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class_name Unit
extends CharacterBody2D
signal reached_goal
signal selected
static var selected_unit: Unit
var is_selected = false :
set(value):
if value:
Unit.selected_unit = self
selected.emit()
$Label.visible = true
line.visible = true
else:
if Unit.selected_unit == self:
Unit.selected_unit = null
$Label.visible = false
line.visible = false
is_selected = value
queue_redraw()
var is_hovered = false :
set(value):
if value:
$Label.visible = true
else:
if not is_selected:
$Label.visible = false
is_hovered = value
queue_redraw()
var target_path: NodePath
var target: Node2D:
set(value):
target = value
reset_path()
var immediate_target: Vector2
var current_path: PackedVector2Array
var current_path_idx = 0 :
set(value):
current_path_idx = value
if line:
line.points = PackedVector2Array(current_path.slice(value))
var previous_position: Vector2
var recent_closest_paths: Array[PackedVector2Array]
var stuck_position_accumulator = 0.0
var roaming_mode = false
# rpc owner id
@export var owner_id = 1
@export var base_speed: float = 100
@export var speed: float = base_speed
@export var hp = 50 :
set = set_hp
@onready var line: Line2D = $UnitPathLine.duplicate()
@onready var sprite: Sprite2D = $Sprite2D
func _ready():
if not target:
if target_path:
target = get_node(target_path)
line.name = "Line@" + name
get_parent().add_child(line)
reset_path()
Client.current_stage.path_grid_changed.connect(func():
# TODO: get current position from owner_id rpc
var has_intersection = Client.array_intersect(current_path, Stage.last_solid_set_points)
# bug: when setting two towers in close succession, new tower overwrites old last solid points
#print(current_path)
#print(Stage.last_solid_set_points)
if has_intersection:
#print("true")
reset_path()
current_path_idx = min(1, current_path.size() - 1)
)
%HPBar.init(hp)
set_hp(hp)
$SelectionArea/CollisionShape2D.shape.size = $Sprite2D.texture.get_size() * $Sprite2D.scale
func _physics_process(delta):
if not multiplayer.is_server():
#Network.update_unit.rpc(get_path(), {
#"hp": hp,
#})
return
previous_position = global_position
if not current_path.is_empty():
if (global_position - current_path[current_path_idx]).is_zero_approx():
current_path_idx += 1
if current_path_idx >= current_path.size():
reset_path()
walk_along_path(current_path, current_path_idx, delta)
if roaming_mode:
var collision = get_last_slide_collision()
if collision:
var tower = collision.get_collider() as Node2D
Client.destroy_tower(tower)
# if unit stuck in tower
var position_difference = abs(previous_position - global_position)
if position_difference.x < 0.1 and position_difference.y < 0.1:
stuck_position_accumulator += delta
if stuck_position_accumulator >= 1.0:
reset_path()
else:
stuck_position_accumulator = 0
#Network.update_unit.rpc(get_path(), {
#"position": global_position,
#"hp": hp,
#"sprite": {"self_modulate": $Sprite2D.self_modulate},
#"current_path_idx": current_path_idx,
#"current_path": current_path,
#})
func _draw():
if is_selected:
draw_circle(
Vector2.ZERO,
Client.current_stage.map.tile_set.tile_size.x * 0.75,
Color(1, 1, 1, 0.75),
false,
1.0
)
modulate = Color(1.5, 1.5, 1.5)
elif is_hovered:
draw_circle(
Vector2.ZERO,
Client.current_stage.map.tile_set.tile_size.x * 0.75,
Color(1, 1, 1, 0.5),
false,
1.0
)
modulate = Color(1.25, 1.25, 1.25)
else:
modulate = Color(1, 1, 1)
func _on_navigation_base_area_entered(area: Area2D):
if not multiplayer.is_server():
return
if area.is_in_group("goal"):
reached_goal.emit()
queue_free()
if area.is_in_group("path"):
var path_node: PathNode = area.get_parent()
if path_node == target:
target = path_node.next_node
func walk_along_path(path: PackedVector2Array, index: int, delta: float):
immediate_target = path[index]
var displacement := immediate_target - global_position
var direction := displacement.normalized()
var distance := displacement.length()
var max_speed: float = (distance / delta)
velocity = direction * minf(speed, max_speed)
for effect in get_effects():
if effect.has_method("apply_physics"):
effect.apply_physics(delta)
# todo: changing velocity here doesn't work nicely
# todo: because the velocity expects ??to each the point??, so it stutters
move_and_slide()
func set_hp(value):
# TODO: rpc on damage
hp = value
if get_node("%HPBar"):
%HPBar.set_value(value)
if get_node("Label"):
$Label.text = str(hp)
if hp <= 0:
queue_free()
func get_effects():
var effects = []
for node in get_children():
if is_instance_of(node, Effect):
effects.append(node)
return effects
func add_effect(effect: Effect):
var node = get_node_or_null(NodePath(effect.name)) as Effect
if node:
node.set_duration(node.duration)
else:
add_child(effect)
func reset_path():
roaming_mode = false
current_path = get_grid_path()
if current_path.is_empty():
# TODO: nimm letzte route davor die noch ging, falls verfügbar
# TODO: schneide ab bis eins vor neue tower position. (=partial path)
# TODO: laufe bis dahin und checke dann end of partial path
current_path = get_grid_path(true)
recent_closest_paths.append(current_path)
# reached end of partial path
if current_path.size() == 1 and current_path[0] == global_position:
roaming_mode = true
current_path = PackedVector2Array([target.path_position + Vector2(16,16)])
# iterating between one or more closest paths
elif recent_closest_paths.count(current_path) >= 2:
roaming_mode = true
current_path = PackedVector2Array([target.path_position + Vector2(16,16)])
recent_closest_paths = []
else:
recent_closest_paths = []
roaming_mode = false
current_path_idx = 0
if line:
line.points = PackedVector2Array(current_path)
func get_grid_path(partial = false):
return Client.current_stage.path_grid.get_point_path(
Client.current_stage.map.local_to_map(global_position),
Client.current_stage.map.local_to_map(target.path_position),
partial
)
func _on_selection_area_input_event(_viewport: Node, event: InputEvent, _shape_idx: int) -> void:
# disable remote select for now
if owner_id != multiplayer.get_unique_id():
return
if Client.state is StateDefault:
if event.is_action_pressed("select"):
if selected_unit:
selected_unit.is_selected = false
is_selected = true
$Label.text = str(hp)
func _on_selection_area_mouse_entered() -> void:
is_hovered = true
func _on_selection_area_mouse_exited() -> void:
is_hovered = false
func _on_tree_exiting() -> void:
is_selected = false
line.queue_free()
Network.remove_unit.rpc(get_path())
class NetworkData extends Resource:
var name: String
var owner_id: int
var position: Vector2
var target_path: String
var hp: int
var speed: float
var texture_path: String
func to_network_data() -> NetworkData:
var data = NetworkData.new()
data.name = name
data.owner_id = owner_id
data.position = global_position
data.target_path = target.get_path()
data.hp = hp
data.speed = speed
data.texture_path = get_node("Sprite2D").texture.resource_path
return data
#func update_with_network_data(data: NetworkData):
# TODO
static func from_network_data(data: NetworkData) -> Unit:
var unit: Unit = preload("res://Units/Unit.tscn").instantiate()
unit.name = data.name
unit.owner_id = data.owner_id
unit.global_position = data.position
#unit.target = unit.get_tree().current_scene.get_node(data.target_path)
unit.target_path = data.target_path
unit.hp = data.hp
unit.speed = data.speed
unit.get_node("Sprite2D").texture = load(data.texture_path)
return unit
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