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path: root/Game/States/Build/BuilderElement.gd
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class_name BuilderElement
extends Node2D


@export var element: Resource
var instance: Tower

var collision_shape: Shape2D

var previous_position: Vector2

var collision_areas: Array[Area2D] = []


func _ready():
	instance = element.instantiate()
	
	var element_sprite: Sprite2D = instance.get_node("Sprite2D")
	$Sprite2D.texture = element_sprite.texture
	$Sprite2D.region_enabled = element_sprite.region_enabled
	$Sprite2D.region_rect = element_sprite.region_rect
	$Sprite2D.scale = element_sprite.scale
	$Sprite2D.position = element_sprite.position
	
	var element_collision_shape = instance.get_node("CollisionShape2D").duplicate() as CollisionShape2D
	collision_shape = element_collision_shape.shape
	
	var tile_size = Client.current_stage.map.tile_set.tile_size
	var snapped_size = collision_shape.size.snapped(tile_size)
	for x in (snapped_size.x / tile_size.x):
		for y in (snapped_size.y / tile_size.y):
			var collision_visibility_area_scene = preload("res://UI/CollisionVisibilityArea.tscn")
			var collision_visibility_area = collision_visibility_area_scene.instantiate()
			collision_visibility_area.position = Vector2(
				x * tile_size.x,
				y * tile_size.y
			)
			collision_visibility_area.set_collision_layer_value(3, true)
			collision_visibility_area.set_collision_mask_value(1, true)
			collision_visibility_area.set_collision_mask_value(2, true)
			collision_visibility_area.set_collision_mask_value(3, true)
			collision_visibility_area.set_collision_mask_value(4, true)
			collision_visibility_area.set_collision_mask_value(8, true)
			collision_visibility_area.colliding_color = Color(1, 0, 0, 0.5)
			collision_visibility_area.not_colliding_color = Color(0, 1, 0, 0.25)
			
			if Client.current_stage.has_method("get_builder_collision_masks"):
				for idx in Client.current_stage.get_builder_collision_masks():
					collision_visibility_area.set_collision_mask_value(idx, true)
			
			var shape = RectangleShape2D.new()
			shape.size = Vector2(tile_size - Vector2i(1, 1))
			var cshape = CollisionShape2D.new()
			cshape.shape = shape
			cshape.position = tile_size / 2
			
			collision_visibility_area.add_child(cshape)
			add_child(collision_visibility_area)
			
			collision_areas.append(collision_visibility_area)


func _draw():
	draw_circle(
		Client.current_stage.map.tile_set.tile_size,
		8 + instance.attack_range,
		Color(1, 1, 1, 0.75),
		false,
		1.0
	)


func _process(_delta):
	previous_position = global_position
	global_position = get_global_mouse_position().snapped(Client.current_stage.map.tile_set.tile_size) - Vector2(16,16)
	
	if global_position != previous_position:
		queue_redraw()
	
	# TODO: rpc to other peers
	# TODO: only as preview not as blocking to build


func can_build():
	for area in collision_areas:
		if area.get_overlapping_areas().size() > 0:
			return false
		
		if area.get_overlapping_bodies().size() > 0:
			return false
	
	#if Client.current_stage.has_method("can_build"):
		#return Client.current_stage.can_build()
	
	return true


func _on_area_entered(_node) -> void:
	queue_redraw()

func _on_area_exited(_node) -> void:
	queue_redraw()