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class_name AttackTowerComponent
extends TowerComponent
var power := 1
var speed_base := 2.0
var speed := 1
@onready var shoot_cooldown := $ShootCooldown
@onready var shoot_sound := $ShootSound
var range_component: RangeTowerComponent:
get():
return current_tower.components[ComponentType.Range]
func _ready() -> void:
update_power()
level_changed.connect(update_power)
update_speed()
level_changed.connect(update_speed)
func update_power():
if level <= 2:
power = level
else:
power = 1 + max(1, level - ceil(level / 2.0))
func update_speed():
speed = max(1, ceil(level / 2.0))
shoot_cooldown.wait_time = speed_base / speed
func update_range():
shoot_sound.max_distance = range_component.range * Client.current_stage.map.tile_set.tile_size.x
func on_add(tower: Tower):
super.on_add(tower)
update_range()
range_component.range_changed.connect(update_range)
func process(_delta: float):
if shoot_cooldown.is_stopped() and not range_component.units_in_range.is_empty():
shoot()
shoot_cooldown.start()
func shoot():
var target = range_component.units_in_range[0]
for component in current_tower.components.values():
if component.has_method("on_shoot"):
component.on_shoot(target)
shoot_fx.rpc()
if is_melee_range():
target.set_hp(target.hp - 1)
else: # TODO
target.set_hp(target.hp - 1)
@rpc("authority", "call_local")
func shoot_fx():
shoot_sound.play()
func is_melee_range():
return range_component.range <= (Client.current_stage.map.tile_set.tile_size.x * 2)
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