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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()

var mobs_in_range: Array = []

#var selection_area: Area2D

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

@export var attack_range: int = 32:
	set(value):
		attack_range = value
		$Range/CollisionShape2D.shape.radius = attack_range

@export var attack_power: int = 1

var attack_speed_base: float = 2.0
@export var attack_speed: int = 1:
	set(value):
		attack_speed = value
		%ShootCooldown.wait_time = attack_speed_base / attack_speed

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


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


func _ready():
	$AnimatedSprite2D.play()
	
	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 + attack_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 $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 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_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_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.append(component)
	var sprite = component.sprite
	$ComponentsAnchor.add_child(sprite)
	redraw_components()
	components_changed.emit()

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()
	components_changed.emit()

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 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 := ""
	
	string += str(attack_range)
	string += str(attack_power)
	string += str(attack_speed)
	
	for component in components:
		string += component.name
		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.attack_range = attack_range
	data.attack_power = attack_power
	data.attack_speed = attack_speed
	data.components = components.map(func(item: TowerComponent):
		return inst_to_dict(item.to_network_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 in components.duplicate():
		remove_component(component.name)
	
	for component_data in data.components:
		var component_network_data: TowerComponent.NetworkData = dict_to_inst(component_data)
		var component = load("res://Towers/Components/" + component_network_data.name + "Component.gd").new()
		component.level = component_network_data.level
		add_component(component)

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.attack_range = data.attack_range
	tower.attack_power = data.attack_power
	tower.attack_speed = data.attack_speed
	
	return tower