class_name Stage extends Node2D var grid := AStarGrid2D.new() var teams: Dictionary[String, Team] = {} @onready var grid_selector: GridSelector = %GridSelector func _ready() -> void: grid.region = $Ground.get_used_rect() grid.cell_size = $Floor.tile_set.tile_size grid.cell_shape = AStarGrid2D.CELL_SHAPE_ISOMETRIC_DOWN grid.diagonal_mode = AStarGrid2D.DIAGONAL_MODE_NEVER grid.update() # set whole grid non-walkable initially grid.fill_solid_region(grid.region, true) # pre-set floor tiles as walkable for tile in $Floor.get_used_cells(): grid.set_point_solid(tile, false) grid_selector.move_mode_max_range = Network.current_player.current_move_points # teams var team_one := Team.new() team_one.placement_tile_source_id = 1 team_one.placement_tile_atlas_coordinates = Vector2(1, 6) team_one.placement_tile_alternative_tile = 0 var team_two := Team.new() team_two.placement_tile_source_id = 1 team_two.placement_tile_atlas_coordinates = Vector2(3, 6) team_two.placement_tile_alternative_tile = 0 teams["1"] = team_one teams["2"] = team_two if multiplayer.is_server(): Network.local_player.set_current_team_name("1") else: Network.local_player.set_current_team_name("2") grid_selector.current_team = Network.local_player.current_team_name # remote selector Network.current_player_changed.connect(func(): if Network.is_my_turn(): %RemoteSelector.visible = false _on_grid_selector_moved($Ground.local_to_map(%GridSelector.global_position)) else: await get_tree().process_frame %RemoteSelector.modulate = Network.current_player.get_color() %RemoteSelector.visible = true ) %RemoteSelector.modulate = Network.current_player.get_color() if Network.is_my_turn(): %RemoteSelector.visible = false func _input(event: InputEvent) -> void: if event.is_action_pressed("menu") and Network.is_my_turn(): $HUDMain.visible = true grid_selector.process_mode = Node.PROCESS_MODE_DISABLED $HUDMain/PanelContainer/VBoxContainer/Button.grab_focus() @rpc("any_peer", "call_local") func place_tiles(grid_positions: Array, team: String) -> void: for p in grid_positions: $Floor.set_cell( p, teams[team].placement_tile_source_id, teams[team].placement_tile_atlas_coordinates, teams[team].placement_tile_alternative_tile ) for p in grid_positions: grid.set_point_solid(p, false) grid_selector.current_state.draw($Ground.local_to_map(grid_selector.base_position)) grid_selector.adjust_height(%RemoteSelector) @rpc("any_peer", "call_local") func place_unit(unit_position: Vector2, team: String) -> void: var unit = preload("res://unit/unit.tscn").instantiate() unit.global_position = unit_position + $Floor.position unit.current_team = team unit.modulate = Network.current_player.get_color() add_child(unit, true) # block unit tile for movement grid.set_point_solid($Ground.local_to_map(unit_position), true) @rpc("any_peer", "call_remote") func move_unit(unit_node_path: String, path: Array) -> void: var unit: Node2D = get_node(unit_node_path) var tween = get_tree().create_tween() for p in path.slice(1): # remove starting position tween.tween_property(unit, "global_position", p + $Floor.position, 0.1) await tween.finished # clear previous tile and set new tile solid grid.set_point_solid($Ground.local_to_map(path[0]), false) grid.set_point_solid($Ground.local_to_map(path[path.size() - 1]), true) func _on_grid_selector_placed_tiles(grid_positions: Array) -> void: place_tiles.rpc(grid_positions, Network.current_player.current_team_name) place_unit.rpc(%GridSelector.global_position, Network.current_player.current_team_name) grid_selector.current_state = grid_selector.state_select func _on_grid_selector_move_mode_confirmed(path: Array) -> void: grid_selector.process_mode = Node.PROCESS_MODE_DISABLED move_unit.rpc(grid_selector.current_entity.get_path(), path) await move_unit(grid_selector.current_entity.get_path(), path) grid_selector.process_mode = Node.PROCESS_MODE_INHERIT grid_selector.current_state = grid_selector.get_node("StateSelect") grid_selector.current_state.draw($Ground.local_to_map(path[path.size() - 1])) Network.current_player.set_current_move_points(Network.current_player.current_move_points - (path.size() - 1)) grid_selector.move_mode_max_range = Network.current_player.current_move_points func _on_grid_selector_range_select_confirmed(grid_position: Vector2i, entity: Node2D) -> void: entity.queue_free() grid.set_point_solid(grid_position, false) func _on_grid_selector_moved(grid_position: Vector2i) -> void: if Network.is_my_turn(): move_remote_selector.rpc(grid_position) @rpc("any_peer", "call_remote") func move_remote_selector(grid_position: Vector2i) -> void: %RemoteSelector.global_position = $Ground.map_to_local(grid_position) grid_selector.adjust_height(%RemoteSelector)