extends StaticBody3D class_name TowerBase @export var inventory : Inventory @export var block : Node3D @export var collider : CollisionShape3D @export var minimap_icon : Sprite3D @export var north_icon : Sprite3D @export var south_icon : Sprite3D @export var east_icon : Sprite3D @export var west_icon : Sprite3D @export var north_mesh : CSGBox3D @export var south_mesh : CSGBox3D @export var east_mesh : CSGBox3D @export var west_mesh : CSGBox3D @export var north_collider : CollisionShape3D @export var south_collider : CollisionShape3D @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): return get: return inventory.size != 0 func set_color(color: Color): $MeshInstance3D.set_instance_shader_parameter("Color", color) func set_float(value: float): $MeshInstance3D.set_instance_shader_parameter("Float", value) func add_card(card: Card, caller_id: int) -> bool: var result = inventory.add(card) if result: networked_spawn_tower.rpc(caller_id) return result func remove_card(): Game.connected_players_nodes[tower.owner_id].add_card(inventory.remove_at(0)) networked_remove_tower.rpc() func toggle_collision(): collider.disabled = !collider.disabled func set_north_wall(value: bool): north_mesh.set_visible(value) north_collider.disabled = !value func set_south_wall(value : bool): south_mesh.set_visible(value) south_collider.disabled = !value func set_east_wall(value : bool): east_mesh.set_visible(value) east_collider.disabled = !value func set_west_wall(value : bool): west_mesh.set_visible(value) west_collider.disabled = !value @rpc("reliable", "call_local", "any_peer") func networked_spawn_tower(caller_id : int): tower = inventory.contents.keys()[0].turret_scene.instantiate() as Tower tower.stats = inventory.contents.keys()[0].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 north_icon.modulate = Color.RED south_icon.modulate = Color.RED west_icon.modulate = Color.RED east_icon.modulate = Color.RED add_child(tower) @rpc("reliable", "call_local", "any_peer") func networked_remove_tower(): tower.queue_free() tower = null minimap_icon.modulate = Color.GREEN north_icon.modulate = Color.GREEN south_icon.modulate = Color.GREEN west_icon.modulate = Color.GREEN east_icon.modulate = Color.GREEN