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extends Node


signal stage_state_changed(state: State)

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

var stage: Stage

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


func _ready():
	pass


func initialize_stage(current_stage: Stage):
	stage = current_stage


func place_tower(tower: Tower, position: Vector2):
	var network_id = multiplayer.get_unique_id()
	tower.owner_id = network_id
	#tower.set_multiplayer_authority(network_id)
	tower.name = "Tower@" + str(network_id) + "@" + str(Time.get_ticks_usec())
	
	stage.place_tower(tower, position)
	Network.place_tower.rpc(inst_to_dict(tower.to_network_data()))
	#Network.place_tower.rpc(Network.to_rpc_object(tower), position)
	
	player.towers[position] = tower
	player.score += 1
	Network.update_player.rpc({"score": player.score})


func remove_tower(tower: Tower):
	if tower.owner_id == multiplayer.get_unique_id():
		destroy_tower(tower)
		player.score -= 1
		Network.update_player.rpc({"score": player.score})


func destroy_tower(tower: Tower):
	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):
	var network_id = multiplayer.get_unique_id()
	unit.owner_id = network_id
	#unit.set_multiplayer_authority(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)
	
	stage.spawn_unit(unit)
	
	#var data := UnitCreationData.fromUnit(unit)
	var data := unit.to_network_data()
	Network.spawn_unit.rpc(inst_to_dict(data))
	#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