class_name RocketLauncherTower extends ProjectileTower var target_max: float = 3 var targets: Array[EnemyController] = [] func _ready() -> void: super._ready() target_max = floori(stats.get_attribute("Target Limit")) func _physics_process(_delta: float) -> void: if !is_multiplayer_authority(): #only doing the graphical sort of stuff but not shoot logic if targeted_enemy and is_instance_valid(targeted_enemy): if !targeted_enemy.alive or global_position.distance_to(targeted_enemy.global_position) > target_range: targeted_enemy = null else: aim() return if targets.size() < target_max: acquire_target() if targets.size() > 0: var valid_targets: Array[EnemyController] = [] for target: EnemyController in targets: if is_instance_valid(target) and target.alive and global_position.distance_to(target.global_position) < target_range: valid_targets.append(target) targets = valid_targets if targets.size() > 0: targeted_enemy = targets[0] networked_acquire_target.rpc(get_tree().root.get_path_to(targeted_enemy)) aim() if time_since_firing >= time_between_shots: time_since_firing -= time_between_shots shoot() func acquire_target() -> void: var possible_enemies: Array[EnemyController] = [] for enemy: EnemyController in get_tree().get_nodes_in_group("Enemies"): if !is_instance_valid(enemy): continue if global_position.distance_to(enemy.global_position) > target_range: continue if !(enemy.stats.target_type & stats.target_type): continue if targets.has(enemy): continue possible_enemies.append(enemy) for x: int in target_max - targets.size(): if possible_enemies.size() == 0: return var chosen: EnemyController = possible_enemies.pick_random() possible_enemies.erase(chosen) targets.append(chosen) func shoot() -> void: for target: EnemyController in targets: networked_spawn_rocket.rpc(get_tree().root.get_path_to(target), multiplayer.get_unique_id()) @rpc("reliable", "call_local") func networked_spawn_rocket(target_node_path: String, peer_id: int) -> void: var target: EnemyController = get_tree().root.get_node(target_node_path) var projectile: RocketProjectile = projectile_scene.instantiate() as RocketProjectile projectile.position = global_position + Vector3.UP projectile.damage = damage projectile.target = target projectile.name = base_name + str(peer_id) + str(projectile_id) get_tree().root.add_child(projectile) projectile.apply_central_impulse(Vector3.UP * 3.0) projectile_id += 1