0 +1 @@
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uid://boip0mbmeqmhk
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@ -9,6 +9,8 @@ public class SaveState
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// Respawnables: pickupId -> unixTimeSeconds when it becomes available again
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public Dictionary<string, long> PickupRespawnAt { get; set; } = new();
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public HashSet<string> CapturedCreatures { get; set; } = new();
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//public Vector2I? LastPlayerChunk { get; set; } // optional debug, requires "using Godot;"
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//public int[]? LastPlayerChunk { get; set; } // [x,y] same debug as above, does not require Godot
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}
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121
scripts/ui/CaptureUI.cs
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121
scripts/ui/CaptureUI.cs
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@ -0,0 +1,121 @@
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using Godot;
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public partial class CaptureUI : CanvasLayer
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{
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[Export] public float BaseTimeLimit = 3.0f;
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[Export] public float BaseRequired = 14.0f; // “energy” required
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[Export] public float EnergyPerPress = 1.0f;
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private Creature? _target;
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private SaveManager? _save;
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private float _timeLeft;
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private float _required;
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private float _energy;
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private OptionButton _ballOption = null!;
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private ProgressBar _bar = null!;
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private Label _timer = null!;
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private Label _title = null!;
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public override void _Ready()
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{
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_ballOption = GetNode<OptionButton>("Panel/VBoxContainer/SoulballOption");
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_bar = GetNode<ProgressBar>("Panel/VBoxContainer/MashBar");
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_timer = GetNode<Label>("Panel/VBoxContainer/TimerLabel");
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_title = GetNode<Label>("Panel/VBoxContainer/CreatureNameLabel");
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Visible = false;
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// v0 balls
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_ballOption.Clear();
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_ballOption.AddItem("Basic Soulball (easy)", 0);
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_ballOption.AddItem("Heavy Soulball (hard)", 1);
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_save = GetNodeOrNull<SaveManager>("/root/Main/SaveManager"); // or export a path if you prefer
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}
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public void StartCapture(Creature target)
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{
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_target = target;
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_energy = 0;
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// Ball selection affects difficulty (v0)
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int ballId = _ballOption.GetSelectedId();
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float difficultyMul = ballId switch
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{
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0 => 1.0f,
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1 => 1.4f,
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_ => 1.0f
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};
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_required = BaseRequired * difficultyMul;
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_timeLeft = BaseTimeLimit;
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_title.Text = $"Capture: {target.CreatureId}";
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_bar.MinValue = 0;
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_bar.MaxValue = _required;
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_bar.Value = 0;
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Visible = true;
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// Optional: pause world while capturing
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GetTree().Paused = true;
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ProcessMode = ProcessModeEnum.WhenPaused;
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}
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public override void _Process(double delta)
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{
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if (!Visible || _target == null) return;
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// Count presses
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if (Input.IsActionJustPressed("capture_mash"))
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{
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_energy += EnergyPerPress;
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_bar.Value = _energy;
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}
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_timeLeft -= (float)delta;
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_timer.Text = $"Time: {_timeLeft:0.00}s";
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if (_energy >= _required)
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{
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OnCaptureSuccess();
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}
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else if (_timeLeft <= 0)
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{
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OnCaptureFail();
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}
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}
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private void EndCapture()
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{
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Visible = false;
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GetTree().Paused = false;
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ProcessMode = ProcessModeEnum.Inherit;
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_target = null;
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}
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private void OnCaptureSuccess()
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{
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if (_target == null) return;
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GD.Print($"Captured {_target.CreatureId}");
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// v0: store captured creature IDs
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if (_save != null)
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{
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_save.State.CapturedCreatures.Add(_target.CreatureId);
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_save.Save();
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}
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_target.Despawn();
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EndCapture();
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}
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private void OnCaptureFail()
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{
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GD.Print("Capture failed");
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EndCapture();
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}
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}
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1
scripts/ui/CaptureUI.cs.uid
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1
scripts/ui/CaptureUI.cs.uid
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@ -0,0 +1 @@
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uid://cg3q7gxpffte
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@ -21,6 +21,7 @@ public partial class ChunkManager : Node2D
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private WorldIndex? _world;
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private Dictionary<(int x, int y), string> _chunkMap = new();
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private readonly Dictionary<(int x, int y), Node2D> _loaded = new();
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private readonly Dictionary<(int x, int y), ChunkData> _chunkDataByCoord = new();
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public override void _Ready()
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{
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@ -102,6 +103,7 @@ public partial class ChunkManager : Node2D
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{
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_loaded[k].QueueFree();
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_loaded.Remove(k);
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_chunkDataByCoord.Remove(k);
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}
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if (_clock != null)
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@ -140,7 +142,7 @@ public partial class ChunkManager : Node2D
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var biome = data.biome ?? "biome:unknown";
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var node = CreateDebugChunkNode(x, y, _world!.chunk_size_px, biome);
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node.SetMeta("chunk_data", data);
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_chunkDataByCoord[(x, y)] = data;
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// Put the chunk into the scene tree first so Timers can run.
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AddChild(node);
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AddChunkMarkers(node, data);
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@ -174,6 +176,8 @@ public partial class ChunkManager : Node2D
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_ => new Color(0.2f, 0.2f, 0.2f, 0.25f)
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}
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};
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rect.ZIndex = -100; // keep the biome overlay behind all markers
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rect.ZAsRelative = true;
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n.AddChild(rect);
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return n;
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@ -249,14 +253,73 @@ public partial class ChunkManager : Node2D
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}
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// Collision rects: gray outlines (optional later)
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AddCollisionRects(chunkNode, data);
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//if (data.spawn_zones != null)
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//{
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//foreach (var z in data.spawn_zones)
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//SpawnCreaturesForZone(chunkNode, z);
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//}
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if (data.spawn_zones != null)
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{
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foreach (var z in data.spawn_zones)
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{
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var r = z.rect;
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var zoneRect = new ColorRect
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{
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Position = new Vector2(r[0], r[1]),
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Size = new Vector2(r[2], r[3]),
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Color = new Color(0.9f, 0.9f, 0.1f, 0.10f), // faint yellow overlay
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MouseFilter = Control.MouseFilterEnum.Ignore
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};
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chunkNode.AddChild(zoneRect);
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SpawnCreaturesForZone(chunkNode, z);
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}
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}
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}
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private void AddCollisionRects(Node2D chunkNode, ChunkData data)
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{
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if (data.collision_rects == null) return;
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foreach (var c in data.collision_rects)
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{
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var r = c.rect; // [x,y,w,h]
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// Physics body
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var body = new StaticBody2D
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{
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Name = $"Col_{c.id.Replace(":", "_")}",
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Position = new Vector2(r[0], r[1])
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};
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var shape = new CollisionShape2D();
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var rectShape = new RectangleShape2D
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{
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Size = new Vector2(r[2], r[3])
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};
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shape.Shape = rectShape;
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// CollisionShape2D is centered, so offset it by half-size to align to top-left rect coords
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shape.Position = new Vector2(r[2] / 2f, r[3] / 2f);
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body.AddChild(shape);
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// Visual outline (gray)
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var outline = new RectOutline
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{
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Size = new Vector2(r[2], r[3]),
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ZIndex = 10,
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ZAsRelative = true
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};
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body.AddChild(outline);
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chunkNode.AddChild(body);
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}
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}
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private static long NowUnixSeconds()
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{
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return DateTimeOffset.UtcNow.ToUnixTimeSeconds();
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@ -381,6 +444,8 @@ public partial class ChunkManager : Node2D
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for (int i = 0; i < count; i++)
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{
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var c = (Node2D)CreatureMarkerScene.Instantiate();
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c.ZIndex = 50; // draw above debug chunk background
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c.ZAsRelative = true;
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c.Position = new Vector2(
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r[0] + rng.RandfRange(0, r[2]),
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r[1] + rng.RandfRange(0, r[3])
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@ -391,23 +456,23 @@ public partial class ChunkManager : Node2D
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private void RefreshCreaturesInLoadedChunks()
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{
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foreach (var chunk in _loaded.Values)
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foreach (var kv in _loaded)
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{
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var coord = kv.Key;
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var chunk = kv.Value;
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// Remove existing creature containers
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foreach (var child in chunk.GetChildren())
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foreach (var childObj in chunk.GetChildren())
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{
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if (child is Node n && n.Name.StartsWith("Creatures_"))
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if (childObj is Node n && n.Name.ToString().StartsWith("Creatures_"))
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n.QueueFree();
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}
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// Re-read spawn zones by re-parsing the chunk json is overkill.
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// v0 hack: store ChunkData on the chunk node as metadata.
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if (chunk.HasMeta("chunk_data"))
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// Re-spawn creatures based on stored ChunkData
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if (_chunkDataByCoord.TryGetValue(coord, out var data) && data.spawn_zones != null)
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{
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var data = (ChunkData)chunk.GetMeta("chunk_data");
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if (data.spawn_zones != null)
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foreach (var z in data.spawn_zones)
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SpawnCreaturesForZone(chunk, z);
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foreach (var z in data.spawn_zones)
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SpawnCreaturesForZone(chunk, z);
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}
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}
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}
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20
scripts/world/Creature.cs
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20
scripts/world/Creature.cs
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@ -0,0 +1,20 @@
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using Godot;
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public partial class Creature : Area2D
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{
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[Export] public string CreatureId { get; set; } = "creature:ember_fox";
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public bool IsCaptured { get; private set; } = false;
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public override void _Ready()
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{
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// Make sure we receive overlap events
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Monitoring = true;
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Monitorable = true;
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}
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public void Despawn()
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{
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IsCaptured = true;
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QueueFree();
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}
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}
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1
scripts/world/Creature.cs.uid
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1
scripts/world/Creature.cs.uid
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@ -0,0 +1 @@
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uid://it4jgvdqmkvr
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52
scripts/world/PlayerInteractor.cs
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52
scripts/world/PlayerInteractor.cs
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using Godot;
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using System.Collections.Generic;
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public partial class PlayerInteractor : Area2D
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{
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private readonly List<Creature> _nearbyCreatures = new();
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private GameRoot _gameRoot = null!;
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public override void _Ready()
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{
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AreaEntered += OnAreaEntered;
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AreaExited += OnAreaExited;
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}
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public override void _Process(double delta)
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{
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if (!Input.IsActionJustPressed("interact"))
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return;
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var creature = GetClosestCreature();
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if (creature == null) return;
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// Ask GameRoot to start capture
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GameRoot.Instance.RequestCapture(creature);
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}
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private void OnAreaEntered(Area2D area)
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{
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if (area is Creature c && !c.IsCaptured)
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_nearbyCreatures.Add(c);
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}
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private void OnAreaExited(Area2D area)
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{
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if (area is Creature c)
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_nearbyCreatures.Remove(c);
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}
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private Creature? GetClosestCreature()
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{
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Creature? best = null;
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float bestDist = float.MaxValue;
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foreach (var c in _nearbyCreatures)
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{
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if (!IsInstanceValid(c)) continue;
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float d = GlobalPosition.DistanceSquaredTo(c.GlobalPosition);
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if (d < bestDist) { bestDist = d; best = c; }
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}
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return best;
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}
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}
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1
scripts/world/PlayerInteractor.cs.uid
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1
scripts/world/PlayerInteractor.cs.uid
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@ -0,0 +1 @@
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uid://dtaa141c1wb8e
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14
scripts/world/RectOutline.cs
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14
scripts/world/RectOutline.cs
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@ -0,0 +1,14 @@
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using Godot;
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public partial class RectOutline : Node2D
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{
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[Export] public Vector2 Size = new Vector2(64, 64);
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public override void _Draw()
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{
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// Draw an outline only (transparent fill)
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DrawRect(new Rect2(Vector2.Zero, Size), new Color(0.6f, 0.6f, 0.6f, 0.9f), filled: false, width: 2f);
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}
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public override void _Ready() => QueueRedraw();
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}
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1
scripts/world/RectOutline.cs.uid
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1
scripts/world/RectOutline.cs.uid
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@ -0,0 +1 @@
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uid://bvfgl0jt8ked7
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