Cleaned up project with better structure.
This commit is contained in:
@@ -1,4 +1,3 @@
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using System.Linq;
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using Godot;
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public class CraftNode : ProgramNode
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@@ -16,11 +15,13 @@ public class CraftNode : ProgramNode
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lastExecutionMessage = "No Item selected";
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return NodeResult.FAILURE;
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}
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if (amount <= 0)
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{
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lastExecutionMessage = "Amount has to be atleast 1";
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return NodeResult.FAILURE;
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}
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if (!GameData.inventory.CanCraft(selectedItem.data.Inputs, amount))
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{
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lastExecutionMessage = "Not enough items to craft this";
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@@ -67,12 +68,13 @@ public class CraftNode : ProgramNode
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options.AddItem("Select item...");
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foreach (ItemData item in GameData.availableItems.Values)
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{
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if(GameData.availableResearch[item.Research].state != ResearchState.RESEARCHED) continue;
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if (GameData.availableResearch[item.Research].state != ResearchState.RESEARCHED) continue;
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if (item.Inputs.Count > 0)
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{
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options.AddItem(item.GetCraftingDisplay());
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}
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}
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if (selectedItem != null)
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{
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for (int i = 0; i < options.ItemCount; i++)
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@@ -16,9 +16,10 @@ public class ExploreNode : ProgramNode
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if (pathPoints == null)
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{
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int safetyCounter = 0;
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int layerRange = Math.Max(GameData.lowestLayer, 1);
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while (true)
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{
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targetPosition = new Vector3I(GameData.rand.Next(GameData.layerSize), GameData.rand.Next(GameData.lowestLayer), GameData.rand.Next(GameData.layerSize));
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targetPosition = new Vector3I(GameData.rand.Next(GameData.layerSize), GameData.rand.Next(layerRange), GameData.rand.Next(GameData.layerSize));
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if (!GameData.map[targetPosition.Y].tiles[targetPosition.X, targetPosition.Z].wasVisited) break;
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safetyCounter++;
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if (safetyCounter > Math.Pow(GameData.layerSize, 2) * 2)
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@@ -29,7 +30,7 @@ public class ExploreNode : ProgramNode
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}
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}
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pathPoints ??= [.. Pathfinding.GetPath(Pathfinding.GetClosestStartPoint(robot.Position), targetPosition)];
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pathPoints ??= new List<Vector3>(Pathfinding.GetPath(Pathfinding.GetClosestStartPoint(robot.Position), targetPosition));
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if (pathPoints.Count <= 0)
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{
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@@ -50,6 +51,7 @@ public class ExploreNode : ProgramNode
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{
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tile.VisitTile();
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}
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pathPoints.Remove(pathPoints[0]);
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if (pathPoints.Count <= 0)
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{
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@@ -84,16 +86,14 @@ public class ExploreNode : ProgramNode
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public override void ReadParameters(NodeDisplay display)
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{
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//Currently does nothing
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}
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public override void Setup(NodeDisplay display)
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{
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//Currently does nothing
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}
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public override string Save()
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{
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return $"Name: {DisplayText}";
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}
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}
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}
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@@ -36,7 +36,6 @@ public class HarvestNode : ProgramNode
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public override void ReadParameters(NodeDisplay display)
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{
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//Currently does nothing
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}
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public override ProgramNode Duplicate()
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@@ -47,11 +46,10 @@ public class HarvestNode : ProgramNode
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public override void Setup(NodeDisplay display)
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{
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//Currently does nothing
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}
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public override string Save()
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{
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return $"Name: {DisplayText}";
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}
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}
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}
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@@ -1,4 +1,3 @@
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using System;
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using System.Collections.Generic;
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using Godot;
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@@ -13,12 +12,14 @@ public class MoveNode : ProgramNode
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}
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public override NodeResult Execute(Robot robot, double delta)
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{
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pathPoints ??= [.. Pathfinding.GetPath(Pathfinding.GetClosestStartPoint(robot.Position), targetPosition)];
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pathPoints ??= new List<Vector3>(Pathfinding.GetPath(Pathfinding.GetClosestStartPoint(robot.Position), targetPosition));
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if (pathPoints.Count <= 0)
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{
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lastExecutionMessage = "No path available";
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return NodeResult.FAILURE;
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}
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startPosition = robot.Position;
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Vector3 target = pathPoints[0] - startPosition;
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float distance = target.Length();
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@@ -32,6 +33,7 @@ public class MoveNode : ProgramNode
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{
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tile.VisitTile();
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}
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pathPoints.Remove(pathPoints[0]);
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if (pathPoints.Count <= 0)
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{
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@@ -74,11 +76,10 @@ public class MoveNode : ProgramNode
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public override void Setup(NodeDisplay display)
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{
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//Currently does nothing
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}
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public override string Save()
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{
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return $"Name: {DisplayText}, Position: ({targetPosition.X}|{targetPosition.Y}|{targetPosition.Z})";
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}
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}
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}
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