pulled out target selection to its own node
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62
Scripts/target_finder.gd
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62
Scripts/target_finder.gd
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class_name TargetFinder extends Node
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@export var tower: Tower
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@export var max_targets: int = 1
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var target_cache: EnemyController
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var multiple_targets_cache: Array[EnemyController]
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func get_multiple_targets() -> Array[EnemyController]:
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var new_cache: Array[EnemyController] = []
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for enemy: EnemyController in multiple_targets_cache:
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if is_instance_valid(enemy) and enemy.alive and enemy.global_position.distance_to(tower.global_position) <= tower.target_range:
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new_cache.append(enemy)
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if new_cache.size() < max_targets:
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multiple_targets_cache = find_multiple_targets(new_cache)
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return multiple_targets_cache
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func get_target() -> EnemyController:
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if !is_instance_valid(target_cache) or !target_cache.alive or tower.global_position.distance_to(target_cache.global_position) > tower.target_range:
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target_cache = find_enemy()
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return target_cache
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func find_enemy() -> EnemyController:
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var most_progressed_enemy: EnemyController = null
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for enemy: EnemyController in get_tree().get_nodes_in_group("Enemies"):
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if tower.global_position.distance_to(enemy.global_position) > tower.target_range:
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continue
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var em_1: EnemyMovement = enemy.movement_controller as EnemyMovement
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var em_2: EnemyMovement
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if most_progressed_enemy != null:
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em_2 = most_progressed_enemy.movement_controller as EnemyMovement
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if (most_progressed_enemy == null or em_1.distance_remaining < em_2.distance_remaining) and enemy.stats.target_type & tower.stats.target_type:
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most_progressed_enemy = enemy
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return most_progressed_enemy
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#TODO: Figure out how to multiplayer-ize this
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#networked_acquire_target.rpc(get_tree().root.get_path_to(most_progressed_enemy))
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func find_multiple_targets(existing_cache: Array[EnemyController]) -> Array[EnemyController]:
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var possible_enemies: Array[EnemyController] = []
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for enemy: EnemyController in get_tree().get_nodes_in_group("Enemies"):
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if !is_instance_valid(enemy):
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continue
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if tower.global_position.distance_to(enemy.global_position) > tower.target_range:
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continue
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if !(enemy.stats.target_type & tower.stats.target_type):
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continue
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if multiple_targets_cache.has(enemy):
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continue
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possible_enemies.append(enemy)
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for x: int in max_targets - existing_cache.size():
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if possible_enemies.size() == 0:
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break
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var chosen: EnemyController = possible_enemies.pick_random()
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possible_enemies.erase(chosen)
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existing_cache.append(chosen)
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return existing_cache
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