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-- src/ServerScriptService/ConstructionManager.server.lua

local CollectionService = game:GetService("CollectionService")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local Players = game:GetService("Players")

local BuildingConfig = require(ReplicatedStorage:WaitForChild("Shared"):WaitForChild("BuildingConfig"))
local PlaceBlueprintEvent = ReplicatedStorage:WaitForChild("Events"):WaitForChild("PlaceBlueprintEvent")
local FillBlueprintEvent = ReplicatedStorage:WaitForChild("Events"):WaitForChild("FillBlueprintEvent")

local function getPartVolume(part)
    return part.Size.X * part.Size.Y * part.Size.Z
end

-- Validate and place a blueprint
local function onPlaceBlueprint(player, structureType, cframe)
    local config = BuildingConfig.Structures[structureType]
    if not config then return end
    
    -- In a real game, you would verify if `cframe` is inside the player's Claimed Plot
    -- Verification skipped here for brevity
    
    local blueprintModel = Instance.new("Part")
    blueprintModel.Size = Vector3.new(10, 10, 1) -- Example dimensions
    blueprintModel.CFrame = cframe
    
    -- Visual Blueprint state
    blueprintModel.Transparency = 0.5
    blueprintModel.BrickColor = BrickColor.new("Neon blue")
    blueprintModel.Material = Enum.Material.ForceField
    blueprintModel.Anchored = true
    
    -- Attributes for tracking
    blueprintModel:SetAttribute("StructureType", structureType)
    blueprintModel:SetAttribute("WoodFilled", 0)
    blueprintModel:SetAttribute("WoodRequired", config.Cost.WoodVolume)
    blueprintModel:SetAttribute("MaterialRequired", config.Cost.SpecificMaterial)
    blueprintModel:SetAttribute("OwnerId", player.UserId)
    
    CollectionService:AddTag(blueprintModel, "Blueprint")
    
    blueprintModel.Parent = workspace.Terrain
    
    -- Bind touched event so players can "throw" wood into the blueprint to fill it
    local debounce = {}
    blueprintModel.Touched:Connect(function(hit)
        -- Make sure it's fully processed wood touching it
        if CollectionService:HasTag(hit, "TreeSegment") and not debounce[hit] then
            debounce[hit] = true
            
            local requiredMaterial = blueprintModel:GetAttribute("MaterialRequired")
            local hitMaterial = hit:GetAttribute("ProcessState") or "Raw"
            
            if hitMaterial == requiredMaterial then
                local volume = getPartVolume(hit)
                
                local currentFill = blueprintModel:GetAttribute("WoodFilled")
                local required = blueprintModel:GetAttribute("WoodRequired")
                
                local newFill = currentFill + volume
                blueprintModel:SetAttribute("WoodFilled", newFill)
                
                -- Visual feedback: change transparency based on fill %
                local fillPercent = math.clamp(newFill / required, 0, 1)
                blueprintModel.Transparency = 0.5 - (0.5 * fillPercent)
                
                hit:Destroy()
                
                if newFill >= required then
                    -- Construct!
                    blueprintModel.Transparency = 0
                    blueprintModel.BrickColor = BrickColor.new("Burlap")
                    blueprintModel.Material = Enum.Material.WoodPlanks
                    blueprintModel.CanCollide = true
                    
                    CollectionService:RemoveTag(blueprintModel, "Blueprint")
                    CollectionService:AddTag(blueprintModel, "ConstructedPart")
                end
            end
            
            task.delay(0.5, function()
                debounce[hit] = nil
            end)
        end
    end)
end

PlaceBlueprintEvent.OnServerEvent:Connect(onPlaceBlueprint)