summaryrefslogtreecommitdiff
path: root/Game/Client.gd
blob: db33a26faab9380eaf34591e8e29d7cafd916fe3 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
extends Node


signal stage_state_changed(state: State)

var state: State :
	set(value):
		state = value
		stage_state_changed.emit(value)

var current_stage: Stage

var player: Player:
	get():
		return Network.get_player(multiplayer.get_unique_id())


func _ready():
	pass


func initialize_stage(stage: Stage):
	current_stage = stage


func place_tower(tower: Tower):
	var network_id = multiplayer.get_unique_id()
	tower.owner_id = network_id
	tower.name = "Tower@" + str(network_id) + "@" + str(Time.get_ticks_usec())
	
	current_stage.place_tower.rpc(inst_to_dict(tower.to_network_data()))


func remove_tower(tower: Tower):
	if tower.owner_id == multiplayer.get_unique_id():
		destroy_tower(tower)


func destroy_tower(tower: Tower):
	current_stage.destroy_tower(tower)
	Network.destroy_tower.rpc(tower.global_position)
	
	player.towers.erase(tower.global_position)


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 update_tower(path: NodePath, data: Tower.NetworkData):
	Network.update_tower.rpc(path, inst_to_dict(data))


func spawn_unit(unit: Unit, spawn: Spawn, overwrite_target: PathNode = null):
	var network_id = multiplayer.get_unique_id()
	unit.owner_id = 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)
	
	if overwrite_target:
		unit.target = overwrite_target
	
	#var data := UnitCreationData.fromUnit(unit)
	current_stage.spawn_unit.rpc(inst_to_dict(unit.to_network_data()))


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