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42
Building.gd
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42
Building.gd
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extends Node2D
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class_name Building
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@export var current_grid_pos: Vector2i = Vector2i.ZERO:
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set(value):
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current_grid_pos = value
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_on_grid_position_changed()
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@export var direction: Vector2i = Vector2i.RIGHT:
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set(value):
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direction = value
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_on_direction_changed()
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var game_grid: GameGrid # = get_parent().get_node("GameGrid")
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var tile_map: TileMapLayer
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func _ready() -> void:
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game_grid = get_tree().root.get_node("Node2D/GameGrid")
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tile_map = game_grid.tile_map
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func _on_grid_position_changed():
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name = "Building_%s,%s" % [current_grid_pos.x, current_grid_pos.y]
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pass
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func _on_direction_changed():
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pass
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func can_accept_item() -> bool:
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push_error("can_accept_item() must be overridden by class %s!" % name)
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return false
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# Accept item for movement
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func handle_item_entry(item: Item, remaining_delta_from_previous: float = 0.0):
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push_error("handle_item_entry() must be overridden by class %s!" % name)
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#item.queue_free()
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# Accept item directly (for item sink). Maybe use same method for both and
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# just ignore delta?
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func handle_item(item: Item):
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push_error("handle_item() must be overridden by class %s!" % name)
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#item.queue_free()
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