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path: root/Game/Selection/SelectionManager.gd
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class_name SelectionManager
extends Node


signal added_to_group(nodes: Array[Node], id: String)
signal removed_from_group(nodes: Array[Node], id: String)
signal moved_to_group(nodes: Array[Node], previous_id: String, new_id: String)

var selection_groups := {}

signal selected_group_changed(previous_id: String, new_id: String)
var selected_group := "":
	set(value):
		var previous_id := selected_group
		selected_group = value
		selected_group_changed.emit(previous_id, value)

var node_count: int


func _ready() -> void:
	Client.multi_select_finished.connect(_on_multi_select_finished)
	Client.placed_tower.connect(_on_placed_tower)


func add_to_selection_group(nodes: Array[Node], id: String) -> void:
	if id not in selection_groups:
		selection_groups[id] = []
	
	selection_groups[id].append_array(nodes)
	node_count += nodes.size()
	
	if not selected_group:
		reset_selected_group()
	
	added_to_group.emit(nodes, id)


func remove_from_selection_group(nodes: Array[Node], id: String, fallback_id: String = "") -> void:
	for node in nodes:
		selection_groups[id].erase(node)
	
	if selection_groups[id].is_empty():
		selection_groups.erase(id)
		if id == selected_group:
			if fallback_id and selection_groups.has(fallback_id):
				selected_group = fallback_id
			else:
				reset_selected_group()
	
	node_count -= nodes.size()
	removed_from_group.emit(nodes, id)


func move_to_selection_group(nodes: Array[Node], previous_id: String, new_id: String) -> void:
	remove_from_selection_group(nodes, previous_id, new_id)
	add_to_selection_group(nodes, new_id)
	moved_to_group.emit(nodes, previous_id, new_id)


func get_ordered_group_ids() -> Array:#Array[String]:
	# TODO: remove bound to Tower
	# TODO: use static function on Tower get_sort_conditions?
	
	var keys = selection_groups.keys()
	
	keys.sort_custom(func(a, b):
		var group_a = selection_groups[a]
		var group_b = selection_groups[b]
		
		return group_a.size() > group_b.size()
	)
	
	keys.sort_custom(func(a, b):
		var group_a = selection_groups[a]
		var group_b = selection_groups[b]
		var node_a = group_a[0]
		var node_b = group_b[0]
		var level_a = 0
		var level_b = 0
		
		for component in node_a.components.values():
			level_a += component.level
		for component in node_b.components.values():
			level_b += component.level
		
		return level_a > level_b
	)
	
	keys.sort_custom(func(a, b):
		var group_a = selection_groups[a]
		var group_b = selection_groups[b]
		
		return group_a[0].components.size() > group_b[0].components.size()
	)
	
	return keys


func get_selected_nodes() -> Array:
	if selected_group:
		return selection_groups[selected_group]
	
	return []


func get_nodes() -> Array:
	var nodes := []
	for id in selection_groups:
		nodes.append_array(selection_groups[id])
	
	return nodes


func go_to_next():
	var ids = get_ordered_group_ids()
	var current_idx = ids.find(selected_group)
	selected_group = ids[(current_idx + 1) % ids.size()]


func go_to_previous():
	var ids = get_ordered_group_ids()
	var current_idx = ids.find(selected_group)
	selected_group = ids[(current_idx - 1) % ids.size()]


func has_selection() -> bool:
	return selection_groups.size() > 0


func has_node_in_group(node: Node, id: String) -> bool:
	return selection_groups.has(id) and selection_groups[id].has(node)


func reset_selected_group():
	var ids = get_ordered_group_ids()
	if ids.size() > 0:
		selected_group = ids[0]
	else:
		selected_group = ""


func _on_multi_select_finished(_nodes: Array):
	#add_to_selection_group(nodes)
	reset_selected_group()


func _on_placed_tower(tower: Tower):
	if tower.owner_id == multiplayer.get_unique_id():
		tower.selected.connect(func():
			_on_selected_tower(tower)
		)
		tower.deselected.connect(func():
			_on_deselected_tower(tower)
		)
		tower.selection_group_id_changed.connect(func(previous_id: String):
			_on_tower_selection_group_id_changed(tower, previous_id)
		)

func _on_selected_tower(tower: Tower):
	if not has_node_in_group(tower, tower.selection_group_id):
		add_to_selection_group([tower], tower.selection_group_id)

func _on_deselected_tower(tower: Tower):
	remove_from_selection_group([tower], tower.selection_group_id)

func _on_tower_selection_group_id_changed(tower: Tower, previous_id: String):
	move_to_selection_group([tower], previous_id, tower.selection_group_id)