waited far too long for an initial commit but here we are
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45
PCs/Universal/ClassCards/Assault/tower.gd
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45
PCs/Universal/ClassCards/Assault/tower.gd
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extends Node3D
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class_name Tower
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@export var stats : TowerStats
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@export var model : Node3D
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var targeted_enemy
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var cooldown := 0.0
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var other_cooldown := 0.0
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func _ready() -> void:
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cooldown = 1.0 / stats.fire_rate
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func _process(delta: float) -> void:
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other_cooldown -= delta
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if !targeted_enemy:
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acquire_target()
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else:
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if model.global_position.distance_to(targeted_enemy.global_position) > stats.fire_range:
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targeted_enemy = null
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if targeted_enemy:
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aim()
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if other_cooldown <= 0:
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shoot()
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other_cooldown = cooldown
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func shoot():
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targeted_enemy.damage(stats.damage)
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func aim():
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model.look_at(targeted_enemy.global_position)
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func acquire_target():
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var most_progressed_enemy = null
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for enemy in get_tree().get_nodes_in_group("Enemies"):
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if model.global_position.distance_to(enemy.global_position) > stats.fire_range:
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continue
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if (most_progressed_enemy == null or enemy.progress >= most_progressed_enemy.progress) and enemy.stats.target_type & stats.can_target:
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most_progressed_enemy = enemy
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if most_progressed_enemy != null:
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targeted_enemy = most_progressed_enemy
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