summaryrefslogtreecommitdiff
path: root/Game/Client.gd
blob: 77ce5004394d7d6b7292aeab269f3a0bca66e79a (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
extends Node


var state: State
var stage: Stage
var player: Player = Player.new()


func update_player(local_player: Player):
	player = local_player
	Network.players[multiplayer.get_unique_id()] = local_player


func initialize_stage(current_stage: Stage):
	stage = current_stage
	player = Player.new()


func place_tower(tower: Tower, position: Vector2):
	tower.owner_id = multiplayer.get_unique_id()
	
	stage.place_tower(tower, position)
	Network.place_tower.rpc(Network.to_rpc_object(tower), position)
	
	player.towers[position] = tower
	player.score += 1
	update_player(player)


func remove_tower(tower: Tower):
	if tower.owner_id == multiplayer.get_unique_id():
		destroy_tower(tower)
		player.score -= 1
		update_player(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(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):
	unit.global_position = spawn.spawn_position
	unit.target = spawn.next_node
	unit.hp = 20000
	unit.speed = randi_range(50, 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