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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 $Floor.get_used_cells():
grid.set_point_solid(tile, false)
for node in find_children("PlayerUnit*", "PlayerUnit"):
grid.set_point_solid($Ground.local_to_map(node.global_position - $Floor.position), true)
grid_selector.move_mode_max_range = Network.current_player.current_move_points
# teams
var team_one := Team.new()
team_one.placement_tile_source_id = 1
team_one.placement_tile_atlas_coordinates = Vector2(1, 6)
team_one.placement_tile_alternative_tile = 0
var team_two := Team.new()
team_two.placement_tile_source_id = 1
team_two.placement_tile_atlas_coordinates = Vector2(3, 6)
team_two.placement_tile_alternative_tile = 0
teams["1"] = team_one
teams["2"] = team_two
if multiplayer.is_server():
Network.local_player.current_team_name = "1"
else:
Network.local_player.current_team_name = "2"
grid_selector.current_team = Network.local_player.current_team_name
# remote selector
Network.current_player_changed.connect(func():
if Network.is_my_turn():
%RemoteSelector.visible = false
_on_grid_selector_moved($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"):
grid_selector.process_mode = Node.PROCESS_MODE_DISABLED
$HUDMain.enable() # TODO: shouldn't be possible to open when unitmenu open
$HUDUnit.visible = false
@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 + $Floor.position
unit.current_team = team
unit.current_player = Network.current_player
unit.modulate = Network.current_player.get_color()
add_child(unit, true)
Network.current_player.units.append(unit)
# block unit tile for movement
grid.set_point_solid($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))
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:
if grid_selector.range_select_current_mode == GridSelectorStateRangeSelect.Mode.Attack:
Network.current_player.current_attack_points -= 1
attack_entity.rpc(grid_position, grid_selector.current_entity.get_path(), entity.get_path())
@rpc("any_peer", "call_local")
func attack_entity(grid_position: Vector2i, attacking_entity_node_path: String, target_entity_node_path: String):
var attacking_entity := get_node(attacking_entity_node_path) as Unit
var target_entity = get_node(target_entity_node_path)
if target_entity is PlayerUnit:
target_entity.current_hp -= 1
print(target_entity, target_entity.current_hp)
if target_entity.current_hp <= 0:
target_entity.queue_free()
print("GAME OVER!!")
elif target_entity is Unit:
var damage: int = attacking_entity.unit_data.attack - target_entity.unit_data.defense
if damage > 0:
target_entity.current_hp -= damage
if target_entity.current_hp <= 0:
if target_entity in Network.current_player.units:
target_entity.current_player.units.erase(target_entity)
target_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)
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