mtd/Scripts/Towers/tower.gd

104 lines
3.1 KiB
GDScript

class_name Tower extends Node3D
@export var stats: CardText
@export var animator: AnimationPlayer
@export var pitch_model: MeshInstance3D
@export var yaw_model: MeshInstance3D
@export var range_indicator: CSGSphere3D
@export var audio_player: AudioStreamPlayer3D
var owner_id: int
var damage_particle_scene: PackedScene = preload("res://Scenes/damage_particle.tscn")
var base_name: String
var targeted_enemy: EnemyController
var time_since_firing: float = 0.0
var time_between_shots: float = 0.0
var damage: float = 0.0
var target_range: float = 0.0
func _ready() -> void:
time_between_shots = stats.get_attribute("Fire Delay")
damage = stats.get_attribute("Damage")
target_range = stats.get_attribute("Range")
range_indicator.radius = target_range
func preview_range(value: bool) -> void:
range_indicator.set_visible(value)
func _process(delta: float) -> void:
if !is_multiplayer_authority():
return
if time_since_firing < time_between_shots:
time_since_firing += delta
func _physics_process(_delta: float) -> void:
if !is_multiplayer_authority():
#only doing the graphical sort of stuff but not shoot logic
if targeted_enemy:
if !is_instance_valid(targeted_enemy) or !targeted_enemy.alive or global_position.distance_to(targeted_enemy.global_position) > target_range:
targeted_enemy = null
else:
aim()
return
if !targeted_enemy:
acquire_target()
else:
if !is_instance_valid(targeted_enemy) or !targeted_enemy.alive or global_position.distance_to(targeted_enemy.global_position) > target_range:
targeted_enemy = null
if targeted_enemy:
aim()
if time_since_firing >= time_between_shots:
time_since_firing -= time_between_shots
shoot()
func aim() -> void:
yaw_model.look_at(targeted_enemy.global_position)
pitch_model.look_at(targeted_enemy.global_position)
pitch_model.rotation.x = 0.0
func acquire_target() -> void:
var most_progressed_enemy: EnemyController = null
for enemy: EnemyController in get_tree().get_nodes_in_group("Enemies"):
if global_position.distance_to(enemy.global_position) > target_range:
continue
var em_1: EnemyMovement = enemy.movement_controller as EnemyMovement
var em_2: EnemyMovement
if most_progressed_enemy != null:
em_2 = most_progressed_enemy.movement_controller as EnemyMovement
if (most_progressed_enemy == null or em_1.distance_remaining < em_2.distance_remaining) and enemy.stats.target_type & stats.target_type:
most_progressed_enemy = enemy
if most_progressed_enemy != null:
targeted_enemy = most_progressed_enemy
networked_acquire_target.rpc(get_tree().root.get_path_to(most_progressed_enemy))
func shoot() -> void:
animator.play("shoot")
audio_player.play()
if is_multiplayer_authority():
networked_shoot.rpc()
func spawn_damage_indicator(pos: Vector3) -> void:
if damage > 0:
var marker: Sprite3D = damage_particle_scene.instantiate()
get_tree().root.add_child(marker)
marker.set_number(damage)
marker.position = pos
@rpc("reliable")
func networked_shoot() -> void:
shoot()
@rpc("reliable")
func networked_acquire_target(target_node_path: String) -> void:
targeted_enemy = get_tree().root.get_node(target_node_path)