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extends Node


signal stage_state_changed(state: State)

@warning_ignore("unused_signal")
signal placed_tower(tower: Tower)

signal multi_select_finished(nodes)


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

var current_stage: Stage

var selection: SelectionManager

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


func initialize_stage(stage: Stage):
	current_stage = stage

func ready_stage(_stage: Stage):
	selection = preload("res://Game/Selection/SelectionManager.tscn").instantiate()
	add_child(selection)


func place_tower(tower: Tower):
	if not current_stage.can_place_tower():
		return
	
	var network_id = multiplayer.get_unique_id()
	tower.owner_id = network_id
	tower.name = "Tower@" + str(network_id) + "@" + str(Time.get_ticks_usec())
	
	#tower.attack_range = [
		#current_stage.map.tile_set.tile_size.x * 2,
		#current_stage.map.tile_set.tile_size.x * 3,
		#current_stage.map.tile_set.tile_size.x * 4,
	#].pick_random()
	#tower.attack_power = [1, 2, 3, 4].pick_random()
	#tower.attack_speed = [1, 2, 3, 4].pick_random()
	
	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(inst_to_dict(tower.to_network_data()))
	
	player.towers.erase(tower.global_position)


func select_tower(tower: Tower):
	if tower.owner_id == multiplayer.get_unique_id():
		tower.is_selected = true


func multi_select(layer: int):
	var selection_area = preload("res://Game/Selection/MultiSelectArea.tscn").instantiate()
	selection_area.set_collision_mask_value(layer, true)
	selection_area.select.connect(func(nodes):
		for node in nodes:
			Client.select_tower(node)
		multi_select_finished.emit(nodes)
	)
	get_tree().current_scene.add_child(selection_area)


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):
	if not current_stage.can_spawn_unit():
		return
	
	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(5, 10) #20000b
	#unit.base_speed = randi_range(50, 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 update_unit(path: NodePath, data: Unit.NetworkData):
	Network.update_unit.rpc(path, inst_to_dict(data))


func change_scene_to_instance(scene: Node):
	(func():
		get_tree().current_scene.queue_free()
		get_tree().root.add_child(scene)
		get_tree().current_scene = scene
	).call_deferred()


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