pathfinding rework for now
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58
Scenes/TowerBase/tower_base.gd
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58
Scenes/TowerBase/tower_base.gd
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class_name TowerBase extends StaticBody3D
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@export var inventory: Inventory
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@export var block: Node3D
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@export var collider: CollisionShape3D
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@export var minimap_icon: Sprite3D
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var owner_id: int
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var point: FlowNode
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var tower: Tower = null
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var has_card: bool :
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set(_value):
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return
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get:
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return inventory.size != 0
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func set_color(color: Color) -> void:
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$MeshInstance3D.material_override.set("shader_parameter/Color", color)
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func set_float(value: float) -> void:
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$MeshInstance3D.material_override.set("shader_parameter/Float", value)
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func add_card(card: Card, caller_id: int) -> void:
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networked_spawn_tower.rpc(Data.cards.find(card), caller_id)
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func remove_card() -> void:
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networked_remove_tower.rpc()
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func toggle_collision() -> void:
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collider.disabled = !collider.disabled
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@rpc("reliable", "call_local", "any_peer")
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func networked_spawn_tower(card_index: int, caller_id: int) -> void:
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var card: Card = Data.cards[card_index]
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inventory.add(card)
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tower = inventory.contents.keys()[0].turret_scene.instantiate() as Tower
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tower.stats = inventory.contents.keys()[0].tower_stats
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tower.name = "tower"
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tower.base_name = name
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tower.owner_id = caller_id
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tower.position = Vector3(0, 1.2, 0)
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minimap_icon.modulate = Color.RED
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add_child(tower)
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@rpc("reliable", "call_local", "any_peer")
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func networked_remove_tower() -> void:
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Game.connected_players_nodes[tower.owner_id].add_card(inventory.remove_at(0))
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Game.connected_players_nodes[tower.owner_id].unready_self()
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tower.queue_free()
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tower = null
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minimap_icon.modulate = Color.GREEN
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