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https://github.com/cyberarm/i-mic-rts.git
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Added building component, refactored components to have setup, draw, update and tick methods, added fencing for building construction area parimeter, misc other changes.
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95
lib/components/building.rb
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95
lib/components/building.rb
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class IMICRTS
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class Building < Component
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def setup
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data.construction_progress ||= 0
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data.construction_goal ||= 100
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@text = CyberarmEngine::Text.new("", y: @parent.position.y, z: Float::INFINITY, size: 12)
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data.state = :construct # deconstruct, building, idle
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end
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def draw
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case data.state
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when :construct
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draw_construction unless @text.text.empty?
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@text.text = "Building: #{(construction_progress * 100.0).round}%"
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@text.x = @parent.position.x - @text.width / 2
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@text.draw
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when :deconstruct
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when :building
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when :idle
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else
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raise "Unknown state!"
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end
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end
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def update
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case data.state
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when :construct
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@parent.color.alpha = 255 * construction_progress
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data.state = :idle if construction_complete?
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end
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end
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def construction_complete?
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data.construction_progress >= data.construction_goal
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end
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# WARNING: returns a floating point number, not network safe!
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def construction_progress
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data.construction_progress.to_f / data.construction_goal
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end
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def construction_work(work)
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raise TypeError, "Got a non integer value!" unless work.is_a?(Integer)
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data.construction_progress += work
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data.construction_progress = data.construction_goal if construction_complete?
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end
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def draw_construction
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@fencing ||= Gosu::Image.new(IMICRTS::ASSETS_PATH + "/fencing/fencing.png")
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@fencing_edge ||= Gosu::Image.new(IMICRTS::ASSETS_PATH + "/fencing/fencing_edge.png")
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tiles = []
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each_tile(@parent.position / @parent.director.map.tile_size) do |tile, data, x, y|
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tiles << tile
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end
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tiles.each do |tile|
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# X
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if tiles.find { |t| t.grid_position.x < tile.grid_position.x && t.grid_position.y == tile.grid_position.y} == nil
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@fencing_edge.draw(tile.position.x - 30, tile.position.y, Float::INFINITY)
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end
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if tiles.find { |t| t.grid_position.x > tile.grid_position.x && t.grid_position.y == tile.grid_position.y} == nil
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@fencing_edge.draw(tile.position.x, tile.position.y, Float::INFINITY)
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end
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# Y
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if tiles.find { |t| t.grid_position.x == tile.grid_position.x && t.grid_position.y < tile.grid_position.y} == nil
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@fencing.draw(tile.position.x, tile.position.y - 24, Float::INFINITY)
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end
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if tiles.find { |t| t.grid_position.x == tile.grid_position.x && t.grid_position.y > tile.grid_position.y} == nil
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@fencing.draw(tile.position.x, tile.position.y, Float::INFINITY)
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end
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end
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end
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def each_tile(vector, &block)
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if tile = @parent.director.map.tile_at(vector.x, vector.y)
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ent = Entity.get(@parent.name)
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origin = (tile.grid_position - 2)
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ent.tiles.each_with_index do |array, y|
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array.each_with_index do |space_required, x|
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next unless space_required.is_a?(TrueClass)
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other_tile = @parent.director.map.tile_at(origin.x + x, origin.y + y)
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if other_tile
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block.call(other_tile, space_required, origin.x + x, origin.y + y)
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end
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end
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end
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end
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end
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end
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end
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