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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
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