adds demolitions building
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This commit is contained in:
duncgibbs 2026-04-29 13:59:35 -05:00
parent 545bf25f07
commit 627c2b38e6
9 changed files with 70 additions and 68 deletions

View File

@ -15,6 +15,7 @@ var tiles: Dictionary[Vector2i, Tile] = {}
var buildings: Dictionary[Vector2i, Building] = {}
var active_building: Building
var active_tile: Tile
var is_destroying_building: bool = false
var current_map_coord: Vector2i
var prev_map_coord: Vector2i
var is_controlling_camera: bool = false
@ -39,12 +40,19 @@ func _input(event: InputEvent) -> void:
active_tile.position = tile_map.map_to_local(current_map_coord)
if active_building != null:
active_building.position = tile_map.map_to_local(current_map_coord)
if is_destroying_building:
if buildings.has(current_map_coord):
buildings[current_map_coord].show_bomb()
if prev_map_coord != current_map_coord and buildings.has(prev_map_coord):
buildings[prev_map_coord].hide_bomb()
prev_map_coord = current_map_coord
if event.is_action_pressed("select"):
if active_tile != null:
place_active_tile()
elif active_building != null:
place_active_building()
if is_destroying_building:
destroy_current_building()
_handle_building_rotation(event)
_handle_spawn_rotation(event)
@ -63,6 +71,8 @@ func set_active_building(building: Building) -> void:
active_building.player = Globals.board_game.current_board_state.current_player
active_building.modulate = Color(1, 1, 1, 0.5)
active_building.is_placing = true
if active_building is PostOffice:
active_building.place()
func place_active_tile() -> void:
@ -128,28 +138,37 @@ func place_active_building() -> void:
active_building = null
func destroy_current_building() -> void:
if buildings.has(current_map_coord):
var building = buildings[current_map_coord]
if building is not Home and building is not HQ:
remove_building(building)
Globals.board_game.current_board_state.buildings_to_destroy -= 1
func remove_home(player: Player) -> void:
for coord in buildings.keys():
var building = buildings[coord]
if building is Home and building.player.id == player.id:
remove_building(coord, building)
remove_building(building)
func remove_hq(player: Player) -> void:
for coord in buildings.keys():
var building = buildings[coord]
if building is HQ and building.player.id == player.id:
remove_building(coord, building)
remove_building(building)
func remove_building(coord: Vector2i, building: Building) -> void:
func remove_building(building: Building) -> void:
for coord in building.get_tile_coords():
buildings.erase(coord)
building.free()
var ground: Ground = GROUND.instantiate()
board_state.add_child(ground)
ground.position = tile_map.map_to_local(coord)
ground.coords = coord
tiles[coord] = ground
building.free()
func _handle_building_rotation(event: InputEvent) -> void:

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@ -1,10 +1,11 @@
class_name Citizen extends CharacterBody2D
enum Status { NONE, DRUNK, ARMED, CAFFEINATED }
enum Status { NONE, DRUNK, ARMED, CAFFEINATED, PACKAGED }
const DRUNK_ICON = preload("uid://28x2e52skdt1")
const COFFEE_ICON = preload("uid://0644a3psplk8")
const ARMED_ICON = preload("uid://cn8biugbtcns5")
const PACKAGE_ICON = preload("uid://drhv16h2tgoju")
var direction: Board.Direction:
set(new_direction):
@ -29,6 +30,7 @@ var money: int = 0
var money_label_tween: Tween
var tiles_visited: Dictionary[Tile, int] = {}
var buildings_visited: Dictionary[Building, int] = {}
var package_distance: int = 0
var _statuses: Array[Status] = []
@ -61,6 +63,8 @@ func add_status(status: Status) -> void:
status_container.add_child(COFFEE_ICON.instantiate())
Status.ARMED:
status_container.add_child(ARMED_ICON.instantiate())
Status.PACKAGED:
status_container.add_child(PACKAGE_ICON.instantiate())
func remove_status(status: Status) -> void:
@ -186,6 +190,8 @@ func handle_tile_area_exited(_area: Area2D):
if direction != Board.Direction.NONE:
direction = Board.Direction.NONE
return
if get_status_count(Citizen.Status.PACKAGED) > 0:
package_distance += 1
if !direction_queue.is_empty():
direction = direction_queue.pop_front()
elif Globals.board_game.board.buildings.has(current_tile_coords):

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@ -18,6 +18,21 @@ var tile_rotation: Board.Direction = Board.Direction.UP
@onready var bomb_sprite: Sprite2D = %BombSprite
func can_citizen_enter(_coord: Vector2i, _direction: Board.Direction) -> bool:
print("The extending class has to implement this!")
return false
func get_tile_coords() -> Array[Vector2i]:
print("The extending class has to implement this!")
return []
func get_direction_queue(_citizen: Citizen) -> Array[Board.Direction]:
print("The extending class has to implement this!")
return []
func building_entered(body: Node2D) -> void:
if body is Citizen:
print("Activate building effect!")

View File

@ -22,7 +22,7 @@ region = Rect2(16, 16, 16, 16)
atlas = ExtResource("2_gnrqc")
region = Rect2(0, 16, 16, 16)
[node name="Demolitions" type="Node2D" unique_id=746270571]
[node name="Demolitions" type="Node2D" unique_id=746270571 groups=["PostTurnActions"]]
process_mode = 3
script = ExtResource("1_veblj")

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@ -1,15 +0,0 @@
[gd_scene format=3 uid="uid://cn8biugbtcns5"]
[ext_resource type="Texture2D" uid="uid://cfo7jpjxnw5m8" path="res://assets/shotgun/shotgun_1.png" id="1_2kv2h"]
[sub_resource type="AtlasTexture" id="AtlasTexture_af8ve"]
atlas = ExtResource("1_2kv2h")
region = Rect2(1, 12, 28, 9)
[node name="ArmedIcon" type="TextureRect" unique_id=585475146]
texture_filter = 1
custom_minimum_size = Vector2(10, 10)
texture = SubResource("AtlasTexture_af8ve")
expand_mode = 5
stretch_mode = 5
flip_h = true

View File

@ -1,13 +0,0 @@
[gd_scene format=3 uid="uid://0644a3psplk8"]
[ext_resource type="Texture2D" uid="uid://nne5hv8t0sks" path="res://assets/coffee/AssetPack_V01_FREE.png" id="1_ikgws"]
[sub_resource type="AtlasTexture" id="AtlasTexture_af8ve"]
atlas = ExtResource("1_ikgws")
region = Rect2(32, 16, 16, 16)
[node name="CoffeeIcon" type="TextureRect" unique_id=585475146]
texture_filter = 1
custom_minimum_size = Vector2(10, 10)
texture = SubResource("AtlasTexture_af8ve")
expand_mode = 3

View File

@ -1,11 +0,0 @@
[gd_scene format=3 uid="uid://28x2e52skdt1"]
[ext_resource type="Texture2D" uid="uid://cm0k0h7fakj7m" path="res://assets/beer/beer.png" id="1_1d2oi"]
[node name="DrunkIcon" type="TextureRect" unique_id=967704941]
z_index = 1
texture_filter = 1
custom_minimum_size = Vector2(10, 10)
texture = ExtResource("1_1d2oi")
expand_mode = 1
stretch_mode = 4

View File

@ -12,7 +12,7 @@ var buildings: Array[Building] = []
var players_passed: int = 0
var real_estate_market: Array[Building] = []
var spawn_placements: int = 0
var buildings_destroyed: int = 0
var buildings_to_destroy: int = 0
var citizens_starting_money: int = 0
@ -35,7 +35,7 @@ func serialize() -> Dictionary:
result["state"] = state
result["players_passed"] = players_passed
result["spawn_placements"] = spawn_placements
result["buildings_destroyed"] = buildings_destroyed
result["buildings_to_destroy"] = buildings_to_destroy
result["citizens_starting_money"] = citizens_starting_money
result["current_player"] = current_player.serialize()
result["players"] = []
@ -61,7 +61,7 @@ static func deserialize(data: Dictionary) -> BoardState:
result.state = data["state"]
result.players_passed = data["players_passed"]
result.spawn_placements = data["spawn_placements"]
result.buildings_destroyed = data["buildings_destroyed"]
result.buildings_to_destroy = data["buildings_to_destroy"]
result.citizens_starting_money = data["citizens_starting_money"]
result.current_player = Player.deserialize(data["current_player"])
for p in data["players"]:

View File

@ -17,6 +17,7 @@ const SHOP_SCENE = preload("uid://dbn63mv0peqf")
const CHURCH_SCENE = preload("uid://brn0nbkela0m4")
const CITY_HALL_SCENE = preload("uid://dtnejoimqiu0o")
const DEMOLITIONS_SCENE = preload("uid://dvmglvbersupv")
const POST_OFFICE_SCENE = preload("uid://bpi8owv5lxyjy")
const BASE_DECK = [
BANK_SCENE,
@ -28,9 +29,12 @@ const BASE_DECK = [
OFFICE_SCENE,
SHOP_SCENE,
CHURCH_SCENE,
CITY_HALL_SCENE
CITY_HALL_SCENE,
DEMOLITIONS_SCENE
]
const WINNING_MONEY_AMOUNT: int = 200
var citizen_count: int = 0:
set(value):
#print(value)
@ -177,9 +181,11 @@ func start_day() -> void:
await all_players_ready_for_day_start
if current_board_state.state == BoardState.State.DESTROYING_BUILDINGS:
if current_board_state.buildings_destroyed > 0:
if current_board_state.buildings_to_destroy > 0:
if current_board_state.current_player.id == Globals.game.this_player.id:
print("here")
board.is_destroying_building = true
return
current_board_state.state = BoardState.State.DRAFT
if current_board_state.state == BoardState.State.PLACING_SPAWNS:
if current_board_state.spawn_placements > 0:
@ -199,7 +205,7 @@ func start_day() -> void:
seed(Globals.game.sum_player_ids())
deck.shuffle()
# deck.push_front(DEMOLITIONS_SCENE.instantiate())
#deck.push_front(POST_OFFICE_SCENE.instantiate())
var turn_index := current_board_state.get_this_player_index()
controls.give_hand(deck.slice(0 + (3 * turn_index), 3 + (3 * turn_index)))
controls.set_info()
@ -231,7 +237,7 @@ func handle_board_state_changed() -> void:
pending_board_state = BoardState.new()
pending_board_state.day = current_board_state.day
pending_board_state.spawn_placements = current_board_state.spawn_placements
pending_board_state.buildings_destroyed = current_board_state.buildings_destroyed
pending_board_state.buildings_to_destroy = current_board_state.buildings_to_destroy
if (
current_board_state.state != BoardState.State.DRAFT
and current_board_state.state != BoardState.State.PLACING_SPAWNS
@ -270,19 +276,14 @@ func handle_pass() -> void:
advance_board_state.rpc(current_board_state.serialize())
func _reset_turn() -> void:
pending_board_state = null
update_board_state.rpc(original_board_state.serialize())
func handle_citizens_finished() -> void:
for child in board.board_state.get_children():
if child.get_groups().has("PostTurnActions"):
child.handle_post_turn_actions()
is_playing_day = false
controls._reset_turn()
controls.reset_turn()
var winning_player_idx = current_board_state.players.find_custom(
func(p: Player) -> bool: return p.money >= 100
func(p: Player) -> bool: return p.money >= WINNING_MONEY_AMOUNT
)
if winning_player_idx != -1:
game_over.set_winning_player(current_board_state.players[winning_player_idx])
@ -309,9 +310,9 @@ func queue_spawn_placement(num_placements: int) -> void:
current_board_state.state = BoardState.State.PLACING_SPAWNS
func queue_building_destruction(num_placements: int) -> void:
current_board_state.spawn_placements += num_placements * current_board_state.players.size()
current_board_state.state = BoardState.State.PLACING_SPAWNS
func queue_building_destruction(num: int) -> void:
current_board_state.buildings_to_destroy += num * current_board_state.players.size()
current_board_state.state = BoardState.State.DESTROYING_BUILDINGS
func sell_building_permit() -> void: