Files
Corupture/scripts/autoloads/resource_manager.gd
Eric d74bfda9a3 Made building consume resources
Now may build more than one if resources allow
building placement is red/green for indicating success
2024-03-10 07:51:41 -05:00

47 lines
1.5 KiB
GDScript

extends Node
signal changed_resource
@export var resources := {}
func _on_gained_resource(res: GameResource) -> void:
print("Gained Resource: %s" % res)
var changed_resources := {
res: res.pickup_value
}
changed_resource.emit(ResourceChangedSignal.new(changed_resources))
func pickup(resource: GameResource) -> void:
if not resources.has(resource):
resources[resource] = 0
resources[resource] += resource.pickup_value
var changed_resources := {
resource: resource.pickup_value
}
changed_resource.emit(ResourceChangedSignal.new(changed_resources))
func has_amount(res: GameResource, amount: int) -> bool:
return resources[res] >= amount if resources.has(res) else false
func has_resources(cost: Dictionary) -> bool:
return cost.keys().reduce(func(accum, res): return accum and has_amount(res, cost[res]), true)
func use_resources(cost: Dictionary) -> void:
var changed_resources := {
}
for res in cost.keys():
resources[res] -= cost[res]
changed_resources[res] = -cost[res]
changed_resource.emit(ResourceChangedSignal.new(changed_resources))
#func _on_timer_timeout() -> void:
#var corrupted_resources := Grid.get_corrupted_resources()
#if corrupted_resources.size() > 0:
#var changed_resources := {}
#for corrupted_resource: CellData in corrupted_resources:
#var res: GameResource = corrupted_resource.get_resource()
#if not resources.has(res):
#resources[res] = 0
#resources[res] += res.pickup_value
#changed_resources[res] = resources[res]
#changed_resource.emit(ResourceChangedSignal.new(changed_resources))