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path: root/Stages/Wintermaul/wintermaul.gd
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class_name Wintermaul
extends Stage


class Teams extends Resource:
	var top := Team.new()
	var bottom := Team.new()
	
	func list() -> Array[Team]: return [top, bottom]

class Team extends Resource:
	var lives := 0
	var players: Array[Player] = []

var teams := Teams.new()


func _init():
	transform_players(preload("res://Stages/Wintermaul/player.gd"))
	
	teams.top.lives = 10
	teams.bottom.lives = 10


func _ready():
	super._ready()
	
	if multiplayer.is_server():
		for player in Network.get_players():
			Network.update_player.rpc(player.id, {
				"money": 5,
				"income": 1,
			})
	
	$Camera.limit_left = $Map.get_used_rect().position.x * %Map.tile_set.tile_size.x
	$Camera.limit_right = $Map.get_used_rect().end.x * %Map.tile_set.tile_size.x
	$Camera.limit_top = %Map.get_used_rect().position.y * %Map.tile_set.tile_size.y
	$Camera.limit_bottom = %Map.get_used_rect().end.y * %Map.tile_set.tile_size.y
	
	Network.player_joined.connect(add_player)
	for id in Network.get_ordered_player_ids():
		add_player(Network.get_player(id))
	
	if get_team(Client.player) == teams.top:
		$Camera.set_center($BuilderCollisions/TeamTop/CollisionShape2D.global_position)
	elif get_team(Client.player) == teams.bottom:
		$Camera.set_center($BuilderCollisions/TeamBottom/CollisionShape2D.global_position)
	
	%HUD.get_node("%TeamTop").players = teams.top.players
	%HUD.get_node("%TeamBottom").players = teams.bottom.players
	
	if multiplayer.is_server():
		$IncomeTimer.start()


@rpc("any_peer", "call_local")
func place_tower(remote_data: Dictionary):
	var data: Tower.NetworkData = dict_to_inst(remote_data)
	var tower = Tower.from_network_data(data)
	
	Network.get_player(tower.owner_id).towers[tower.global_position] = tower
	
	if multiplayer.is_server():
		var player = Network.get_player(tower.owner_id)
		Network.update_player.rpc(player.id, {"money": -1})
	
	_place_tower(%Towers, tower)

@rpc("any_peer", "call_local")
func spawn_unit(remote_data: Dictionary):
	var data: Unit.NetworkData = dict_to_inst(remote_data)
	var unit := Unit.from_network_data(data)
	
	if multiplayer.is_server():
		var player = Network.get_player(unit.owner_id)
		
		unit.reached_goal.connect(func():
			var team = get_team(player)
			if team == teams.top:
				teams.bottom.lives -= 1
			elif team == teams.bottom:
				teams.top.lives -= 1
		)
		
		Network.update_player.rpc(player.id, {
			"money": -1,
			"income": 1,
		})
	
	_spawn_unit(%Units, unit)


func add_player(player: Player):
	if teams.bottom.players.size() < teams.top.players.size():
		teams.bottom.players.append(player)
	else:
		teams.top.players.append(player)


func get_team(player: Player) -> Team:
	for team in teams.list():
		if player in team.players:
			return team
	return null


func get_spawn():
	return %Spawn


func get_overwrite_target():
	var team = get_team(Client.player)
	
	if team == teams.top:
		return [$Paths/PathNodeLeftDown, $Paths/PathNodeRightDown].pick_random()
	elif team == teams.bottom:
		return [$Paths/PathNodeLeftUp, $Paths/PathNodeRightUp].pick_random()


func get_builder_collision_masks():
	var team = get_team(Client.player)
	
	if team == teams.top:
		return [28]
	elif team == teams.bottom:
		return [27]


func _on_income_timer_timeout() -> void:
	for player in Network.get_players():
		Network.update_player.rpc(player.id, {
			"money": player.income,
		})