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


signal lives_changed

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()

var income_frequency := 15.0

var price_map = {
	"tower": {
		"cost": 5,
		"attack_range": func(attack_range: int, number_of_towers: int = 1):
			return (attack_range / 8.0) * 10 * number_of_towers
			,
		"attack_power": func(attack_power: int, number_of_towers: int = 1):
			return attack_power * 10 * number_of_towers
			,
		"attack_speed": func(attack_speed: int, number_of_towers: int = 1):
			return attack_speed * 10 * number_of_towers
			,
	},
	
	"unit": {
		"tiers": [
			{
				"cost": 5,
				"income": 1,
			},
		],
	},
}


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


func _ready():
	super._ready()
	
	# initialize player resources
	if multiplayer.is_server():
		for player in Network.get_players():
			Network.update_player.rpc(player.id, {
				"money": 50,
				"income": 5,
			})
	
	# set camera limits
	$Camera.limit_left = $Map.get_used_rect().position.x * %Map.tile_set.tile_size.x - %Map.tile_set.tile_size.x - 8 * %Map.tile_set.tile_size.y
	$Camera.limit_right = $Map.get_used_rect().end.x * %Map.tile_set.tile_size.x - %Map.tile_set.tile_size.x + 8 * %Map.tile_set.tile_size.y
	$Camera.limit_top = %Map.get_used_rect().position.y * %Map.tile_set.tile_size.y - 8 * %Map.tile_set.tile_size.y
	$Camera.limit_bottom = %Map.get_used_rect().end.y * %Map.tile_set.tile_size.y + 8 * %Map.tile_set.tile_size.y
	
	# add players to teams
	Network.player_joined.connect(add_player)
	for id in Network.get_ordered_player_ids():
		add_player(Network.get_player(id))
	
	# set camera for local player
	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)
	
	# set players for HUD teams
	%HUD.get_node("%TeamTop").players = teams.top.players
	%HUD.get_node("%TeamBottom").players = teams.bottom.players
	
	# initialize timer and start
	$IncomeTimer.wait_time = income_frequency
	$IncomeTimer.start()
	
	# initialize lives display
	update_lives("top", 0)
	update_lives("bottom", 0)


func _process(_delta: float) -> void:
	%HUD.time.text = "Time: %.0fs" % clamp($IncomeTimer.time_left + 0.5, 0, $IncomeTimer.wait_time)


@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)
	
	var player = Network.get_player(tower.owner_id)
	player.towers[tower.global_position] = tower
	
	player.money -= price_map.tower.cost
	Network.players_changed.emit()
	
	_place_tower(%Towers, tower)
	Client.placed_tower.emit(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)
	
	var player = Network.get_player(unit.owner_id)
	player.units.append(unit)
	
	player.money -= price_map.unit.tiers[0].cost
	player.income += price_map.unit.tiers[0].income
	Network.players_changed.emit()
	
	if multiplayer.is_server():
		unit.reached_goal.connect(func():
			var team = get_team(player)
			if team == teams.top:
				update_lives.rpc("bottom", -1)
			elif team == teams.bottom:
				update_lives.rpc("top", -1)
		)
	
	_spawn_unit(%Towers, unit)


func can_place_tower():
	if Client.player.money < price_map.tower.cost:
		add_status_message("Not enough money to build tower")
		return false
	
	return true

func can_spawn_unit(tier_idx: int = 0):
	if Client.player.money < price_map.unit.tiers[tier_idx].cost:
		add_status_message("Not enough money to spawn unit")
		return false
	
	return true


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:
	if multiplayer.is_server():
		for player in Network.get_players():
			Network.update_player.rpc(player.id, {
				"money": player.income,
			})
		reset_timer.rpc()

@rpc("authority", "call_local")
func reset_timer():
	$IncomeTimer.wait_time = income_frequency
	$IncomeTimer.start()


@rpc("authority", "call_local")
func update_lives(team: String, lives: int):
	teams[team].lives += lives
	lives_changed.emit()
	
	if lives < 0:
		add_status_message("Team " + team + " lost " + str(abs(lives)) + " life")
	
	if teams[team].lives <= 0:
		add_status_message("Team " + team + " lost the game")