extends Node signal stage_state_changed(state: State) var state: State : set(value): state = value stage_state_changed.emit(value) var stage: Stage var player: Player func _ready(): player = Player.new() player.id = multiplayer.get_unique_id() func update_player(): Network.players[multiplayer.get_unique_id()] = player Network.update_player.rpc(Network.to_rpc_object(player)) func initialize_stage(current_stage: Stage): stage = current_stage func place_tower(tower: Tower, position: Vector2): var network_id = multiplayer.get_unique_id() tower.owner_id = network_id tower.set_multiplayer_authority(network_id) tower.name = "Tower@" + str(network_id) + "@" + str(Time.get_ticks_usec()) stage.place_tower(tower, position) Network.place_tower.rpc(Network.to_rpc_object(tower), position) player.towers[position] = tower player.score += 1 update_player() func remove_tower(tower: Tower): if tower.owner_id == multiplayer.get_unique_id(): destroy_tower(tower) player.score -= 1 update_player() func destroy_tower(tower: Tower): stage.destroy_tower(tower) Network.destroy_tower.rpc(Network.to_rpc_object(tower)) player.towers.erase(tower.global_position) update_player() func select_tower(tower: Tower): if tower.owner_id == multiplayer.get_unique_id(): tower.is_selected = true func deselect_tower(): if not Tower.selected_towers.is_empty(): for tower in Tower.selected_towers: tower.is_selected = false func spawn_unit(unit: Unit, spawn: Spawn): var network_id = multiplayer.get_unique_id() unit.owner_id = network_id unit.set_multiplayer_authority(network_id) unit.name = "Unit@" + str(network_id) + "@" + str(Time.get_ticks_usec()) unit.global_position = spawn.spawn_position unit.target = spawn.next_node unit.hp = randi_range(50, 150) #20000b unit.speed = randi_range(100, 150) stage.spawn_unit(unit, spawn) Network.spawn_unit.rpc(Network.to_rpc_object(unit), Network.to_rpc_object(spawn)) func array_intersect(first, second): var compare = {} for value in first: compare[value] = true for value in second: if compare.get(value, false): return true return false