started research skills
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@@ -9,6 +9,9 @@ var _interaction_options: InteractionWheel
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var _interacting := false
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var _attempting_build: Building
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var _build_placement: Sprite2D
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var _in_menu := false
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var _skills := Skills.new()
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@onready var sprite: AnimatedSprite2D = $Sprite
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@onready var interaction_timer: Timer = $InteractionTimer
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@@ -17,7 +20,7 @@ const BUILD_MENU = preload("res://scene/build_menu.tscn")
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const BUILDING_BASE = preload("res://data/buildings/building_base.tscn")
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func _physics_process(delta: float) -> void:
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var input_direction := Input.get_vector("move_left", "move_right", "move_up", "move_down")
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var input_direction := Input.get_vector("move_left", "move_right", "move_up", "move_down") if not _in_menu else Vector2.ZERO
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velocity = input_direction * SPEED / delta
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move_and_slide()
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@@ -39,24 +42,31 @@ func _physics_process(delta: float) -> void:
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func _input(event: InputEvent) -> void:
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if event.is_action_pressed("interact"):
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if _attempting_build and Grid.get_location_data(interaction_location).is_buildable():
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var interact_data: CellData = Grid.get_location_data(interaction_location)
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if _attempting_build and interact_data.is_buildable():
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_build()
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elif not _interacting and Grid.get_location_data(interaction_location).is_interactable():
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var interaction = INTERACTION_BAR.instantiate()
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interaction.interaction_finished.connect(_on_interaction_finished)
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interaction.grid_position = interaction_location
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_interacting = true
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add_sibling(interaction)
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elif not _interacting and interact_data.is_interactable():
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if interact_data.has_resource():
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var interaction = INTERACTION_BAR.instantiate()
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interaction.interaction_finished.connect(_on_interaction_finished)
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interaction.grid_position = interaction_location
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_interacting = true
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add_sibling(interaction)
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elif interact_data.has_building():
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_in_menu = interact_data.get_building().interact(_on_interaction_finished)
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if event.is_action_pressed("build"):
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var build_menu = BUILD_MENU.instantiate()
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build_menu.build.connect(_on_build_menu_build)
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add_sibling(build_menu)
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_in_menu = true
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func _on_interaction_finished() -> void:
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_interacting = false
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_in_menu = false
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func _on_build_menu_build(building: Building) -> void:
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print("Building: %s" % building.name)
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_in_menu = false
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_attempting_build = building
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_build_placement = Sprite2D.new()
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_build_placement.texture = _attempting_build.atlas_texture
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@@ -66,8 +76,8 @@ func _on_build_menu_build(building: Building) -> void:
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func _build() -> void:
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ResourceManager.use_resources(_attempting_build.cost)
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var build: BuildingBase = BUILDING_BASE.instantiate()
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build.initialize(_attempting_build, interaction_location)
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add_sibling(build)
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build.initialize(_attempting_build, interaction_location)
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Grid.change_location_building(interaction_location, build)
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if not ResourceManager.has_resources(_attempting_build.cost):
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