way too many changes to list, oops. big rewrite.
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@ -3,16 +3,20 @@ class_name EnemySpawner extends Node3D
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signal enemy_spawned()
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@export var land_enemy_scene: PackedScene
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@export var leap_enemy_scene: PackedScene
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@export var air_enemy_scene: PackedScene
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@export var own_id: int = 0
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@export var path: VisualizedPath
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var astar: AStarGraph3D
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@export var own_id: int = 0
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@export var type: Data.EnemyType
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@export var dest: Node3D
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@export var enemy_path: Node
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var astar_point_id: int = 0
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var enemy_died_callback: Callable
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var enemy_reached_goal_callback: Callable
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var current_wave: Dictionary = {}
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var current_wave: Array[EnemyCard]
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var enemy_types_to_spawn: Dictionary = {}
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var enemy_spawn_timers: Dictionary = {}
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var enemies_spawned: Dictionary = {}
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var enemies_to_spawn: int = 0
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@ -26,7 +30,7 @@ func _process(delta: float) -> void:
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return
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for x: Enemy in enemy_spawn_timers:
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if enemies_spawned[x] == current_wave[x]:
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if enemies_spawned[x] == enemy_types_to_spawn[x]:
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continue
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var enemy_stats: Enemy = x
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@ -35,12 +39,12 @@ func _process(delta: float) -> void:
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if enemy_spawn_timers[x] >= enemy_stats.spawn_cooldown:
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if is_multiplayer_authority():
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if type == Data.EnemyType.LAND:
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networked_spawn_land_enemy.rpc(var_to_str(enemy_stats), own_id, enemy_id)
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networked_spawn_land_enemy.rpc(Data.enemies.find(enemy_stats), own_id, enemy_id)
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if type == Data.EnemyType.AIR:
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var radius: float = 10.0
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var random_dir: Vector3 = Vector3(randf_range(-1, 1), randf_range(-1, 1), randf_range(-1, 1))
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var random_pos: Vector3 = randf_range(0, radius) * random_dir.normalized()
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networked_spawn_air_enemy.rpc(var_to_str(enemy_stats), random_pos, own_id, enemy_id)
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networked_spawn_air_enemy.rpc(Data.enemies.find(enemy_stats), random_pos, own_id, enemy_id)
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enemy_spawn_timers[x] -= enemy_stats.spawn_cooldown
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enemy_spawned.emit()
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@ -49,43 +53,64 @@ func _process(delta: float) -> void:
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enemies_to_spawn -= 1
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#TODO: not sure enemies need all this info over the network
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#TODO: generalize enemy scene selection, i.e. store the scenes in the enemy
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#card like towers do
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@rpc("reliable", "call_local")
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func networked_spawn_land_enemy(enemy_stats: String, id1: int, id2: int) -> void:
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var enemy: EnemyController = land_enemy_scene.instantiate() as EnemyController
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func networked_spawn_land_enemy(enemy_stats: int, id1: int, id2: int) -> void:
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var enemy: EnemyController
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if enemy_stats != 6:
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enemy = land_enemy_scene.instantiate() as EnemyController
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else:
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enemy = leap_enemy_scene.instantiate() as EnemyController
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enemy.name = str(id1) + str(id2)
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enemy.stats = str_to_var(enemy_stats)
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enemy.stats = Data.enemies[enemy_stats]
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enemy.died.connect(enemy_died_callback)
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enemy.reached_goal.connect(enemy_reached_goal_callback)
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enemy.movement_controller.path = path.curve
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enemy.movement_controller.astar = astar
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enemy.position = global_position
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enemy_path.add_child(enemy)
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@rpc("reliable", "call_local")
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func networked_spawn_air_enemy(enemy_stats: String, pos: Vector3, id1: int, id2: int) -> void:
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func networked_spawn_air_enemy(enemy_stats: int, pos: Vector3, id1: int, id2: int) -> void:
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var enemy: EnemyController = air_enemy_scene.instantiate() as EnemyController
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enemy.name = str(id1) + str(id2)
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enemy.position = pos + global_position
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enemy.stats = str_to_var(enemy_stats)
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enemy.stats = Data.enemies[enemy_stats]
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enemy.died.connect(enemy_died_callback)
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enemy.reached_goal.connect(enemy_reached_goal_callback)
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enemy.movement_controller.goal = dest
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enemy_path.add_child(enemy)
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func spawn_wave(value: Dictionary) -> void:
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var relevant_enemies: Dictionary = {}
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var wave: Dictionary = {}
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for index: int in value:
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wave[Data.enemies[index]] = value[index]
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for x: Enemy in wave:
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if x.target_type == type:
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relevant_enemies[x] = wave[x]
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current_wave = relevant_enemies
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func spawn_wave() -> void:
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enemies_to_spawn = 0
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enemy_spawn_timers = {}
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for x: Enemy in current_wave:
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enemies_to_spawn += current_wave[x]
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enemy_spawn_timers[x] = 0.0
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enemies_spawned[x] = 0
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for card: EnemyCard in current_wave:
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match(card.rarity):
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Data.Rarity.COMMON:
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enemy_types_to_spawn[card.enemy] += card.enemy.common_group
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enemies_to_spawn += card.enemy.common_group
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Data.Rarity.UNCOMMON:
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enemy_types_to_spawn[card.enemy] += card.enemy.uncommon_group
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enemies_to_spawn += card.enemy.uncommon_group
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Data.Rarity.RARE:
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enemy_types_to_spawn[card.enemy] += card.enemy.rare_group
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enemies_to_spawn += card.enemy.rare_group
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Data.Rarity.EPIC:
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enemy_types_to_spawn[card.enemy] += card.enemy.epic_group
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enemies_to_spawn += card.enemy.epic_group
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Data.Rarity.LEGENDARY:
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enemy_types_to_spawn[card.enemy] += card.enemy.legendary_group
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enemies_to_spawn += card.enemy.legendary_group
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enemy_spawn_timers[card.enemy] = 0.0
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enemies_spawned[card.enemy] = 0
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current_wave = []
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done_spawning = false
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func add_card(new_card: EnemyCard) -> void:
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current_wave.append(new_card)
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enemy_types_to_spawn[new_card.enemy] = 0
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