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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
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