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path: root/Towers/Tower.gd
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class_name Tower
extends StaticBody2D


signal selected
signal deselected

static var selected_towers: Array[Tower]
static var hovered_tower: Tower

var is_selected = false :
	set(value):
		if value:
			if not Tower.selected_towers.has(self):
				Tower.selected_towers.append(self)
			selected.emit()
		else:
			Tower.selected_towers.erase(self)
			deselected.emit()
		is_selected = value
		queue_redraw()
		toggle_ui()

var is_hovered = false :
	set(value):
		if value:
			hovered_tower = self
			Input.set_default_cursor_shape(Input.CURSOR_POINTING_HAND)
		else:
			if hovered_tower == self:
				hovered_tower = null
				Input.set_default_cursor_shape(Input.CURSOR_ARROW)
		is_hovered = value
		queue_redraw()

var mobs_in_range: Array = []

#var selection_area: Area2D

# rpc owner id
@export var owner_id = 1

@export var attack_range: int = 32
@export var attack_power: int = 1
@export var attack_speed: int = 1

@export var components: Array[TowerComponent] = []


func _ready():
	$Range/CollisionShape2D.shape.radius = attack_range
	$ShootCooldown.wait_time = attack_speed
	
	toggle_ui()
	
	#for component in [
		#preload("res://Towers/Components/FrostComponent.gd").new(),
		#preload("res://Towers/Components/BurnComponent.gd").new(),
	#]:
		#add_component(component)


func _draw():
	if is_selected:
		draw_circle(
			Client.current_stage.map.tile_set.tile_size,
			8 + attack_range,
			Color(1, 1, 1, 0.75),
			false,
			1.0
		)
		modulate = Color(1.5, 1.5, 1.5)
	elif is_hovered:
		if Client.state is StateDefault:
			draw_circle(
				Client.current_stage.map.tile_set.tile_size,
				8 + attack_range,
				Color(1, 1, 1, 0.5),
				false,
				1.0
			)
			modulate = Color(1.25, 1.25, 1.25)
	else:
		modulate = Color(1, 1, 1)


func _process(_delta: float) -> void:
	if $ShootCooldown.is_stopped() and not mobs_in_range.is_empty():
		shoot()
		$ShootCooldown.start()
	
	#if selection_area and is_instance_valid(selection_area):
		#var bodies = selection_area.get_overlapping_bodies()
		#if bodies.size() > 0:
			#selection_area.queue_free()
			#for body in bodies:
				#Client.select_tower(body)


func _on_input_event(_viewport: Node, event: InputEvent, _shape_idx: int):
	# disable remote select for now
	if owner_id != multiplayer.get_unique_id():
		return
	
	if Client.state is StateBuild:
		if event.is_action_pressed("builder_cancel"):
			Client.remove_tower(self)


func _on_range_body_entered(body: Node2D) -> void:
	mobs_in_range.append(body)

func _on_range_body_exited(body: Node2D) -> void:
	mobs_in_range.erase(body)


func _on_selectable_area_hover_enter() -> void:
	is_hovered = true

func _on_selectable_area_hover_exit() -> void:
	is_hovered = false

func _on_selectable_area_select(event: InputEvent) -> void:
	# disable remote select for now
	if owner_id != multiplayer.get_unique_id():
		return
	
	if Client.state is StateDefault:
		Client.select_tower(self)
		
		if event.is_double_click():
			var selection_area = preload("res://Game/Selection/MultiSelectArea.tscn").instantiate()
			selection_area.set_collision_mask_value(3, true)
			selection_area.select.connect(func(nodes):
				for node in nodes:
					Client.select_tower(node)
			)
			get_tree().current_scene.add_child(selection_area)




func add_component(component: TowerComponent):
	components.append(component)
	var sprite = component.sprite
	$ComponentsAnchor.add_child(sprite)
	redraw_components()

func remove_component(component_name: String):
	for component in components:
		if component.name == component_name:
			components.erase(component)
			$ComponentsAnchor.remove_child($ComponentsAnchor.get_node(NodePath(component.name)))
			break
	redraw_components()

func redraw_components():
	for idx in range(components.size()):
		var component = components[idx]
		var sprite = $ComponentsAnchor.get_node(NodePath(component.name))
		sprite.position.y = (idx + 1) * -16


func is_melee_range():
	return attack_range <= (Client.current_stage.map.tile_set.tile_size.x * 2)


func shoot():
	if not multiplayer.is_server():
		# TODO: do shoot animation, but don't subtract hp
		return
	
	var target = mobs_in_range[0] as Unit
	
	for component in components:
		if component.has_method("on_shoot"):
			component.on_shoot(target)
	
	if is_melee_range():
		target.set_hp(target.hp - 1)
	else: # TODO
		target.set_hp(target.hp - 1)


func toggle_ui():
	$HUD.visible = is_selected


func get_region():
	var collision_shape := $CollisionShape2D
	var shape = $CollisionShape2D.shape as RectangleShape2D
	
	return Rect2(
		collision_shape.position,
		shape.size
	)


func _on_tree_exiting() -> void:
	is_selected = false


func get_rpc_properties() -> Dictionary:
	return {
		"name": null,
		"global_position": null,
		"owner_id": null,
		"attack_range": null,
	}


func _on_h_box_container_gui_input(event: InputEvent) -> void:
	if event.is_action_pressed("select"):
		get_viewport().set_input_as_handled()
		
		for tower in selected_towers:
			var found = false
			for idx in range(tower.components.size()):
				var component = tower.components[idx]
				if component.name == "Frost":
					found = true
					tower.remove_component(component.name)
					break
			
			if not found:
				tower.add_component(preload("res://Towers/Components/FrostComponent.gd").new())
			
			Client.update_tower(tower.get_path(), tower.to_network_data())


func _on_h_box_container_2_gui_input(event: InputEvent) -> void:
	if event.is_action_pressed("select"):
		get_viewport().set_input_as_handled()
		
		for tower in selected_towers:
			var found = false
			for idx in range(tower.components.size()):
				var component = tower.components[idx]
				if component.name == "Burn":
					found = true
					tower.remove_component(component.name)
					break
			
			if not found:
				tower.add_component(preload("res://Towers/Components/BurnComponent.gd").new())
			
			Client.update_tower(tower.get_path(), tower.to_network_data())


class NetworkData extends Resource:
	var name: String
	var owner_id: int
	var position: Vector2
	var components: Array
	
	var sprite_modulate: Color
	var components_anchor_modulate: Color

func to_network_data() -> NetworkData:
	var data = NetworkData.new()
	
	data.name = name
	data.owner_id = owner_id
	data.position = global_position
	data.components = components.map(func(item: TowerComponent):
		return item.name
	)
	
	data.sprite_modulate = $Sprite2D.modulate
	data.components_anchor_modulate = $ComponentsAnchor.modulate
	
	# IMPROVEMENT: check against last update and only set changed values
	
	return data

func update_with_network_data(data: NetworkData):
	for component in components.duplicate():
		remove_component(component.name)
	
	for component_name in data.components:
		add_component(
			load("res://Towers/Components/" + component_name + "Component.gd").new()
		)

static func from_network_data(data: NetworkData) -> Tower:
	var tower: Tower = preload("res://Towers/Tower.tscn").instantiate()
	
	tower.name = data.name
	tower.owner_id = data.owner_id
	tower.global_position = data.position
	
	return tower