mtd/Scripts/enemy_spawner.gd

117 lines
3.9 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 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
func _process(delta: float) -> void:
if enemies_to_spawn == 0:
done_spawning = true
return
for x: Enemy in enemy_spawn_timers:
if enemies_spawned[x] == enemy_types_to_spawn[x]:
continue
var enemy_stats: Enemy = x
enemy_spawn_timers[x] += delta
if enemy_spawn_timers[x] >= enemy_stats.spawn_cooldown:
if is_multiplayer_authority():
if type == Data.EnemyType.LAND:
networked_spawn_land_enemy.rpc(Data.enemies.find(enemy_stats), 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(Data.enemies.find(enemy_stats), random_pos, own_id, enemy_id)
enemy_spawn_timers[x] -= enemy_stats.spawn_cooldown
enemy_spawned.emit()
enemy_id += 1
enemies_spawned[x] += 1
enemies_to_spawn -= 1
#TODO: not sure enemies need all this info over the network
#TODO: generalize enemy scene selection, i.e. store the scenes in the enemy
#card like towers do
@rpc("reliable", "call_local")
func networked_spawn_land_enemy(enemy_stats: int, id1: int, id2: int) -> void:
var enemy: EnemyController
if enemy_stats != 6:
enemy = land_enemy_scene.instantiate() as EnemyController
else:
enemy = leap_enemy_scene.instantiate() as EnemyController
enemy.name = str(id1) + str(id2)
enemy.stats = Data.enemies[enemy_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.position = global_position
enemy_path.add_child(enemy)
@rpc("reliable", "call_local")
func networked_spawn_air_enemy(enemy_stats: int, pos: Vector3, id1: int, id2: int) -> void:
var enemy: EnemyController = air_enemy_scene.instantiate() as EnemyController
enemy.name = str(id1) + str(id2)
enemy.position = pos + global_position
enemy.stats = Data.enemies[enemy_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