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