class_name Stage extends Node signal path_grid_changed static var maps: Array[Node] static var map: TileMapLayer static var path_grid: AStarGrid2D static var last_solid_set_points: Array[Vector2] func _init() -> void: Client.initialize_stage(self) func _ready() -> void: maps = find_children("*", "TileMapLayer") map = maps[0] path_grid = AStarGrid2D.new() path_grid.region = map.get_used_rect() path_grid.cell_size = map.tile_set.tile_size path_grid.offset = map.tile_set.tile_size / 2 path_grid.diagonal_mode = AStarGrid2D.DIAGONAL_MODE_AT_LEAST_ONE_WALKABLE path_grid.update() assert(get_node("%StateManager"), "StateManager missing") assert(get_node("%StateManager").get_children().size() > 0, "StateManager has no States") @warning_ignore("shadowed_variable") for map in maps: for cell in map.get_used_cells(): var tile_data = map.get_cell_tile_data(cell) if tile_data.get_collision_polygons_count(0) > 0: path_grid.set_point_solid(cell, true) func place_tower(_remote_data: Dictionary) -> void: pass func _place_tower(parent: Node2D, tower: Tower): var player: Player = Network.get_player(tower.owner_id) tower.get_node("AnimatedSprite2D").modulate = player.get_color() tower.get_node("ComponentsAnchor").modulate = player.get_color() fill_tower_region(tower, true) var particles = preload("res://Towers/PlacementParticles.tscn").instantiate() particles.global_position = tower.get_node("GroundAnchor").global_position particles.play_sound = multiplayer.get_unique_id() == tower.owner_id particles.scale = tower.scale parent.add_child(particles) parent.add_child(tower, true) func destroy_tower(tower: Tower): fill_tower_region(tower, false) tower.queue_free() func fill_tower_region(tower: Tower, solid = true): var region = tower.get_region().size.snapped(path_grid.cell_size) var tower_position = map.local_to_map(tower.global_position) last_solid_set_points = [] if solid: for x in (region / path_grid.cell_size).x + 1: for y in (region / path_grid.cell_size).y + 1: last_solid_set_points.append( map.map_to_local(tower_position + Vector2i(x, y)) ) path_grid.fill_solid_region( Rect2i( map.local_to_map(tower.global_position), (region / path_grid.cell_size) ), solid ) path_grid_changed.emit() func spawn_unit(_remote_data: Dictionary) -> void: pass func _spawn_unit(parent: Node2D, unit: Unit): var player: Player = Network.get_player(unit.owner_id) unit.sprite.modulate = player.get_color() parent.add_child(unit, true) func set_player_script(script: Script): for player in Network.get_players(): var previous_values := {} var property_list = player.get_script().get_script_property_list().filter(func(item): return item.type != 0 ) for property in property_list: previous_values[property.name] = player[property.name] player.set_script(script) for property in previous_values: player[property] = previous_values[property] ## get spawn node func get_spawn(): pass ## get target after spawn to overwrite default spawn target func get_overwrite_target(): pass