using Godot; using SupaLidlGame.Characters; using SupaLidlGame.Scenes; using System.Collections.Generic; using System.Linq; namespace SupaLidlGame.Utils; public partial class World : Node2D { [Export] public PackedScene StartingArea { get; set; } [Export] public Map CurrentMap { get; protected set; } [Export] public Player CurrentPlayer { get; set; } private Dictionary _maps; private string _currentConnector; private string _currentMapResourcePath; //private Entities.Campfire _lastCampfire = null; public Vector2 SaveLocation { get; set; } public string SaveMapKey { get; set; } private const string PLAYER_PATH = "res://Characters/Player.tscn"; private PackedScene _playerScene; public World() { _maps = new Dictionary(); _playerScene = ResourceLoader.Load(PLAYER_PATH); } public override void _Ready() { if (StartingArea is not null) { LoadScene(StartingArea); } // spawn the player in CreatePlayer(); CurrentPlayer.Death += (Events.HealthChangedArgs args) => { // TODO: respawn the player at the last campfire. SpawnPlayer(); }; base._Ready(); } private void LoadMap(Map map) { GD.Print("Loading map " + map.Name); if (CurrentMap is not null) { CurrentMap.Entities.RemoveChild(CurrentPlayer); RemoveChild(CurrentMap); CurrentMap.Active = false; } AddChild(map); InitTilemap(map); CurrentMap = map; CurrentMap.Active = true; if (CurrentPlayer is not null) { CurrentMap.Entities.AddChild(CurrentPlayer); } } public void LoadScene(PackedScene scene) { Map map; if (_maps.ContainsKey(scene.ResourcePath)) { map = _maps[scene.ResourcePath]; } else { map = scene.Instantiate(); _maps.Add(scene.ResourcePath, map); } LoadMap(map); } public void LoadScene(string path) { Map map; if (_maps.ContainsKey(path)) { map = _maps[path]; } else { var scene = ResourceLoader.Load(path); map = scene.Instantiate(); _maps.Add(scene.ResourcePath, map); } LoadMap(map); } public void CreatePlayer() { CurrentPlayer = _playerScene.Instantiate(); CurrentMap.Entities.AddChild(CurrentPlayer); } private void InitTilemap(Map map) { var children = map.Areas.GetChildren(); foreach (Node node in children) { if (node is BoundingBoxes.ConnectorBox connector) { // this reconnects the EventHandler if it is connected connector.RequestedEnter -= _on_area_2d_requested_enter; connector.RequestedEnter += _on_area_2d_requested_enter; } } } private void MovePlayerToConnector(string name) { // find the first connector with the specified name var connector = CurrentMap.Areas.GetChildren().First((child) => { if (child is BoundingBoxes.ConnectorBox connector) { return connector.Identifier == name; } return false; }) as BoundingBoxes.ConnectorBox; CurrentPlayer.GlobalPosition = connector.GlobalPosition; } public void MoveToArea(string path, string connector) { _currentConnector = connector; if (path != _currentMapResourcePath) { var scene = ResourceLoader.Load(path); LoadScene(scene); _currentMapResourcePath = path; } // after finished loading, move our player to the connector MovePlayerToConnector(connector); } public void _on_area_2d_requested_enter( BoundingBoxes.ConnectorBox box, Player player) { GD.Print("Requesting to enter " + box.ToConnector); MoveToArea(box.ToArea, box.ToConnector); } public void SaveGame() { throw new System.NotImplementedException(); } public void LoadGame() { throw new System.NotImplementedException(); } /// /// Sets the player's saved spawn position. /// /// The position to save and spawn the player in /// /// The map to spawn the player in. If , use the /// World's CurrentMap /// public void SetSpawn(Vector2 position, string mapKey = null) { GD.Print("Set spawn"); if (mapKey is null) { mapKey = CurrentMap.SceneFilePath; SaveLocation = position; SaveMapKey = mapKey; } } public void SpawnPlayer() { // TODO: add max health property CurrentPlayer.Health = 100; CurrentPlayer.GlobalPosition = SaveLocation; if (CurrentMap.SceneFilePath != SaveMapKey) { LoadScene(SaveMapKey); } } }