added player Finite State Machine
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@@ -6,13 +6,11 @@ extends Node3D
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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 = true
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var enabled: bool = false
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var level: Level
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var point: FlowNode
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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 tower_preview: Tower
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var tower_preview_card: Card
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var ray_collider: Object
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var ray_point: Vector3
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var last_point: FlowNode
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@@ -88,17 +86,14 @@ 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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delete_tower_preview()
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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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if tower_preview:
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delete_tower_preview()
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point = level.flow_field.get_closest_buildable_point(ray_point)
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if level.walls.has(point) or !point.buildable or hero.energy < Data.wall_cost or !hero.building_mode:
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if level.walls.has(point) or !point.buildable or hero.energy < 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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@@ -126,40 +121,9 @@ func process_looking_at_tower() -> void:
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if last_point != point:
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clear_previous_point()
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if tower_preview:
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delete_tower_preview()
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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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if hero.hand.size > 0 and !ray_collider.has_card:
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if ray_collider != last_tower_base or hero.selected_card != tower_preview_card:
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spawn_tower_preview()
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func spawn_tower_preview() -> void:
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delete_tower_preview()
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last_tower_base = ray_collider
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var card: Card = hero.selected_card
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tower_preview_card = card
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tower_preview = card.turret_scene.instantiate() as Tower
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tower_preview.stats = card.tower_stats
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tower_preview.position = Vector3.UP
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tower_preview.preview_range(true)
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ray_collider.add_child(tower_preview)
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func delete_tower_preview() -> void:
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last_tower_base = null
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if is_instance_valid(tower_preview):
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tower_preview.queue_free()
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tower_preview = null
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tower_preview_card = null
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func interact() -> void:
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if ray_collider is TowerBase:
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var tower_base: TowerBase = ray_collider as TowerBase
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put_card_in_tower_base(tower_base)
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func build_wall() -> void:
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@@ -177,27 +141,5 @@ func refund_wall(wall: TowerBase) -> void:
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level.remove_wall(wall.point)
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func put_card_in_tower_base(tower_base: TowerBase) -> void:
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if hero.hand.size <= 0:
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return
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var card: Card = hero.selected_card
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var energy_cost: int = int(card.rarity) + 1
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energy_cost *= 2
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if hero.energy < energy_cost:
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return
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if tower_base.has_card:
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tower_base.remove_card()
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hero.hand.remove_at(hero.hand.contents.find(card))
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hero.check_removal()
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#hero.card_sprites[hero.hand_selected_index].queue_free()
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#hero.card_sprites.remove_at(hero.hand_selected_index)
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#if !hero.hand.contents.has(card):
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#hero.decrement_selected()
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tower_base.add_card(card, multiplayer.get_unique_id())
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hero.discard_pile.add(card)
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hero.place_card_audio.play()
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hero.energy -= energy_cost
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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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