157 lines
4.9 KiB
GDScript
157 lines
4.9 KiB
GDScript
class_name EnemySpawner extends Node3D
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signal enemy_spawned()
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@export var land_enemy_scene: PackedScene
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@export var leap_enemy_scene: PackedScene
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@export var air_enemy_scene: PackedScene
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@export var path: VisualizedPath
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@export var flow_field: FlowField
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@export var own_id: int = 0
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@export var type: Data.EnemyType
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@export var dest: Node3D
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@export var enemy_path: Node
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var enemy_died_callback: Callable
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var enemy_reached_goal_callback: Callable
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var current_wave: Array[EnemyCard]
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var enemy_types_to_spawn: Dictionary = {}
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var enemy_spawn_timers: Dictionary = {}
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var enemies_spawned: Dictionary = {}
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var enemies_to_spawn: int = 0
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var done_spawning: bool = true
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var enemy_id: int = 0
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var new_path: Path3D
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var path_polygon: PackedScene = preload("res://path_polygon.tscn")
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var game_manager: GameManager
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func _ready() -> void:
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create_path()
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func _process(delta: float) -> void:
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if enemies_to_spawn == 0:
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done_spawning = true
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return
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for enemy: Enemy in enemy_spawn_timers:
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if enemies_spawned[enemy] == enemy_types_to_spawn[enemy]:
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continue
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enemy_spawn_timers[enemy] += delta
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if enemy_spawn_timers[enemy] >= enemy.spawn_cooldown:
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if is_multiplayer_authority():
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if type == Data.EnemyType.LAND:
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networked_spawn_land_enemy.rpc(enemy.title, own_id, enemy_id)
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if type == Data.EnemyType.AIR:
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var radius: float = 10.0
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var random_dir: Vector3 = Vector3(randf_range(-1, 1), randf_range(-1, 1), randf_range(-1, 1))
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var random_pos: Vector3 = randf_range(0, radius) * random_dir.normalized()
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networked_spawn_air_enemy.rpc(enemy.title, random_pos, own_id, enemy_id)
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enemy_spawn_timers[enemy] -= enemy.spawn_cooldown
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enemy_spawned.emit()
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enemy_id += 1
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enemies_spawned[enemy] += 1
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enemies_to_spawn -= 1
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#TODO: not sure enemies need all this info over the network
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@rpc("reliable", "call_local")
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func networked_spawn_land_enemy(enemy_stats: String, id1: int, id2: int) -> void:
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var e_stats: Enemy = null
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for enemy: Enemy in game_manager.level.enemy_pool:
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if enemy.title == enemy_stats:
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e_stats = enemy
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var enemy: EnemyController
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enemy = e_stats.scene.instantiate()
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enemy.corpse_root = game_manager.level.corpses
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enemy.name = str(id1) + str(id2)
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enemy.stats = e_stats
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enemy.died.connect(enemy_died_callback)
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enemy.reached_goal.connect(enemy_reached_goal_callback)
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#enemy.movement_controller.path = path.curve
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#enemy.movement_controller.astar = astar
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enemy.movement_controller.flow_field = flow_field
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enemy.position = global_position
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enemy_path.add_child(enemy)
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func create_path() -> void:
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if type != Data.EnemyType.LAND:
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return
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new_path = Path3D.new()
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new_path.curve = Curve3D.new()
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add_child(new_path)
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var polygon: CSGPolygon3D = path_polygon.instantiate()
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new_path.add_child(polygon)
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polygon.mode = CSGPolygon3D.MODE_PATH
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polygon.path_node = new_path.get_path()
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new_path.global_position = Vector3.ZERO
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update_path()
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func update_path() -> void:
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if type != Data.EnemyType.LAND:
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return
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new_path.curve.add_point(global_position + Vector3(0, 0.5, 0))
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new_path.curve = Curve3D.new()
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var node: FlowNode = flow_field.get_closest_traversable_point(global_position)
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new_path.curve.add_point(node.global_position + Vector3(0, 0.5, 0))
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while node.best_path:
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node = node.best_path
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new_path.curve.add_point(node.global_position + Vector3(0, 0.5, 0))
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@rpc("reliable", "call_local")
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func networked_spawn_air_enemy(enemy_stats: String, pos: Vector3, id1: int, id2: int) -> void:
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var e_stats: Enemy = null
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for enemy: Enemy in game_manager.level.enemy_pool:
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if enemy.title == enemy_stats:
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e_stats = enemy
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var enemy: EnemyController
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enemy = e_stats.scene.instantiate()
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enemy.corpse_root = game_manager.level.corpses
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enemy.name = str(id1) + str(id2)
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enemy.position = pos + global_position
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enemy.stats = e_stats
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enemy.died.connect(enemy_died_callback)
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enemy.reached_goal.connect(enemy_reached_goal_callback)
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enemy.movement_controller.goal = dest
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enemy_path.add_child(enemy)
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func spawn_wave() -> void:
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enemies_to_spawn = 0
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enemy_spawn_timers = {}
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for card: EnemyCard in current_wave:
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match(card.rarity):
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Data.Rarity.COMMON:
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enemy_types_to_spawn[card.enemy] += card.enemy.common_group
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enemies_to_spawn += card.enemy.common_group
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Data.Rarity.UNCOMMON:
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enemy_types_to_spawn[card.enemy] += card.enemy.uncommon_group
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enemies_to_spawn += card.enemy.uncommon_group
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Data.Rarity.RARE:
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enemy_types_to_spawn[card.enemy] += card.enemy.rare_group
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enemies_to_spawn += card.enemy.rare_group
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Data.Rarity.EPIC:
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enemy_types_to_spawn[card.enemy] += card.enemy.epic_group
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enemies_to_spawn += card.enemy.epic_group
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Data.Rarity.LEGENDARY:
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enemy_types_to_spawn[card.enemy] += card.enemy.legendary_group
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enemies_to_spawn += card.enemy.legendary_group
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enemy_spawn_timers[card.enemy] = 0.0
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enemies_spawned[card.enemy] = 0
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current_wave = []
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done_spawning = false
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func add_card(new_card: EnemyCard) -> void:
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current_wave.append(new_card)
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enemy_types_to_spawn[new_card.enemy] = 0
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