inching towards better class inheritence and multiplayer compatibility

This commit is contained in:
2023-11-15 15:19:40 +11:00
parent f004f64b71
commit 1500c22ccc
204 changed files with 1920 additions and 1951 deletions

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extends Tower
class_name HitscanTower
func shoot():
super.shoot()
if targeted_enemy and is_instance_valid(targeted_enemy) and targeted_enemy.alive:
targeted_enemy.damage(damage)
@rpc("reliable")
func networked_shoot():
super.networked_shoot()

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extends Tower
class_name ProjectileTower
@export var projectile_scene : PackedScene
var force := 2.0
var projectile_id := 0
func shoot():
if is_multiplayer_authority():
networked_spawn_projectile.rpc(multiplayer.get_unique_id())
@rpc("reliable")
func networked_shoot():
super.networked_shoot()
shoot()
@rpc("reliable", "call_local")
func networked_spawn_projectile(peer_id):
var projectile = projectile_scene.instantiate() as Projectile
projectile.position = global_position + Vector3.UP
projectile.damage = damage
projectile.direction = -yaw_model.global_transform.basis.z
projectile.force = force
projectile.name = base_name + str(peer_id) + str(projectile_id)
get_tree().root.add_child(projectile)
projectile_id += 1

92
Scripts/Towers/tower.gd Normal file
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extends Node3D
class_name Tower
@export var stats : CardText
@export var animator : AnimationPlayer
@export var pitch_model : MeshInstance3D
@export var yaw_model : MeshInstance3D
@export var range_indicator : CSGSphere3D
var base_name
var targeted_enemy
var time_since_firing := 0.0
var time_between_shots := 0.0
var damage := 0.0
var target_range := 0.0
func _ready() -> void:
time_between_shots = stats.get_attribute("Fire Delay")
damage = stats.get_attribute("Damage")
target_range = stats.get_attribute("Range")
range_indicator.radius = target_range
func preview_range(value):
range_indicator.set_visible(value)
func _process(delta: float) -> void:
if !is_multiplayer_authority():
return
if time_since_firing < time_between_shots:
time_since_firing += delta
func _physics_process(_delta: float) -> void:
if !is_multiplayer_authority():
#only doing the graphical sort of stuff but not shoot logic
if targeted_enemy:
if !is_instance_valid(targeted_enemy) or !targeted_enemy.alive or global_position.distance_to(targeted_enemy.global_position) > target_range:
targeted_enemy = null
else:
aim()
return
if !targeted_enemy:
acquire_target()
else:
if !is_instance_valid(targeted_enemy) or !targeted_enemy.alive or global_position.distance_to(targeted_enemy.global_position) > target_range:
targeted_enemy = null
if targeted_enemy:
aim()
if time_since_firing >= time_between_shots:
time_since_firing -= time_between_shots
shoot()
func aim():
yaw_model.look_at(targeted_enemy.global_position)
pitch_model.look_at(targeted_enemy.global_position)
pitch_model.rotation.x = 0.0
func acquire_target():
var most_progressed_enemy = null
for enemy in get_tree().get_nodes_in_group("Enemies"):
if global_position.distance_to(enemy.global_position) > target_range:
continue
var em_1 = enemy.movement_controller as EnemyMovement
var em_2 : EnemyMovement
if most_progressed_enemy != null:
em_2 = most_progressed_enemy.movement_controller as EnemyMovement
if (most_progressed_enemy == null or em_1.distance_remaining < em_2.distance_remaining) and enemy.stats.target_type & stats.target_type:
most_progressed_enemy = enemy
if most_progressed_enemy != null:
targeted_enemy = most_progressed_enemy
networked_acquire_target.rpc(get_tree().root.get_path_to(most_progressed_enemy))
func shoot():
animator.play("shoot")
if is_multiplayer_authority():
networked_shoot.rpc()
@rpc("reliable")
func networked_shoot():
shoot()
@rpc("reliable")
func networked_acquire_target(target_node_path):
targeted_enemy = get_tree().root.get_node(target_node_path)