summaryrefslogtreecommitdiff
path: root/Units/Unit.gd
blob: f5bb6a617290739e14b88f53c5055612eb0b4417 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
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()

var sprite: AnimatedSprite2D:
	get():
		if not sprite:
			return get_node("AnimatedSprite2D")
		return sprite


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


func _ready():
	base_speed *= scale.x
	speed = base_speed
	
	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():
		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
	
	#Client.update_unit(get_path(), to_network_data())


func _draw():
	if is_selected:
		draw_circle(
			$Sprite2D.position,
			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(
			$Sprite2D.position,
			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: Vector2 = 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
	
	if velocity.x > 0 and velocity.y == 0:
		$AnimatedSprite2D.play("right")
	elif velocity.x < 0 and velocity.y == 0:
		$AnimatedSprite2D.play("left")
	elif velocity.x == 0 and velocity.y > 0:
		$AnimatedSprite2D.play("down")
	elif velocity.x == 0 and velocity.y < 0:
		$AnimatedSprite2D.play("up")
	elif velocity.x > 0 and velocity.y > 0:
		$AnimatedSprite2D.play("down_right")
	elif velocity.x > 0 and velocity.y < 0:
		$AnimatedSprite2D.play("up_right")
	elif velocity.x < 0 and velocity.y > 0:
		$AnimatedSprite2D.play("down_left")
	elif velocity.x < 0 and velocity.y < 0:
		$AnimatedSprite2D.play("up_left")
	
	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 base_speed: float
	var speed: float
	
	var texture_path: String
	var sprite_frames_path: String
	var sprite_modulate: Color
	var sprite_self_modulate: Color
	var sprite_animation: StringName
	var sprite_frame: int

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.base_speed = base_speed
	#data.speed = speed
	
	#data.texture_path = sprite.texture.resource_path
	data.sprite_frames_path = sprite.sprite_frames.resource_path
	#data.sprite_modulate = sprite.modulate
	#data.sprite_self_modulate = sprite.self_modulate
	#data.sprite_animation = sprite.animation
	#data.sprite_frame = sprite.frame
	
	return data


func update_with_network_data(_data: NetworkData):
	pass
	#position = data.position
	
	#hp = data.hp
	
	#speed = data.speed
	
	#sprite.self_modulate = data.sprite_self_modulate
	#data.sprite_animation = sprite.animation
	#data.sprite_frame = sprite.frame


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.base_speed = data.base_speed
	#unit.speed = data.speed
	
	#unit.sprite.texture = load(data.texture_path)
	unit.sprite.sprite_frames = load(data.sprite_frames_path)
	#unit.sprite.modulate = data.sprite_modulate
	
	return unit