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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,
})
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