conforms file names to consistant standard
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150
characters/path_tool/scr_path_tool.gd
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150
characters/path_tool/scr_path_tool.gd
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class_name PathTool
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extends Node3D
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@export var hero: Hero
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@export var ray: RayCast3D
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@export var wall_preview: TowerBase
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@export var progress_bar: TextureProgressBar
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var enabled: bool = false
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var level: Level
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var point: FlowNodeData
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var obstacle_last_point: int = -1
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var valid_point: bool = false # a point is valid if the path would still be traversable overall if this point was made untraversable
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var ray_collider: Object
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var ray_point: Vector3
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var last_point: FlowNodeData
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var last_tower_base: TowerBase
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var interact_key_held: bool = false
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var interacted_once: bool = false
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var interact_held_time: float = 0.0
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var interact_hold_time: float = 0.4
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func _ready() -> void:
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var c: Color = Color.GREEN
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c.a = 0.8
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wall_preview.set_color(c)
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wall_preview.set_float(0.0)
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wall_preview.toggle_collision()
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func _process(delta: float) -> void:
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if !enabled:
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reset()
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return
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if interact_key_held:
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if !interacted_once:
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if valid_point and hero.currency >= Data.wall_cost and ray_collider and point.buildable:
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interact_held_time += delta
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set_progress_percent(interact_held_time / interact_hold_time)
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wall_preview.set_float(interact_held_time / interact_hold_time)
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if interact_held_time >= interact_hold_time:
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set_progress_percent(0)
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interacted_once = true
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build_wall()
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elif ray_collider is TowerBase:
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interact_held_time += delta
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set_progress_percent(interact_held_time / interact_hold_time)
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if interact_held_time >= interact_hold_time:
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set_progress_percent(0)
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interacted_once = true
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refund_wall(ray_collider)
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else:
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interact_held_time = 0.0
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interacted_once = false
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set_progress_percent(0)
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wall_preview.set_float(0.0)
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if !interacted_once and ray.is_colliding():
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#if statement makes sure once the building animation has started then
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#the position the wall builds in is already decided and moving the mouse
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#around isnt going to make the resulting
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#wall teleport to the new mouse location
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if !interact_key_held:
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wall_preview.set_visible(true)
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if is_instance_valid(ray_collider) and ray_collider is TowerBase:
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level.walls[ray_collider.point].set_float(1.0)
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ray_collider = ray.get_collider()
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ray_point = ray.get_collision_point()
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if ray_collider is TowerBase:
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process_looking_at_tower()
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elif level:
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process_looking_at_level()
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elif !interact_key_held:
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reset()
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if !valid_point:
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wall_preview.set_visible(false)
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if point:
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wall_preview.global_position = point.position
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wall_preview.global_rotation = Vector3.ZERO
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func reset() -> void:
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if is_instance_valid(ray_collider) and ray_collider is TowerBase and level.walls.has(ray_collider.point):
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level.walls[ray_collider.point].set_float(1.0)
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ray_collider = null
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wall_preview.set_visible(false)
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clear_previous_point()
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last_point = null
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func process_looking_at_level() -> void:
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point = level.flow_field.get_closest_point(ray_point, false, true)
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if level.walls.has(point) or hero.currency < Data.wall_cost:
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wall_preview.set_visible(false)
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valid_point = false
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clear_previous_point()
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last_point = point
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else:
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if last_point != point:
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clear_previous_point()
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last_point = point
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if !level.walls.has(point) and level.flow_field.traversable_after_blocking_point(point):
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level.flow_field.toggle_traversable(point)
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wall_preview.set_float(0.0)
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valid_point = true
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else:
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valid_point = false
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func clear_previous_point() -> void:
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if last_point and !level.walls.has(last_point) and !last_point.traversable:
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level.flow_field.toggle_traversable(last_point)
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func process_looking_at_tower() -> void:
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valid_point = false
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point = ray_collider.point
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if last_point != point:
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clear_previous_point()
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last_point = null
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wall_preview.set_visible(false)
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ray_collider.set_color(Color.RED)
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ray_collider.set_float(0.0)
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func build_wall() -> void:
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if point and valid_point and hero.currency >= Data.wall_cost:
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hero.currency -= Data.wall_cost
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networked_set_wall.rpc(point.node_id, multiplayer.get_unique_id())
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wall_preview.visible = false
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@rpc("reliable", "call_local")
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func networked_set_wall(node_id: int, peer_id: int) -> void:
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level.set_wall(node_id, peer_id)
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func refund_wall(wall: TowerBase) -> void:
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if !is_instance_valid(wall):
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return
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if wall.has_cassette:
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wall.remove_cassette()
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level.remove_wall(wall.point)
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func set_progress_percent(value: float) -> void:
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progress_bar.value = progress_bar.max_value * value
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