generalized card vs item, cleaned up some headbob stuff, added the ability to refund a wall block

This commit is contained in:
2023-12-08 03:05:11 +11:00
parent dfeddc08e0
commit 1e3e380b90
31 changed files with 286 additions and 186 deletions

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@ -20,8 +20,13 @@ var tower_frames = []
var wall_id = 0
func toggle_point(point_id):
networked_toggle_point.rpc(point_id)
func toggle_point(point_id, caller_id):
networked_toggle_point.rpc(point_id, caller_id)
func remove_wall(wall : TowerBase):
networked_remove_wall.rpc(wall.point_id)
toggle_point(wall.point_id, multiplayer.get_unique_id())
func point_is_build_location(point_id):
@ -42,15 +47,15 @@ func test_path_if_point_toggled(point_id) -> bool:
@rpc("reliable", "any_peer", "call_local")
func networked_toggle_point(point_id):
func networked_toggle_point(point_id, caller_id):
if astar.is_point_disabled(point_id):
astar.set_point_disabled(point_id, false)
else:
astar.set_point_disabled(point_id, true)
find_path()
disable_path_tower_frames()
if is_multiplayer_authority():
networked_spawn_wall.rpc(astar.get_point_position(point_id), wall_id)
if is_multiplayer_authority() and astar.is_point_disabled(point_id):
networked_spawn_wall.rpc(astar.get_point_position(point_id), wall_id, caller_id)
wall_id += 1
@ -131,11 +136,13 @@ func disable_path_tower_frames():
@rpc("reliable", "call_local")
func networked_spawn_wall(pos : Vector3, name_id : int):
func networked_spawn_wall(pos : Vector3, name_id : int, caller_id : int):
var base = tower_base_scene.instantiate() as TowerBase
base.position = pos
base.name = "Wall" + str(name_id)
base.owner_id = caller_id
var point_id = astar.get_closest_point(pos, true)
base.point_id = point_id
tower_base_ids[point_id] = base
tower_bases.append(base)
tower_path.add_child(base)
@ -157,6 +164,27 @@ func networked_spawn_wall(pos : Vector3, name_id : int):
tower_base_ids[west_point].set_east_wall(true)
@rpc("reliable", "call_local", "any_peer")
func networked_remove_wall(wall_id: int):
var wall = tower_base_ids[wall_id]
Game.connected_players_nodes[wall.owner_id].currency += Data.wall_cost
tower_bases.erase(wall)
tower_base_ids.erase(wall_id)
wall.queue_free()
var north_point = get_north_point(wall_id)
var south_point = get_south_point(wall_id)
var east_point = get_east_point(wall_id)
var west_point = get_west_point(wall_id)
if north_point >= 0 and astar.is_point_disabled(north_point):
tower_base_ids[north_point].set_south_wall(false)
if south_point >= 0 and astar.is_point_disabled(south_point):
tower_base_ids[south_point].set_north_wall(false)
if east_point >= 0 and astar.is_point_disabled(east_point):
tower_base_ids[east_point].set_west_wall(false)
if west_point >= 0 and astar.is_point_disabled(west_point):
tower_base_ids[west_point].set_east_wall(false)
func build_random_maze(block_limit):
var untested_point_ids = []
for index in (grid_size.x * grid_size.y):
@ -167,7 +195,7 @@ func build_random_maze(block_limit):
var random_point = untested_point_ids.pick_random()
untested_point_ids.erase(random_point)
if test_path_if_point_toggled(random_point):
networked_toggle_point.rpc(random_point)
networked_toggle_point.rpc(random_point, multiplayer.get_unique_id())
func place_random_towers(tower_limit):
@ -177,7 +205,7 @@ func place_random_towers(tower_limit):
for index in tower_limit:
var random_base = untowered_bases.pick_random() as TowerBase
untowered_bases.erase(random_base)
random_base.add_card(Data.cards.pick_random())
random_base.add_card(Data.cards.pick_random(), multiplayer.get_unique_id())
func find_path() -> bool:

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@ -1,12 +1,10 @@
extends Resource
extends Item
class_name Card
enum Faction {GENERIC = 0}
@export var title : String
@export var rarity : Data.Rarity
@export var faction : Faction
@export var sprite : Texture
@export var turret_scene : PackedScene
@export var weapon_scene : PackedScene
@export var weapon_stats : CardText

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@ -0,0 +1,5 @@
extends Resource
class_name Item
@export var display_name : String
@export var icon : Texture

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@ -8,6 +8,7 @@ class_name Tower
@export var range_indicator : CSGSphere3D
@export var audio_player : AudioStreamPlayer3D
var owner_id : int
var damage_particle_scene = preload("res://Scenes/damage_particle.tscn")
var base_name
var targeted_enemy

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@ -9,7 +9,7 @@ var stats : Card
func set_card(value):
stats = value
title_text.text = stats.title
title_text.text = stats.display_name
target_label.text = str(Data.TargetType.keys()[stats.tower_stats.target_type])
rarity_sprite.region_rect = Rect2(64 * stats.rarity, 0, 64, 64)

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@ -15,6 +15,7 @@ var valid_point := false
var is_looking_at_tower_base := false
var tower_preview
var last_tower_base
var last_collider
var last_card
var ray_collider
var ray_point
@ -46,25 +47,50 @@ func _process(delta: float) -> void:
set_progress_percent(0)
interacted_once = true
build_wall()
if interact_key_held and !interacted_once and last_collider and ray.is_colliding():
interact_held_time += delta
set_progress_percent(interact_held_time / interact_hold_time)
if interact_held_time >= interact_hold_time:
set_progress_percent(0)
interacted_once = true
refund_wall(last_collider)
if !interact_key_held:
interact_held_time = 0.0
interacted_once = false
set_progress_percent(0)
point_id = -1
if ray.is_colliding():
if !interacted_once and ray.is_colliding():
if !interact_key_held:
wall_preview.set_visible(true)
ray_collider = ray.get_collider()
ray_point = ray.get_collision_point()
is_looking_at_tower_base = ray_collider is TowerBase
if is_looking_at_tower_base and inventory.contents.size() > 0 and !ray_collider.has_card:
if ray_collider != last_tower_base or inventory.selected_item != last_card:
spawn_tower_preview()
elif tower_preview:
delete_tower_preview()
if Game.level:
if is_looking_at_tower_base:
valid_point = false
point_id = ray_collider.point_id
if obstacle_last_point != point_id:
obstacle_last_point = point_id
if is_instance_valid(last_collider):
Game.level.a_star_graph_3d.tower_base_ids[last_collider.point_id].set_material(null)
last_collider = null
if tower_preview:
delete_tower_preview()
wall_preview.set_visible(false)
last_collider = ray_collider
ray_collider.set_material(build_preview_material)
build_preview_material.albedo_color = Color.RED
build_preview_material.albedo_color.a = 1.0
if inventory.contents.size() > 0 and !ray_collider.has_card:
if ray_collider != last_tower_base or inventory.selected_item != last_card:
spawn_tower_preview()
elif Game.level:
if is_instance_valid(last_collider):
Game.level.a_star_graph_3d.tower_base_ids[last_collider.point_id].set_material(null)
last_collider = null
if tower_preview:
delete_tower_preview()
point_id = Game.level.a_star_graph_3d.astar.get_closest_point(ray_point)
if !Game.level.a_star_graph_3d.point_is_build_location(point_id) or hero.currency < Data.wall_cost:
wall_preview.set_visible(false)
@ -75,8 +101,8 @@ func _process(delta: float) -> void:
if obstacle_last_point != point_id:
obstacle_last_point = point_id
if Game.level.a_star_graph_3d.test_path_if_point_toggled(point_id):
#build_preview_material.albedo_color = Color.GREEN
#build_preview_material.albedo_color.a = 0.8
build_preview_material.albedo_color = Color.GREEN
build_preview_material.albedo_color.a = 0.8
valid_point = true
else:
#build_preview_material.albedo_color = Color.RED
@ -107,7 +133,7 @@ func spawn_tower_preview():
func delete_tower_preview():
last_tower_base = null
last_card = null
if tower_preview:
if is_instance_valid(tower_preview):
tower_preview.queue_free()
tower_preview = null
@ -121,15 +147,22 @@ func interact():
func build_wall():
if point_id >= 0 and valid_point and hero.currency >= Data.wall_cost:
hero.currency -= Data.wall_cost
Game.level.a_star_graph_3d.toggle_point(point_id)
Game.level.a_star_graph_3d.toggle_point(point_id, multiplayer.get_unique_id())
wall_preview.set_visible(false)
func refund_wall(wall: TowerBase):
last_collider = null
if wall.has_card:
wall.remove_card()
Game.level.a_star_graph_3d.remove_wall(wall)
func put_card_in_tower_base(tower_base: TowerBase):
if tower_base.has_card:
inventory.add(tower_base.remove_card())
tower_base.remove_card()
else:
tower_base.add_card(inventory.remove())
tower_base.add_card(inventory.remove(), multiplayer.get_unique_id())
func set_progress_percent(value: float):

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@ -5,37 +5,37 @@ signal item_added(item)
signal item_removed(item)
@export var max_size := 0
var contents : Array[Card] = []
@export var contents : Array[Item] = []
var selected_index := 0
var selected_item : Card :
var selected_item : Item :
get:
return contents[selected_index] if contents.size() > 0 else null
set(_value):
return
func add(card : Card) -> bool:
if card != null and contents.size() < max_size or max_size == 0:
contents.append(card)
item_added.emit(card)
networked_add.rpc(Data.cards.find(card))
func add(item : Item) -> bool:
if item != null and contents.size() < max_size or max_size == 0:
contents.append(item)
item_added.emit(item)
networked_add.rpc(Data.cards.find(item))
return true
return false
func remove_at(index : int) -> Card:
func remove_at(index : int) -> Item:
if contents.size() <= 0:
return null
var card = contents[index]
var item = contents[index]
contents.remove_at(index)
if selected_index >= contents.size() and selected_index > 0:
selected_index -= 1
item_removed.emit(card)
item_removed.emit(item)
networked_remove_at.rpc(index)
return card
return item
func remove() -> Card:
func remove() -> Item:
return remove_at(selected_index)

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@ -0,0 +1 @@
extends StaticBody3D

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@ -38,19 +38,19 @@ func randomize_cards():
cards[x].set_card(chosen_card)
cards[x].view_tower()
choice_buttons[x].press_cost = price_dict[chosen_card.rarity]
choice_buttons[x].hover_text = "Spend $" + str(choice_buttons[x].press_cost) + " to acquire " + chosen_card.title + "?"
choice_buttons[x].hover_text = "Spend $" + str(choice_buttons[x].press_cost) + " to acquire " + chosen_card.display_name + "?"
for x in 2:
var chosen_card = medium_cards.pick_random()
cards[x+3].set_card(chosen_card)
cards[x+3].view_tower()
choice_buttons[x+3].press_cost = price_dict[chosen_card.rarity]
choice_buttons[x+3].hover_text = "Spend $" + str(choice_buttons[x+3].press_cost) + " to acquire " + chosen_card.title + "?"
choice_buttons[x+3].hover_text = "Spend $" + str(choice_buttons[x+3].press_cost) + " to acquire " + chosen_card.display_name + "?"
for x in 1:
var chosen_card = pricey_cards.pick_random()
cards[x+5].set_card(chosen_card)
cards[x+5].view_tower()
choice_buttons[x+5].press_cost = price_dict[chosen_card.rarity]
choice_buttons[x+5].hover_text = "Spend $" + str(choice_buttons[x+5].press_cost) + " to acquire " + chosen_card.title + "?"
choice_buttons[x+5].hover_text = "Spend $" + str(choice_buttons[x+5].press_cost) + " to acquire " + chosen_card.display_name + "?"
for x in choice_colliders:
x.set_deferred("disabled", false)
for x in choice_sprites:

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@ -14,6 +14,8 @@ class_name TowerBase
@export var east_collider : CollisionShape3D
@export var west_collider : CollisionShape3D
var owner_id : int
var point_id : int
var tower = null
var has_card : bool :
set(_value):
@ -22,16 +24,16 @@ var has_card : bool :
return inventory.contents.size() != 0
func add_card(card: Card) -> bool:
func add_card(card: Card, caller_id: int) -> bool:
var result = inventory.add(card)
if result:
networked_spawn_tower.rpc()
networked_spawn_tower.rpc(caller_id)
return result
func remove_card() -> Card:
func remove_card():
Game.connected_players_nodes[tower.owner_id].add_card(inventory.remove())
networked_remove_tower.rpc()
return inventory.remove()
func set_material(value: StandardMaterial3D):
@ -42,7 +44,7 @@ func toggle_collision():
collider.disabled = !collider.disabled
func set_north_wall(value : bool):
func set_north_wall(value: bool):
north_mesh.set_visible(value)
north_collider.disabled = !value
@ -63,11 +65,12 @@ func set_west_wall(value : bool):
@rpc("reliable", "call_local", "any_peer")
func networked_spawn_tower():
func networked_spawn_tower(caller_id : int):
tower = inventory.selected_item.turret_scene.instantiate() as Tower
tower.stats = inventory.selected_item.tower_stats
tower.name = "tower"
tower.base_name = name
tower.owner_id = caller_id
tower.position = Vector3(0, 1.2, 0)
minimap_icon.modulate = Color.RED
add_child(tower)