added player Finite State Machine
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80
card_placing_tool.gd
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80
card_placing_tool.gd
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class_name CardPlacingTool
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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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var enabled: bool = false
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var tower_preview: Tower
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var tower_preview_card: Card
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var last_tower_base: TowerBase
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var ray_collider: Object
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func reset() -> void:
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delete_tower_preview()
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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 !ray_collider or hero.hand.size == 0 or ray_collider.has_card:
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delete_tower_preview()
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if ray.is_colliding() and ray.get_collider() is TowerBase:
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ray_collider = ray.get_collider()
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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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else:
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ray_collider = null
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func interact() -> void:
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if ray.is_colliding() and ray.get_collider() is TowerBase:
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var tower_base: TowerBase = ray.get_collider() as TowerBase
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put_card_in_tower_base(tower_base)
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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 spawn_tower_preview() -> void:
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delete_tower_preview()
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var card: Card = hero.selected_card
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last_tower_base = ray_collider as TowerBase
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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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last_tower_base.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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