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class_name Tower
extends StaticBody2D


signal selected
signal deselected

signal selected_secondary

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_highlighted = false
		is_selected = value
		queue_redraw()

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 is_highlighted := false:
	set(value):
		is_highlighted = value
		queue_redraw()

signal selection_group_id_changed(previous_id: String)
@onready var selection_group_id := get_group_id():
	set(value):
		var previous_id = selection_group_id
		selection_group_id = value
		selection_group_id_changed.emit(previous_id)

# rpc owner id
@export var owner_id = 1

signal components_changed
@export var components: Dictionary


func _init():
	scale = Vector2(Client.current_stage.map.tile_set.tile_size) / Vector2(16, 16)


func _ready():
	$AnimatedSprite2D.play()
	
	for component in [preload("res://Towers/Components/RangeComponent.tscn").instantiate(), preload("res://Towers/Components/AttackComponent.tscn").instantiate()]:
		add_component(component)
	
	redraw_components()
	components_changed.connect(func():
		selection_group_id = get_group_id()
	)


func _draw():
	modulate = Color(1, 1, 1)
	
	if is_hovered:
		if Client.state is StateDefault:
			draw_circle(
				Vector2(Client.current_stage.map.tile_set.tile_size) / scale,
				8 + components.get(TowerComponent.ComponentType.Range).range,
				Color(1, 1, 1, 0.5),
				false,
				1.0
			)
			modulate = Color(1.25, 1.25, 1.25)
	
	if is_selected:
		modulate = Color(1.5, 1.5, 1.5)
	
	if is_highlighted:
		var sprite_size = $AnimatedSprite2D.sprite_frames.get_frame_texture("default", 0).get_size() * $AnimatedSprite2D.scale
		draw_rect(
			Rect2($AnimatedSprite2D.position, sprite_size),
			Color(1, 1, 1, 1.0),
			false,
			2.0 / get_viewport().get_camera_2d().zoom.x
		)


func _process(delta: float) -> void:
	if multiplayer.is_server():
		for component in components.values():
			if component.has_method("process"):
				component.process(delta)


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 event.is_action_pressed("select_secondary"):
		selected_secondary.emit()
	
	if Client.state is StateBuild:
		if event.is_action_pressed("builder_cancel"):
			Client.remove_tower(self)


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_primary(event: InputEvent) -> void:
	# disable remote select for now
	if owner_id != multiplayer.get_unique_id():
		return
	
	if Client.state is StateDefault:
		if Input.is_action_pressed("select_multiple") and is_selected:
			is_selected = false
		else:
			Client.select_tower(self)
			
			if event.is_double_click():
				Client.multi_select(3)


func add_component(component: TowerComponent):
	components[component.type] = component
	add_child(component)
	component.on_add(self)
	
	var sprite = component.sprite.duplicate()
	%ComponentsAnchor.add_child(sprite)
	redraw_components()
	
	components_changed.emit()


func redraw_components():
	pass
	#var keys = components.keys()
	#for idx in range(keys.size()):
		#var key = keys[idx]
		#var component: TowerComponent = components[key]
		##var sprite = %ComponentsAnchor.get_node(NodePath(component.id))
		##sprite.position.y = (idx + 1) * -16


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


func get_group_id() -> String:
	var string := ""
	
	for component: TowerComponent in components.values():
		string += component.id
		string += str(component.level)
	
	return string.md5_text()


func _on_tree_exiting() -> void:
	is_selected = false



class NetworkData extends Resource:
	var name: String
	var owner_id: int
	var position: Vector2
	
	var attack_range: int
	var attack_power: int
	var attack_speed: int
	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.values().map(func(item: TowerComponent):
		var component_data = inst_to_dict(item.to_network_data())
		component_data["path"] = item.get_path()
		
		return component_data
	)
	
	data.sprite_modulate = $AnimatedSprite2D.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_data in data.components:
		var component = get_node_or_null(component_data.path) as TowerComponent
		if not component:
			add_component(TowerComponent.from_network_data(dict_to_inst(component_data)))
		else:
			component.update_with_network_data(dict_to_inst(component_data))

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
	
	tower.get_node("AnimatedSprite2D").modulate = data.sprite_modulate
	tower.get_node("%ComponentsAnchor").modulate = data.components_anchor_modulate
	
	return tower