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-rw-r--r--Stages/Wintermaul/wintermaul.gd93
1 files changed, 41 insertions, 52 deletions
diff --git a/Stages/Wintermaul/wintermaul.gd b/Stages/Wintermaul/wintermaul.gd
index 82170c7..0de2cdb 100644
--- a/Stages/Wintermaul/wintermaul.gd
+++ b/Stages/Wintermaul/wintermaul.gd
@@ -9,6 +9,7 @@ class Teams extends Resource:
var bottom := Team.new()
func list() -> Array[Team]: return [top, bottom]
+ func names() -> Array[String]: return ["top", "bottom"]
class Team extends Resource:
var lives := 0
@@ -18,45 +19,39 @@ var teams := Teams.new()
var income_frequency := 15.0
-var price_map = {
- "tower": {
- "cost": 5,
- "attack_range": func(attack_range: int, number_of_towers: int = 1):
- return (attack_range / 8.0) * 10 * number_of_towers
- ,
- "attack_power": func(attack_power: int, number_of_towers: int = 1):
- return attack_power * 10 * number_of_towers
- ,
- "attack_speed": func(attack_speed: int, number_of_towers: int = 1):
- return attack_speed * 10 * number_of_towers
- ,
- },
-
- "unit": {
- "tiers": [
- {
- "cost": 5,
- "income": 1,
- },
- {
- "cost": 10,
- "income": 3,
- },
- {
- "cost": 15,
- "income": 5,
- },
- {
- "cost": 20,
- "income": 7,
- },
- ],
- },
-}
+class PriceMapTower:
+ static var cost: int = 5
+
+ static func component_range(number_of_towers: int = 1):
+ return 100 * number_of_towers
+ static func component_range_level(component: TowerComponent, number_of_towers: int = 1):
+ return pow(5, component.level) * number_of_towers
+
+ static func component_attack(number_of_towers: int = 1):
+ return 100 * number_of_towers
+ static func component_attack_level(component: TowerComponent, number_of_towers: int = 1):
+ return 10 * component.level * number_of_towers
+
+ static func component_frost(number_of_towers: int = 1):
+ return 100 * number_of_towers
+ static func component_frost_level(component: TowerComponent, number_of_towers: int = 1):
+ return 10 * component.level * number_of_towers
+
+ static func component_burn(number_of_towers: int = 1):
+ return 100 * number_of_towers
+ static func component_burn_level(component: TowerComponent, number_of_towers: int = 1):
+ return 10 * component.level * number_of_towers
+
+ static func component_poison(number_of_towers: int = 1):
+ return 100 * number_of_towers
+ static func component_poison_level(component: TowerComponent, number_of_towers: int = 1):
+ return 10 * component.level * number_of_towers
var starting_lives := 10
var starting_money := 50
var starting_income := 5
+var use_premade_teams := false
+var premade_teams := {}
func _init():
@@ -88,8 +83,13 @@ func _ready():
# add players to teams
Network.player_joined.connect(add_player)
- for id in Network.get_ordered_player_ids():
- add_player(Network.get_player(id))
+ if use_premade_teams:
+ for team_name in premade_teams:
+ for id in premade_teams[team_name]:
+ teams[team_name].players.append(Network.get_player(id))
+ else:
+ for id in Network.get_ordered_player_ids():
+ add_player(Network.get_player(id))
# set camera for local player
if get_team(Client.player) == teams.top:
@@ -122,7 +122,7 @@ func place_tower(remote_data: Dictionary):
var player = Network.get_player(tower.owner_id)
player.towers[tower.global_position] = tower
- player.money -= price_map.tower.cost
+ player.money -= PriceMapTower.cost
Network.players_changed.emit()
_place_tower(%Towers, tower)
@@ -137,17 +137,6 @@ func spawn_unit(remote_data: Dictionary):
var player = Network.get_player(unit.owner_id)
player.units.append(unit)
- # TODO: make better. create WintermaulUnit? instead of additional_data.
- # TODO: potentially better price map as well with better idx access
- #var tier_idx := 0
- #for idx in price_map.unit.tiers.size():
- #var tier = price_map.unit.tiers[idx]
- #if tier.cost == unit.additional_data["cost"]:
- #tier_idx = idx
- #break
-
- #player.money -= price_map.unit.tiers[tier_idx].cost
- #player.income += price_map.unit.tiers[tier_idx].income
player.money -= unit.unit_resource.cost
player.income += unit.unit_resource.income
Network.players_changed.emit()
@@ -165,14 +154,14 @@ func spawn_unit(remote_data: Dictionary):
func can_place_tower():
- if Client.player.money < price_map.tower.cost:
+ if Client.player.money < PriceMapTower.cost:
add_status_message("Not enough money to build tower")
return false
return true
-func can_spawn_unit(tier_idx: int = 0):
- if Client.player.money < price_map.unit.tiers[tier_idx].cost:
+func can_spawn_unit(unit: Unit):
+ if Client.player.money < unit.unit_resource.cost:
add_status_message("Not enough money to spawn unit")
return false