generalized card vs item, cleaned up some headbob stuff, added the ability to refund a wall block

This commit is contained in:
2023-12-08 03:05:11 +11:00
parent dfeddc08e0
commit 1e3e380b90
31 changed files with 286 additions and 186 deletions

View File

@@ -20,8 +20,13 @@ var tower_frames = []
var wall_id = 0
func toggle_point(point_id):
networked_toggle_point.rpc(point_id)
func toggle_point(point_id, caller_id):
networked_toggle_point.rpc(point_id, caller_id)
func remove_wall(wall : TowerBase):
networked_remove_wall.rpc(wall.point_id)
toggle_point(wall.point_id, multiplayer.get_unique_id())
func point_is_build_location(point_id):
@@ -42,15 +47,15 @@ func test_path_if_point_toggled(point_id) -> bool:
@rpc("reliable", "any_peer", "call_local")
func networked_toggle_point(point_id):
func networked_toggle_point(point_id, caller_id):
if astar.is_point_disabled(point_id):
astar.set_point_disabled(point_id, false)
else:
astar.set_point_disabled(point_id, true)
find_path()
disable_path_tower_frames()
if is_multiplayer_authority():
networked_spawn_wall.rpc(astar.get_point_position(point_id), wall_id)
if is_multiplayer_authority() and astar.is_point_disabled(point_id):
networked_spawn_wall.rpc(astar.get_point_position(point_id), wall_id, caller_id)
wall_id += 1
@@ -131,11 +136,13 @@ func disable_path_tower_frames():
@rpc("reliable", "call_local")
func networked_spawn_wall(pos : Vector3, name_id : int):
func networked_spawn_wall(pos : Vector3, name_id : int, caller_id : int):
var base = tower_base_scene.instantiate() as TowerBase
base.position = pos
base.name = "Wall" + str(name_id)
base.owner_id = caller_id
var point_id = astar.get_closest_point(pos, true)
base.point_id = point_id
tower_base_ids[point_id] = base
tower_bases.append(base)
tower_path.add_child(base)
@@ -157,6 +164,27 @@ func networked_spawn_wall(pos : Vector3, name_id : int):
tower_base_ids[west_point].set_east_wall(true)
@rpc("reliable", "call_local", "any_peer")
func networked_remove_wall(wall_id: int):
var wall = tower_base_ids[wall_id]
Game.connected_players_nodes[wall.owner_id].currency += Data.wall_cost
tower_bases.erase(wall)
tower_base_ids.erase(wall_id)
wall.queue_free()
var north_point = get_north_point(wall_id)
var south_point = get_south_point(wall_id)
var east_point = get_east_point(wall_id)
var west_point = get_west_point(wall_id)
if north_point >= 0 and astar.is_point_disabled(north_point):
tower_base_ids[north_point].set_south_wall(false)
if south_point >= 0 and astar.is_point_disabled(south_point):
tower_base_ids[south_point].set_north_wall(false)
if east_point >= 0 and astar.is_point_disabled(east_point):
tower_base_ids[east_point].set_west_wall(false)
if west_point >= 0 and astar.is_point_disabled(west_point):
tower_base_ids[west_point].set_east_wall(false)
func build_random_maze(block_limit):
var untested_point_ids = []
for index in (grid_size.x * grid_size.y):
@@ -167,7 +195,7 @@ func build_random_maze(block_limit):
var random_point = untested_point_ids.pick_random()
untested_point_ids.erase(random_point)
if test_path_if_point_toggled(random_point):
networked_toggle_point.rpc(random_point)
networked_toggle_point.rpc(random_point, multiplayer.get_unique_id())
func place_random_towers(tower_limit):
@@ -177,7 +205,7 @@ func place_random_towers(tower_limit):
for index in tower_limit:
var random_base = untowered_bases.pick_random() as TowerBase
untowered_bases.erase(random_base)
random_base.add_card(Data.cards.pick_random())
random_base.add_card(Data.cards.pick_random(), multiplayer.get_unique_id())
func find_path() -> bool: