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class_name Stage
extends Node


signal path_grid_changed

static var maps: Array[Node]
static var map: TileMapLayer
static var path_grid: AStarGrid2D
static var last_solid_set_points: Array[Vector2]


func _init() -> void:
	Client.initialize_stage(self)


func _ready() -> void:
	maps = find_children("*", "TileMapLayer")
	map = maps[0]
	
	path_grid = AStarGrid2D.new()
	path_grid.region = map.get_used_rect()
	path_grid.cell_size = map.tile_set.tile_size
	path_grid.offset = map.tile_set.tile_size / 2
	path_grid.diagonal_mode = AStarGrid2D.DIAGONAL_MODE_AT_LEAST_ONE_WALKABLE
	path_grid.update()
	
	assert(get_node("%StateManager"), "StateManager missing")
	assert(get_node("%StateManager").get_children().size() > 0, "StateManager has no States")
	
	@warning_ignore("shadowed_variable")
	for map in maps:
		for cell in map.get_used_cells():
			var tile_data = map.get_cell_tile_data(cell)
			if tile_data.get_collision_polygons_count(0) > 0:
				path_grid.set_point_solid(cell, true)


func place_tower(_remote_data: Dictionary) -> void:
	pass

func _place_tower(parent: Node2D, tower: Tower):
	var player: Player = Network.get_player(tower.owner_id)
	tower.get_node("AnimatedSprite2D").modulate = player.get_color()
	tower.get_node("ComponentsAnchor").modulate = player.get_color()
	
	fill_tower_region(tower, true)
	
	var particles = preload("res://Towers/PlacementParticles.tscn").instantiate()
	particles.global_position = tower.get_node("GroundAnchor").global_position
	particles.play_sound = multiplayer.get_unique_id() == tower.owner_id
	particles.scale = tower.scale
	parent.add_child(particles)
	
	parent.add_child(tower, true)


func destroy_tower(tower: Tower):
	fill_tower_region(tower, false)
	tower.queue_free()


func fill_tower_region(tower: Tower, solid = true):
	var region = tower.get_region().size.snapped(path_grid.cell_size)
	var tower_position = map.local_to_map(tower.global_position)
	
	last_solid_set_points = []
	if solid:
		for x in (region / path_grid.cell_size).x + 1:
			for y in (region / path_grid.cell_size).y + 1:
				last_solid_set_points.append(
					map.map_to_local(tower_position + Vector2i(x, y))
				)
	
	path_grid.fill_solid_region(
		Rect2i(
			map.local_to_map(tower.global_position),
			(region / path_grid.cell_size)
		),
		solid
	)
	path_grid_changed.emit()


func spawn_unit(_remote_data: Dictionary) -> void:
	pass

func _spawn_unit(parent: Node2D, unit: Unit):
	var player: Player = Network.get_player(unit.owner_id)
	unit.sprite.modulate = player.get_color()
	
	parent.add_child(unit, true)


func set_player_script(script: Script):
	for player in Network.get_players():
		var previous_values := {}
		var property_list = player.get_script().get_script_property_list().filter(func(item):
			return item.type != 0
		)
		for property in property_list:
			previous_values[property.name] = player[property.name]
		
		player.set_script(script)
		for property in previous_values:
			player[property] = previous_values[property]


## get spawn node
func get_spawn():
	pass

## get target after spawn to overwrite default spawn target
func get_overwrite_target():
	pass