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-rw-r--r--Game/Selection/SelectionManager.gd164
1 files changed, 151 insertions, 13 deletions
diff --git a/Game/Selection/SelectionManager.gd b/Game/Selection/SelectionManager.gd
index 49cb319..86f08af 100644
--- a/Game/Selection/SelectionManager.gd
+++ b/Game/Selection/SelectionManager.gd
@@ -2,29 +2,167 @@ class_name SelectionManager
extends Node
+signal added_to_group(nodes: Array[Node], id: String)
+signal removed_from_group(nodes: Array[Node], id: String)
+signal moved_to_group(nodes: Array[Node], previous_id: String, new_id: String)
+
var selection_groups := {}
-signal selected_group_changed
+signal selected_group_changed(previous_id: String, new_id: String)
var selected_group := "":
set(value):
+ var previous_id := selected_group
selected_group = value
- selected_group_changed.emit()
+ selected_group_changed.emit(previous_id, value)
+
+var node_count: int
func _ready() -> void:
- pass
+ Client.multi_select_finished.connect(_on_multi_select_finished)
+ Client.placed_tower.connect(_on_placed_tower)
+
+
+func add_to_selection_group(nodes: Array[Node], id: String) -> void:
+ if id not in selection_groups:
+ selection_groups[id] = []
+
+ selection_groups[id].append_array(nodes)
+ node_count += nodes.size()
+
+ if not selected_group:
+ reset_selected_group()
+
+ added_to_group.emit(nodes, id)
-func change_selection_group_id(towers: Array[Tower], previous_id: String, new_id: String) -> void:
- if new_id not in selection_groups:
- selection_groups[new_id] = []
+func remove_from_selection_group(nodes: Array[Node], id: String, fallback_id: String = "") -> void:
+ for node in nodes:
+ selection_groups[id].erase(node)
+
+ if selection_groups[id].is_empty():
+ selection_groups.erase(id)
+ if id == selected_group:
+ if fallback_id and selection_groups.has(fallback_id):
+ selected_group = fallback_id
+ else:
+ reset_selected_group()
- selection_groups[new_id].append_array(towers)
+ node_count -= nodes.size()
+ removed_from_group.emit(nodes, id)
+
+
+func move_to_selection_group(nodes: Array[Node], previous_id: String, new_id: String) -> void:
+ remove_from_selection_group(nodes, previous_id, new_id)
+ add_to_selection_group(nodes, new_id)
+ moved_to_group.emit(nodes, previous_id, new_id)
+
+
+func get_ordered_group_ids() -> Array:#Array[String]:
+ # TODO: remove bound to Tower
+ # TODO: use static function on Tower get_sort_conditions?
+
+ var keys = selection_groups.keys()
+
+ keys.sort_custom(func(a, b):
+ var group_a = selection_groups[a]
+ var group_b = selection_groups[b]
+
+ return group_a.size() > group_b.size()
+ )
+
+ keys.sort_custom(func(a, b):
+ var group_a = selection_groups[a]
+ var group_b = selection_groups[b]
+ var node_a = group_a[0]
+ var node_b = group_b[0]
+ var level_a = 0
+ var level_b = 0
+
+ for component in node_a.components.values():
+ level_a += component.level
+ for component in node_b.components.values():
+ level_b += component.level
+
+ return level_a > level_b
+ )
+
+ keys.sort_custom(func(a, b):
+ var group_a = selection_groups[a]
+ var group_b = selection_groups[b]
+
+ return group_a[0].components.size() > group_b[0].components.size()
+ )
+
+ return keys
+
+
+func get_selected_nodes() -> Array:
+ if selected_group:
+ return selection_groups[selected_group]
- for tower in towers:
- selection_groups[previous_id].erase(tower)
+ return []
+
+
+func get_nodes() -> Array:
+ var nodes := []
+ for id in selection_groups:
+ nodes.append_array(selection_groups[id])
- if selection_groups[previous_id].is_empty():
- selection_groups.erase(previous_id)
- if previous_id == selected_group:
- selected_group = new_id
+ return nodes
+
+
+func go_to_next():
+ var ids = get_ordered_group_ids()
+ var current_idx = ids.find(selected_group)
+ selected_group = ids[(current_idx + 1) % ids.size()]
+
+
+func go_to_previous():
+ var ids = get_ordered_group_ids()
+ var current_idx = ids.find(selected_group)
+ selected_group = ids[(current_idx - 1) % ids.size()]
+
+
+func has_selection() -> bool:
+ return selection_groups.size() > 0
+
+
+func has_node_in_group(node: Node, id: String) -> bool:
+ return selection_groups.has(id) and selection_groups[id].has(node)
+
+
+func reset_selected_group():
+ var ids = get_ordered_group_ids()
+ if ids.size() > 0:
+ selected_group = ids[0]
+ else:
+ selected_group = ""
+
+
+func _on_multi_select_finished(_nodes: Array):
+ #add_to_selection_group(nodes)
+ reset_selected_group()
+
+
+func _on_placed_tower(tower: Tower):
+ if tower.owner_id == multiplayer.get_unique_id():
+ tower.selected.connect(func():
+ _on_selected_tower(tower)
+ )
+ tower.deselected.connect(func():
+ _on_deselected_tower(tower)
+ )
+ tower.selection_group_id_changed.connect(func(previous_id: String):
+ _on_tower_selection_group_id_changed(tower, previous_id)
+ )
+
+func _on_selected_tower(tower: Tower):
+ if not has_node_in_group(tower, tower.selection_group_id):
+ add_to_selection_group([tower], tower.selection_group_id)
+
+func _on_deselected_tower(tower: Tower):
+ remove_from_selection_group([tower], tower.selection_group_id)
+
+func _on_tower_selection_group_id_changed(tower: Tower, previous_id: String):
+ move_to_selection_group([tower], previous_id, tower.selection_group_id)