class_name Tower extends StaticBody2D signal selected signal deselected static var selected_towers: Array[Tower] static var hovered_tower: Tower var is_selected = false : set(value): if value: if not Tower.selected_towers.has(self): Tower.selected_towers.append(self) selected.emit() else: Tower.selected_towers.erase(self) deselected.emit() is_selected = value queue_redraw() toggle_ui() var is_hovered = false : set(value): if value: hovered_tower = self Input.set_default_cursor_shape(Input.CURSOR_POINTING_HAND) else: if hovered_tower == self: hovered_tower = null Input.set_default_cursor_shape(Input.CURSOR_ARROW) is_hovered = value queue_redraw() var mobs_in_range: Array = [] #var selection_area: Area2D # rpc owner id @export var owner_id = 1 @export var attack_range: int = 32 @export var attack_power: int = 1 @export var attack_speed: int = 1 @export var components: Array[TowerComponent] = [] func _ready(): $Range/CollisionShape2D.shape.radius = attack_range $ShootCooldown.wait_time = attack_speed toggle_ui() #for component in [ #preload("res://Towers/Components/FrostComponent.gd").new(), #preload("res://Towers/Components/BurnComponent.gd").new(), #]: #add_component(component) func _draw(): if is_selected: draw_circle( Client.current_stage.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 Client.state is StateDefault: draw_circle( Client.current_stage.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() #if selection_area and is_instance_valid(selection_area): #var bodies = selection_area.get_overlapping_bodies() #if bodies.size() > 0: #selection_area.queue_free() #for body in bodies: #Client.select_tower(body) func _on_input_event(_viewport: Node, event: InputEvent, _shape_idx: int): # disable remote select for now if owner_id != multiplayer.get_unique_id(): return if Client.state is StateBuild: if event.is_action_pressed("builder_cancel"): Client.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.erase(body) func _on_selectable_area_hover_enter() -> void: is_hovered = true func _on_selectable_area_hover_exit() -> void: is_hovered = false func _on_selectable_area_select(event: InputEvent) -> void: # disable remote select for now if owner_id != multiplayer.get_unique_id(): return if Client.state is StateDefault: Client.select_tower(self) if event.is_double_click(): var selection_area = preload("res://Game/Selection/MultiSelectArea.tscn").instantiate() selection_area.set_collision_mask_value(3, true) selection_area.select.connect(func(nodes): for node in nodes: Client.select_tower(node) ) get_tree().current_scene.add_child(selection_area) func add_component(component: TowerComponent): components.append(component) var sprite = component.sprite $ComponentsAnchor.add_child(sprite) redraw_components() func remove_component(component_name: String): for component in components: if component.name == component_name: components.erase(component) $ComponentsAnchor.remove_child($ComponentsAnchor.get_node(NodePath(component.name))) break redraw_components() func redraw_components(): for idx in range(components.size()): var component = components[idx] var sprite = $ComponentsAnchor.get_node(NodePath(component.name)) sprite.position.y = (idx + 1) * -16 func is_melee_range(): return attack_range <= (Client.current_stage.map.tile_set.tile_size.x * 2) func shoot(): if not multiplayer.is_server(): # TODO: do shoot animation, but don't subtract hp return var target = mobs_in_range[0] as Unit for component in components: if component.has_method("on_shoot"): component.on_shoot(target) if is_melee_range(): target.set_hp(target.hp - 1) else: # TODO target.set_hp(target.hp - 1) func toggle_ui(): $HUD.visible = is_selected 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 func get_rpc_properties() -> Dictionary: return { "name": null, "global_position": null, "owner_id": null, "attack_range": null, } func _on_h_box_container_gui_input(event: InputEvent) -> void: if event.is_action_pressed("select"): get_viewport().set_input_as_handled() for tower in selected_towers: var found = false for idx in range(tower.components.size()): var component = tower.components[idx] if component.name == "Frost": found = true tower.remove_component(component.name) break if not found: tower.add_component(preload("res://Towers/Components/FrostComponent.gd").new()) Client.update_tower(tower.get_path(), tower.to_network_data()) func _on_h_box_container_2_gui_input(event: InputEvent) -> void: if event.is_action_pressed("select"): get_viewport().set_input_as_handled() for tower in selected_towers: var found = false for idx in range(tower.components.size()): var component = tower.components[idx] if component.name == "Burn": found = true tower.remove_component(component.name) break if not found: tower.add_component(preload("res://Towers/Components/BurnComponent.gd").new()) Client.update_tower(tower.get_path(), tower.to_network_data()) class NetworkData extends Resource: var name: String var owner_id: int var position: Vector2 var components: Array var sprite_modulate: Color var components_anchor_modulate: Color func to_network_data() -> NetworkData: var data = NetworkData.new() data.name = name data.owner_id = owner_id data.position = global_position data.components = components.map(func(item: TowerComponent): return item.name ) data.sprite_modulate = $Sprite2D.modulate data.components_anchor_modulate = $ComponentsAnchor.modulate # IMPROVEMENT: check against last update and only set changed values return data func update_with_network_data(data: NetworkData): for component in components.duplicate(): remove_component(component.name) for component_name in data.components: add_component( load("res://Towers/Components/" + component_name + "Component.gd").new() ) static func from_network_data(data: NetworkData) -> Tower: var tower: Tower = preload("res://Towers/Tower.tscn").instantiate() tower.name = data.name tower.owner_id = data.owner_id tower.global_position = data.position return tower