class_name Tower extends StaticBody2D signal selected signal deselected static var selected_tower: Tower var is_selected = false : set(value): if value: Tower.selected_tower = self selected.emit() else: if Tower.selected_tower == self: Tower.selected_tower = null deselected.emit() get_tree().current_scene.get_node("%Tower").text = "" is_selected = value queue_redraw() var is_hovered = false : set(value): is_hovered = value queue_redraw() var mobs_in_range: Array = [] @export var attack_range: int = 32 @export var attack_power: int = 1 @export var attack_speed: int = 1 func _ready(): $Range/CollisionShape2D.shape.radius = attack_range $ShootCooldown.wait_time = attack_speed func _draw(): if is_selected: draw_circle( Game.map.tile_set.tile_size, 8 + attack_range, Color(1, 1, 1, 0.75), false, 1.0 ) modulate = Color(1.5, 1.5, 1.5) elif is_hovered: if Game.mode == Game.Mode.DEFAULT: draw_circle( Game.map.tile_set.tile_size, 8 + attack_range, Color(1, 1, 1, 0.5), false, 1.0 ) modulate = Color(1.25, 1.25, 1.25) else: modulate = Color(1, 1, 1) func _process(_delta: float) -> void: if $ShootCooldown.is_stopped() and not mobs_in_range.is_empty(): shoot() $ShootCooldown.start() func _on_input_event(_viewport: Node, event: InputEvent, _shape_idx: int): if Game.mode == Game.Mode.DEFAULT: if event.is_action_pressed("builder_tower_select"): is_selected = true if event.is_action_pressed("builder_cancel"): Game.remove_tower(self) func _on_range_body_entered(body: Node2D) -> void: mobs_in_range.append(body) func _on_range_body_exited(body: Node2D) -> void: mobs_in_range.remove_at(mobs_in_range.find(body)) func _on_mouse_entered() -> void: is_hovered = true func _on_mouse_exited() -> void: is_hovered = false func is_melee_range(): return attack_range <= (Game.map.tile_set.tile_size.x * 2) func shoot(): var target = mobs_in_range.pick_random() as Mob if is_melee_range(): target.set_hp(target.hp - 1) else: # TODO target.set_hp(target.hp - 1) func get_region(): var collision_shape := $CollisionShape2D var shape = $CollisionShape2D.shape as RectangleShape2D return Rect2( collision_shape.position, shape.size ) func _on_tree_exiting() -> void: is_selected = false