pulled out target selection to its own node
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05914a3c64
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16951a9beb
@ -9,9 +9,9 @@ func _ready() -> void:
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func aim() -> void:
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super.aim()
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var pos: Vector2 = Vector2(global_position.x, global_position.z)
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var t_pos: Vector2 = Vector2(targeted_enemy.global_position.x, targeted_enemy.global_position.z)
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var t_pos: Vector2 = Vector2(target_finder.get_target().global_position.x, target_finder.get_target().global_position.z)
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var x: float = pos.distance_to(t_pos)
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var y: float = targeted_enemy.global_position.y - yaw_model.global_position.y
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var y: float = target_finder.get_target().global_position.y - yaw_model.global_position.y
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var v: float = force
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var g: float = ProjectSettings.get_setting("physics/3d/default_gravity")
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var v2: float = pow(v, 2)
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@ -20,14 +20,10 @@ func _process(delta: float) -> void:
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func _physics_process(delta: float) -> void:
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if !targeted_enemy:
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acquire_target()
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else:
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if !targeted_enemy.alive or global_position.distance_to(targeted_enemy.global_position) > target_range:
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targeted_enemy = null
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if !target_finder.get_target():
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time_since_firing_started = 0.0
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current_time_between_shots = time_between_shots
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if targeted_enemy:
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else:
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aim()
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time_since_firing_started += delta
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var progress: float = clamp(time_since_firing_started / time_to_reach_max_speed, 0, 1.0)
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@ -1,63 +1,27 @@
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class_name RocketLauncherTower extends ProjectileTower
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var target_max: float = 3
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var targets: Array[EnemyController] = []
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func _ready() -> void:
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super._ready()
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target_max = floori(stats.get_attribute("Target Limit"))
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target_finder.max_targets = floori(stats.get_attribute("Target Limit"))
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func _physics_process(_delta: float) -> void:
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if !is_multiplayer_authority():
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#only doing the graphical sort of stuff but not shoot logic
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if targeted_enemy and is_instance_valid(targeted_enemy):
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if !targeted_enemy.alive or global_position.distance_to(targeted_enemy.global_position) > target_range:
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targeted_enemy = null
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else:
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if target_finder.get_multiple_targets().size() >= 1:
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aim()
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return
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if targets.size() < target_max:
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acquire_target()
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if targets.size() > 0:
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var valid_targets: Array[EnemyController] = []
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for target: EnemyController in targets:
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if is_instance_valid(target) and target.alive and global_position.distance_to(target.global_position) < target_range:
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valid_targets.append(target)
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targets = valid_targets
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if targets.size() > 0:
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targeted_enemy = targets[0]
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networked_acquire_target.rpc(get_tree().root.get_path_to(targeted_enemy))
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if target_finder.get_multiple_targets().size() >= 1:
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#networked_acquire_target.rpc(get_tree().root.get_path_to(targeted_enemy))
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aim()
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if time_since_firing >= time_between_shots:
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time_since_firing -= time_between_shots
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shoot()
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func acquire_target() -> void:
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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 global_position.distance_to(enemy.global_position) > target_range:
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continue
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if !(enemy.stats.target_type & stats.target_type):
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continue
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if targets.has(enemy):
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continue
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possible_enemies.append(enemy)
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for x: int in target_max - targets.size():
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if possible_enemies.size() == 0:
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return
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var chosen: EnemyController = possible_enemies.pick_random()
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possible_enemies.erase(chosen)
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targets.append(chosen)
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func shoot() -> void:
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for target: EnemyController in targets:
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for target: EnemyController in target_finder.get_multiple_targets():
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networked_spawn_rocket.rpc(get_tree().root.get_path_to(target), multiplayer.get_unique_id())
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@ -4,3 +4,4 @@ class_name Shredder extends StaticBody3D
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func _on_interact_button_button_interacted(_value: int, callback: Hero) -> void:
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var card: Card = callback.inventory.remove_at(callback.inventory_selected_index) as Card
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callback.currency += 5 * (card.rarity + 1)
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callback.decrement_selected()
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@ -1,6 +1,7 @@
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[gd_scene load_steps=6 format=3 uid="uid://bvqu1heobgboe"]
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[gd_scene load_steps=7 format=3 uid="uid://bvqu1heobgboe"]
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[ext_resource type="Script" path="res://Scripts/Towers/tower.gd" id="1_u8bfo"]
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[ext_resource type="Script" path="res://Scripts/target_finder.gd" id="2_txlxp"]
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[sub_resource type="Animation" id="Animation_vk4a8"]
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resource_name = "shoot"
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@ -18,8 +19,9 @@ cull_mode = 1
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shading_mode = 0
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albedo_color = Color(1, 0, 0.415686, 0.223529)
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[node name="Tower" type="Node3D" node_paths=PackedStringArray("animator", "pitch_model", "yaw_model", "range_indicator", "audio_player")]
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[node name="Tower" type="Node3D" node_paths=PackedStringArray("target_finder", "animator", "pitch_model", "yaw_model", "range_indicator", "audio_player")]
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script = ExtResource("1_u8bfo")
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target_finder = NodePath("TargetFinder")
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animator = NodePath("AnimationPlayer")
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pitch_model = NodePath("Pitch")
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yaw_model = NodePath("Yaw")
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@ -51,3 +53,7 @@ radius = 10.0
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radial_segments = 16
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rings = 16
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material = SubResource("StandardMaterial3D_1ucq4")
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[node name="TargetFinder" type="Node" parent="." node_paths=PackedStringArray("tower")]
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script = ExtResource("2_txlxp")
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tower = NodePath("..")
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@ -5,7 +5,7 @@ var direction: Vector3
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func _ready() -> void:
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distance_remaining = character.global_position.distance_squared_to(goal.global_position)
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distance_remaining = character.global_position.distance_to(goal.global_position)
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direction = character.global_position.direction_to(goal.global_position)
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@ -3,10 +3,9 @@ class_name HitscanTower extends Tower
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func shoot() -> void:
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super.shoot()
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if targeted_enemy and is_instance_valid(targeted_enemy) and targeted_enemy.alive:
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targeted_enemy.damage(damage)
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target_finder.get_target().damage(damage)
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if Data.preferences.display_tower_damage_indicators:
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spawn_damage_indicator(targeted_enemy.sprite.global_position)
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spawn_damage_indicator(target_finder.get_target().sprite.global_position)
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@rpc("reliable")
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@ -7,7 +7,7 @@ class_name ShapecastTower extends Tower
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func _process(delta: float) -> void:
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super._process(delta)
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if targeted_enemy:
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if target_finder.get_target():
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particlesystem.emitting = true
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else:
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particlesystem.emitting = false
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@ -20,8 +20,8 @@ func shoot() -> void:
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func aim() -> void:
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yaw_model.look_at(targeted_enemy.global_position)
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pitch_model.look_at(targeted_enemy.global_position)
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yaw_model.look_at(target_finder.get_target().global_position)
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pitch_model.look_at(target_finder.get_target().global_position)
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pitch_model.rotation.x = 0.0
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@ -5,9 +5,9 @@ class_name StatusApplyingTower extends HitscanTower
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func shoot() -> void:
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super.shoot()
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if targeted_enemy and is_instance_valid(targeted_enemy) and targeted_enemy.alive:
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targeted_enemy.damage(damage)
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targeted_enemy.status_manager.add_effect(build_status_object())
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if target_finder.get_target():
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target_finder.get_target().damage(damage)
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target_finder.get_target().status_manager.add_effect(build_status_object())
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func build_status_object() -> StatusEffect:
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@ -1,6 +1,7 @@
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class_name Tower extends Node3D
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@export var stats: CardText
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@export var target_finder: TargetFinder
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@export var animator: AnimationPlayer
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@export var pitch_model: MeshInstance3D
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@export var yaw_model: MeshInstance3D
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@ -10,7 +11,7 @@ class_name Tower extends Node3D
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var owner_id: int
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var damage_particle_scene: PackedScene = preload("res://Scenes/damage_particle.tscn")
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var base_name: String
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var targeted_enemy: EnemyController
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#var targeted_enemy: EnemyController
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var time_since_firing: float = 0.0
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var time_between_shots: float = 0.0
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var damage: float = 0.0
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@ -38,18 +39,10 @@ func _process(delta: float) -> void:
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func _physics_process(_delta: float) -> void:
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if !is_multiplayer_authority():
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#only doing the graphical sort of stuff but not shoot logic
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if targeted_enemy:
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if !is_instance_valid(targeted_enemy) or !targeted_enemy.alive or global_position.distance_to(targeted_enemy.global_position) > target_range:
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targeted_enemy = null
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else:
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if target_finder.get_target():
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aim()
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return
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if !targeted_enemy:
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acquire_target()
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else:
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if !is_instance_valid(targeted_enemy) or !targeted_enemy.alive or global_position.distance_to(targeted_enemy.global_position) > target_range:
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targeted_enemy = null
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if targeted_enemy:
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if target_finder.get_target():
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aim()
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if time_since_firing >= time_between_shots:
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time_since_firing -= time_between_shots
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@ -57,27 +50,11 @@ func _physics_process(_delta: float) -> void:
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func aim() -> void:
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yaw_model.look_at(targeted_enemy.global_position)
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pitch_model.look_at(targeted_enemy.global_position)
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yaw_model.look_at(target_finder.get_target().global_position)
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pitch_model.look_at(target_finder.get_target().global_position)
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pitch_model.rotation.x = 0.0
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func acquire_target() -> void:
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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 global_position.distance_to(enemy.global_position) > 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 & stats.target_type:
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most_progressed_enemy = enemy
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if most_progressed_enemy != null:
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targeted_enemy = most_progressed_enemy
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networked_acquire_target.rpc(get_tree().root.get_path_to(most_progressed_enemy))
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func shoot() -> void:
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animator.play("shoot")
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audio_player.play()
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@ -98,6 +75,6 @@ func networked_shoot() -> void:
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shoot()
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@rpc("reliable")
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func networked_acquire_target(target_node_path: String) -> void:
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targeted_enemy = get_tree().root.get_node(target_node_path)
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#@rpc("reliable")
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#func networked_acquire_target(target_node_path: String) -> void:
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#targeted_enemy = get_tree().root.get_node(target_node_path)
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62
Scripts/target_finder.gd
Normal file
62
Scripts/target_finder.gd
Normal file
@ -0,0 +1,62 @@
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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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