TowerDefense/Towers/Tower.gd

174 lines
3.9 KiB
GDScript3
Raw Permalink Normal View History

2025-09-06 22:08:29 +02:00
@tool
2025-03-26 18:55:43 +01:00
extends StaticBody3D
class_name Tower
2025-08-29 12:11:51 +02:00
enum STATE { BLUEPRINT, REST, ACTION, EXHAUSTED, DISABLED }
signal state_changed
2025-09-06 22:08:29 +02:00
signal energy_changed
signal changed
# DANGER "NONE" Should always be first
enum TYPE { NONE, PIERRE, ALINE, MAXENCE, VICTORIA, EVAN, ALEX, GERALDINE }
@export var tower_name : String = "None"
@export var type : TYPE
@export_group("Base data")
2025-08-25 23:42:09 +02:00
@export var icone : Texture2D
@export var bio : String
@export var price : int
2025-06-18 12:19:43 +02:00
@export_group("Attack")
2025-09-14 22:54:54 +02:00
@export var damage : int
@export var projectileScene : PackedScene
@export var towerRange : Shape3D
@export var action_cooldown : float = 0.3 :
2025-06-18 12:19:43 +02:00
set(value):
action_cooldown = clamp(value, 0.3, 999)
@export_group("Energy")
@export var max_energy : float :
set(value):
var diff : float = value - max_energy
max_energy = value
2025-09-06 22:08:29 +02:00
if not Engine.is_editor_hint() && is_node_ready():
2025-09-07 19:48:58 +02:00
energy += diff
2025-09-06 22:08:29 +02:00
energyBar.max_value = max_energy
@export var energy_regen : float
@export var energy_cost : float
2025-08-29 20:07:36 +02:00
@export_group("Button")
@export var buttonTooltip : String
2025-09-04 02:54:37 +02:00
@onready var energyBar : ProgressBar = $EnergyBar3D/SubViewport/EnergyBar2D
2025-08-27 13:27:32 +02:00
@onready var sprite : Sprite3D = $Sprite3D
2025-09-04 02:54:37 +02:00
@onready var energyRecoveryCooldown : Timer = $EnergyRecoveryCooldown
var state : STATE = STATE.BLUEPRINT :
set(value):
state = value
state_changed.emit()
2025-09-06 17:32:46 +02:00
var energy : float :
set(value):
energy = clampf(value, 0, max_energy)
energyBar.value = energy
2025-09-06 22:08:29 +02:00
energy_changed.emit()
2025-09-04 02:54:37 +02:00
var availableTargets : Array[Enemy]
var selectable : bool :
get():
return state != STATE.DISABLED && (state != STATE.BLUEPRINT || Game.money >= price)
2025-09-03 18:39:58 +02:00
2025-08-25 23:23:03 +02:00
@export_category("Upgrades")
@export var upgrades : Array[TowerUpgrade] :
set(value):
upgrades = EnhancedResource.arrayValueChanged(value, TowerUpgrade.new)
2025-08-25 23:23:03 +02:00
2025-06-18 12:19:43 +02:00
func _ready() -> void:
# WARNING : Prevent .tscn file to be modified by the load of the scene in editor
if not Engine.is_editor_hint():
energy = max_energy
2025-09-07 19:48:58 +02:00
energyRecoveryCooldown.timeout.connect(func(): energy += energy_regen + Game.energy_boost)
2025-09-04 02:54:37 +02:00
$PriceTag.text = str(price) + ""
$Range/Range.shape = towerRange
func _process(_delta: float) -> void:
if state == STATE.ACTION && $AttackCooldown.is_stopped():
2025-09-04 02:54:37 +02:00
shoot()
func changeState(newState : STATE) -> void:
if [STATE.BLUEPRINT, STATE.DISABLED].has(state):
return
match newState:
STATE.ACTION when state == STATE.REST: in_action()
STATE.REST: resting()
_: return # NOTE Prevent change of state
state = newState
2025-03-26 18:55:43 +01:00
func shoot() -> void:
if energy < energy_cost:
state = STATE.EXHAUSTED
return
2025-09-07 23:45:43 +02:00
var target : Enemy = choose_target()
if not target:
return
energy -= energy_cost
2025-09-14 22:54:54 +02:00
var projectile : Projectile = projectileScene.instantiate()
projectile.amount = damage
projectile.shoot(target, $Aim.global_position)
2025-09-04 02:54:37 +02:00
$AttackCooldown.start(action_cooldown)
2025-03-26 18:55:43 +01:00
func resting() -> void:
toggleConnection(false)
func in_action() -> void:
toggleConnection(true)
2025-09-07 23:45:43 +02:00
func choose_target() -> Enemy:
var target : Enemy = null
2025-09-04 02:54:37 +02:00
for enemy in availableTargets:
2025-09-06 17:32:46 +02:00
if not target || enemy.path.progress > target.path.progress:
2025-09-04 02:54:37 +02:00
target = enemy
2025-09-07 23:45:43 +02:00
return target
2025-03-26 18:55:43 +01:00
2025-09-04 02:54:37 +02:00
func build() -> bool:
if state != STATE.BLUEPRINT || not Game.spendMoney(price):
2025-09-04 02:54:37 +02:00
return false
sprite.modulate = "ffffffff"
$EnergyBar3D.visible = true
$PriceTag.visible = false
2025-09-14 22:54:54 +02:00
energyBar.max_value = max_energy
state = STATE.ACTION
in_action()
2025-09-06 22:08:29 +02:00
changed.emit()
2025-09-04 02:54:37 +02:00
return true
2025-08-27 13:27:32 +02:00
2025-09-06 17:32:46 +02:00
func onBodyEntered(body: Node3D) -> void:
2025-03-26 18:55:43 +01:00
if body is Enemy:
2025-09-04 02:54:37 +02:00
availableTargets.append(body)
2025-03-26 18:55:43 +01:00
2025-09-06 17:32:46 +02:00
func onBodyExited(body: Node3D) -> void:
2025-03-26 18:55:43 +01:00
if body is Enemy:
2025-09-04 02:54:37 +02:00
availableTargets.erase(body)
2025-09-06 17:32:46 +02:00
func toggleConnection(activate : bool) -> void:
2025-09-14 12:52:01 +02:00
visible = activate
$Range.monitoring = activate
$Range.monitorable = activate
$CollisionShape3D.disabled = not activate
if activate:
2025-09-14 12:52:01 +02:00
energyRecoveryCooldown.stop()
2025-09-06 17:32:46 +02:00
else:
availableTargets.clear()
2025-09-14 12:52:01 +02:00
energyRecoveryCooldown.start()
func disable(duration : float) -> void:
state = STATE.DISABLED
resting()
2025-09-16 20:29:06 +02:00
await get_tree().create_timer(duration, false).timeout
state = STATE.REST