inching towards better class inheritence and multiplayer compatibility
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58
Scripts/tower.gd
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58
Scripts/tower.gd
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extends Node3D
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class_name OldTower
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@export var model : Node3D
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@export var range_sphere : CSGSphere3D
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@export var minimap_range_sphere : CSGSphere3D
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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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range_sphere.radius = stats.fire_range
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minimap_range_sphere.radius = stats.fire_range
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#minimap_range_sphere.set_visible(true)
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func preview_range(value):
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range_sphere.set_visible(value)
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minimap_range_sphere.set_visible(value)
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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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var em_1 = enemy.movement_controller as EnemyMovement
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var em_2 : EnemyMovement
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if most_progressed_enemy != null:
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em_2 = most_progressed_enemy.movement_controller as EnemyMovement
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if (most_progressed_enemy == null or em_1.distance_remaining < em_2.distance_remaining) 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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