mtd/Scripts/Towers/range_affecting_tower.gd

38 lines
1.1 KiB
GDScript

extends StatusApplyingTower
class_name RangeAffectingTower
func _physics_process(_delta: float) -> void:
if !is_multiplayer_authority():
return
var enemies_in_range = []
for enemy in get_tree().get_nodes_in_group("Enemies"):
if !is_instance_valid(enemy) or !enemy.alive or global_position.distance_to(enemy.global_position) > target_range:
continue
if enemy.stats.target_type & stats.target_type:
enemies_in_range.append(enemy)
if time_since_firing >= time_between_shots:
time_since_firing -= time_between_shots
for enemy in enemies_in_range:
fire(enemy)
func aim():
pass
func fire(target):
if is_instance_valid(target) and target.alive:
target.damage(damage)
target.status_manager.add_effect(build_status_object())
if Data.preferences.display_tower_damage_indicators:
spawn_damage_indicator(target.sprite.global_position)
if is_multiplayer_authority():
networked_fire.rpc(get_tree().root.get_path_to(target))
@rpc("reliable")
func networked_fire(target_node_path):
var target = get_tree().root.get_node(target_node_path)
fire(target)