1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
|
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
|