Cleaned up project with better structure.

This commit is contained in:
2026-05-09 11:29:48 +02:00
parent 1ad3454f6a
commit 6708aa277f
95 changed files with 711 additions and 700 deletions
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using System.Collections.Generic;
using Godot;
public class FileHandler
{
private const string ScriptDirectory = "user://scripts";
private const string ScriptExtension = ".dsl";
public static void CreateScriptDirectory()
{
DirAccess.MakeDirRecursiveAbsolute(ScriptDirectory);
}
public static void SaveProgram(string filename, string content)
{
CreateScriptDirectory();
string path = GetProgramPath(filename);
FileAccess file = FileAccess.Open(path, FileAccess.ModeFlags.Write);
file.StoreString(content);
}
public static List<string> LoadProgramNames()
{
CreateScriptDirectory();
List<string> programs = new List<string>();
DirAccess dir = DirAccess.Open(ScriptDirectory);
if (dir == null)
{
return programs;
}
dir.ListDirBegin();
while (true)
{
string fileName = dir.GetNext();
if (fileName == "")
break;
if (!dir.CurrentIsDir() && fileName.EndsWith(ScriptExtension))
{
programs.Add(fileName.Replace(ScriptExtension, ""));
}
}
dir.ListDirEnd();
return programs;
}
public static string LoadProgram(string name)
{
CreateScriptDirectory();
string path = GetProgramPath(name);
if (!FileAccess.FileExists(path))
{
return "";
}
FileAccess file = FileAccess.Open(path, FileAccess.ModeFlags.Read);
return file.GetAsText();
}
private static string GetProgramPath(string filename)
{
return $"{ScriptDirectory}/{filename}{ScriptExtension}";
}
}
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using System;
using System.Collections.Generic;
using Godot;
public partial class GameData
{
public static bool debugMode = false;
public static Random rand = new Random(seed);
public static Layer[] map;
public static int currentLayer = 0;
public static int visibleLayer = 0;
public static int lowestLayer = 0;
public static bool canMove = true;
public static int maxRobotCount = 1000;
public static List<Robot> robots = new List<Robot>();
public static float robotSpeed = 20f;
public static float tileWidth = 6;
public static float tileHeight = 4;
public static SortedDictionary<string, ItemData> availableItems = ResourceLoader.LoadItems();
public static Dictionary<string, Research> availableResearch = ResourceLoader.LoadResearch();
public static Color primaryColor = new Color("#276ac2");
public static Color lightColor = new Color("#7efff5");
public static int ruinSize = 10;
public static int layerSize = 20;
public static int seed = 12345;
public static Inventory inventory = new Inventory();
}
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using Godot;
using System.Collections.Generic;
using System.Text.Json;
public partial class ResourceLoader
{
private const string LayerPrefabPath = "res://Prefabs/Layer.tscn";
private const string RobotPrefabPath = "res://Prefabs/Robot/Robot.tscn";
private const string RobotDisplayPath = "res://Prefabs/Robot/RobotDisplay.tscn";
private const string ItemDisplayPath = "res://Prefabs/Crafting/ItemDisplay.tscn";
private const string RecipesPath = "res://Assets/Recipes.json";
private const string ResearchPath = "res://Assets/Research.json";
public static PackedScene LoadLayerPrefab()
{
return GD.Load<PackedScene>(LayerPrefabPath);
}
public static PackedScene LoadRobotPrefab()
{
return GD.Load<PackedScene>(RobotPrefabPath);
}
public static PackedScene LoadRobotDisplay()
{
return GD.Load<PackedScene>(RobotDisplayPath);
}
public static PackedScene LoadItemDisplay()
{
return GD.Load<PackedScene>(ItemDisplayPath);
}
public static Texture2D LoadPath(string path)
{
return GD.Load<Texture2D>(path);
}
public static Dictionary<string, MeshInstance3D> LoadTiles()
{
Dictionary<string, MeshInstance3D> tileMeshes = new Dictionary<string, MeshInstance3D>();
PackedScene tileCollection = GD.Load<PackedScene>($"res://Assets/Objects/Tiles.glb");
Node root = tileCollection.Instantiate();
foreach (MeshInstance3D child in root.GetChildren())
{
tileMeshes.Add(child.Name.ToString().ToLower(), child);
}
return tileMeshes;
}
public static Dictionary<string, MeshInstance3D> LoadDecorations()
{
Dictionary<string, MeshInstance3D> decorationMeshes = new Dictionary<string, MeshInstance3D>();
PackedScene decorationCollection = GD.Load<PackedScene>($"res://Assets/Objects/Decorations.glb");
Node root = decorationCollection.Instantiate();
foreach (MeshInstance3D child in root.GetChildren())
{
decorationMeshes.Add(child.Name.ToString().ToLower(), child);
}
return decorationMeshes;
}
public static Dictionary<ProgramNode, PackedScene> LoadDSLNodes()
{
Dictionary<ProgramNode, PackedScene> nodes = new Dictionary<ProgramNode, PackedScene>()
{
{ new MoveNode(), GD.Load<PackedScene>("res://Prefabs/DSL/MoveNode.tscn") },
{ new HarvestNode(), GD.Load<PackedScene>("res://Prefabs/DSL/HarvestNode.tscn") },
{ new CraftNode(), GD.Load<PackedScene>("res://Prefabs/DSL/CraftNode.tscn") },
{ new ExploreNode(), GD.Load<PackedScene>("res://Prefabs/DSL/ExploreNode.tscn") }
};
return nodes;
}
public static Dictionary<string, Texture2D> LoadResourceSymbols()
{
Dictionary<string, Texture2D> symbols = new Dictionary<string, Texture2D>()
{
{ "iron_ore", GD.Load<Texture2D>("res://Assets/Images/Resources/IronSymbol.png") },
{ "tin_ore", GD.Load<Texture2D>("res://Assets/Images/Resources/TinSymbol.png") },
{ "copper_ore", GD.Load<Texture2D>("res://Assets/Images/Resources/CopperSymbol.png") },
{ "mushroom", GD.Load<Texture2D>("res://Assets/Images/Resources/MushroomSymbol.png") },
{ "spider_silk", GD.Load<Texture2D>("res://Assets/Images/Resources/SpiderSilkSymbol.png") },
{ "coal", GD.Load<Texture2D>("res://Assets/Images/Resources/CoalSymbol.png") },
{ "water", GD.Load<Texture2D>("res://Assets/Images/Resources/WaterSymbol.png") },
{ "stone", GD.Load<Texture2D>("res://Assets/Images/Resources/StoneSymbol.png") },
};
return symbols;
}
public static SortedDictionary<string, ItemData> LoadItems()
{
FileAccess file = FileAccess.Open(RecipesPath, FileAccess.ModeFlags.Read);
string json = file.GetAsText();
SortedDictionary<string, ItemData> result = new SortedDictionary<string, ItemData>();
List<ItemData> items = JsonSerializer.Deserialize<List<ItemData>>(json);
if (items == null) return result;
foreach (ItemData item in items)
{
result.Add(item.Id, item);
}
return result;
}
public static Dictionary<string, Research> LoadResearch()
{
FileAccess file = FileAccess.Open(ResearchPath, FileAccess.ModeFlags.Read);
string json = file.GetAsText();
Dictionary<string, Research> result = new Dictionary<string, Research>();
List<ResearchData> researches = JsonSerializer.Deserialize<List<ResearchData>>(json);
if (researches == null) return result;
foreach (ResearchData research in researches)
{
result.Add(research.Id, new Research(research));
}
return result;
}
}
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using Godot;
using GodotSteam;
public partial class SteamworksHandler : Node
{
[Export] private bool enableSteam = false;
private bool isSteamInitialized = false;
public override void _Ready()
{
if (!enableSteam) return;
SteamInitExStatus status = Steam.SteamInitEx(false).Status;
if (status != 0)
{
GD.Print("Steam not initialized!");
return;
}
GD.Print("Steam initialized!");
GD.Print("User: " + Steam.GetPersonaName());
isSteamInitialized = true;
}
public override void _Process(double delta)
{
if (!isSteamInitialized) return;
Steam.RunCallbacks();
}
public override void _ExitTree()
{
if (!isSteamInitialized) return;
Steam.SteamShutdown();
}
}
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