Files
mtd/Scripts/enemy_spawner.gd
2025-06-13 00:06:51 +10:00

156 lines
4.8 KiB
GDScript

class_name EnemySpawner extends Node3D
signal enemy_spawned()
@export var land_enemy_scene: PackedScene
@export var leap_enemy_scene: PackedScene
@export var air_enemy_scene: PackedScene
@export var path: VisualizedPath
var astar: AStarGraph3D
@export var flow_field: FlowField
@export var own_id: int = 0
@export var type: Data.EnemyType
@export var dest: Node3D
@export var enemy_path: Node
var astar_point_id: int = 0
var enemy_died_callback: Callable
var enemy_reached_goal_callback: Callable
var current_wave: Array[EnemyCard]
var enemy_types_to_spawn: Dictionary = {}
var enemy_spawn_timers: Dictionary = {}
var enemies_spawned: Dictionary = {}
var enemies_to_spawn: int = 0
var done_spawning: bool = true
var enemy_id: int = 0
var new_path: Path3D
var path_polygon: PackedScene = preload("res://path_polygon.tscn")
func _ready() -> void:
create_path()
func _process(delta: float) -> void:
if enemies_to_spawn == 0:
done_spawning = true
return
for enemy: Enemy in enemy_spawn_timers:
if enemies_spawned[enemy] == enemy_types_to_spawn[enemy]:
continue
enemy_spawn_timers[enemy] += delta
if enemy_spawn_timers[enemy] >= enemy.spawn_cooldown:
if is_multiplayer_authority():
if type == Data.EnemyType.LAND:
networked_spawn_land_enemy.rpc(enemy.title, own_id, enemy_id)
if type == Data.EnemyType.AIR:
var radius: float = 10.0
var random_dir: Vector3 = Vector3(randf_range(-1, 1), randf_range(-1, 1), randf_range(-1, 1))
var random_pos: Vector3 = randf_range(0, radius) * random_dir.normalized()
networked_spawn_air_enemy.rpc(enemy.title, random_pos, own_id, enemy_id)
enemy_spawn_timers[enemy] -= enemy.spawn_cooldown
enemy_spawned.emit()
enemy_id += 1
enemies_spawned[enemy] += 1
enemies_to_spawn -= 1
#TODO: not sure enemies need all this info over the network
@rpc("reliable", "call_local")
func networked_spawn_land_enemy(enemy_stats: String, id1: int, id2: int) -> void:
var e_stats: Enemy = null
for enemy: Enemy in Data.enemies:
if enemy.title == enemy_stats:
e_stats = enemy
var enemy: EnemyController
enemy = e_stats.scene.instantiate()
enemy.name = str(id1) + str(id2)
enemy.stats = e_stats
enemy.died.connect(enemy_died_callback)
enemy.reached_goal.connect(enemy_reached_goal_callback)
#enemy.movement_controller.path = path.curve
#enemy.movement_controller.astar = astar
enemy.movement_controller.flow_field = flow_field
enemy.position = global_position
enemy_path.add_child(enemy)
func create_path() -> void:
if type != Data.EnemyType.LAND:
return
new_path = Path3D.new()
new_path.curve = Curve3D.new()
add_child(new_path)
var polygon: CSGPolygon3D = path_polygon.instantiate()
new_path.add_child(polygon)
polygon.mode = CSGPolygon3D.MODE_PATH
polygon.path_node = new_path.get_path()
new_path.global_position = Vector3.ZERO
update_path()
func update_path() -> void:
if type != Data.EnemyType.LAND:
return
new_path.curve.add_point(global_position + Vector3(0, 0.5, 0))
new_path.curve = Curve3D.new()
var node: FlowNode = flow_field.get_closest_traversable_point(global_position)
new_path.curve.add_point(node.global_position + Vector3(0, 0.5, 0))
while node.best_path:
node = node.best_path
new_path.curve.add_point(node.global_position + Vector3(0, 0.5, 0))
@rpc("reliable", "call_local")
func networked_spawn_air_enemy(enemy_stats: String, pos: Vector3, id1: int, id2: int) -> void:
var e_stats: Enemy = null
for enemy: Enemy in Data.enemies:
if enemy.title == enemy_stats:
e_stats = enemy
var enemy: EnemyController
enemy = e_stats.scene.instantiate()
enemy.name = str(id1) + str(id2)
enemy.position = pos + global_position
enemy.stats = e_stats
enemy.died.connect(enemy_died_callback)
enemy.reached_goal.connect(enemy_reached_goal_callback)
enemy.movement_controller.goal = dest
enemy_path.add_child(enemy)
func spawn_wave() -> void:
enemies_to_spawn = 0
enemy_spawn_timers = {}
for card: EnemyCard in current_wave:
match(card.rarity):
Data.Rarity.COMMON:
enemy_types_to_spawn[card.enemy] += card.enemy.common_group
enemies_to_spawn += card.enemy.common_group
Data.Rarity.UNCOMMON:
enemy_types_to_spawn[card.enemy] += card.enemy.uncommon_group
enemies_to_spawn += card.enemy.uncommon_group
Data.Rarity.RARE:
enemy_types_to_spawn[card.enemy] += card.enemy.rare_group
enemies_to_spawn += card.enemy.rare_group
Data.Rarity.EPIC:
enemy_types_to_spawn[card.enemy] += card.enemy.epic_group
enemies_to_spawn += card.enemy.epic_group
Data.Rarity.LEGENDARY:
enemy_types_to_spawn[card.enemy] += card.enemy.legendary_group
enemies_to_spawn += card.enemy.legendary_group
enemy_spawn_timers[card.enemy] = 0.0
enemies_spawned[card.enemy] = 0
current_wave = []
done_spawning = false
func add_card(new_card: EnemyCard) -> void:
current_wave.append(new_card)
enemy_types_to_spawn[new_card.enemy] = 0