2025-09-01 13:52:14 +02:00
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extends Node3D
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class_name WorldManager
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2025-08-27 01:40:22 +02:00
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2025-08-30 15:46:36 +02:00
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const PACK_DELAY : float = .15
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2025-09-01 13:52:14 +02:00
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var level : Level
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var paths : Array[Node]
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2025-08-27 01:40:22 +02:00
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var current_wave : Wave
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var current_troop : Troop
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var enemies_to_spawn : int = 0
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2025-08-30 15:46:36 +02:00
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var wave : int = 0
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var enemies_alive : int = 0
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2025-09-01 13:52:14 +02:00
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var selected_collider : CollisionObject3D
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var troopTimer : Timer = Timer.new()
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2025-08-29 12:11:51 +02:00
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func _ready() -> void:
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2025-09-01 13:52:14 +02:00
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EventBus.projectile_shooted.connect(onProjectileShooted)
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troopTimer.one_shot = true
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2025-08-29 12:11:51 +02:00
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troopTimer.timeout.connect(spawn_troop)
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2025-09-01 13:52:14 +02:00
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add_child(troopTimer)
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EventBus.player_defeated.connect(queue_free)
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func onProjectileShooted(projectile : Projectile) -> void:
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add_child(projectile)
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2025-08-27 01:40:22 +02:00
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func _process(delta: float) -> void:
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2025-09-01 13:52:14 +02:00
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if wave > 0 || level && level.auto_start:
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2025-08-27 01:40:22 +02:00
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spawn_manager()
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func spawn_next_wave() -> void:
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2025-08-29 12:11:51 +02:00
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if level.waves.is_empty():
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2025-08-27 01:40:22 +02:00
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EventBus.player_has_won.emit()
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2025-09-01 13:52:14 +02:00
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queue_free.call_deferred()
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2025-08-27 01:40:22 +02:00
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return
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2025-08-29 12:11:51 +02:00
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current_wave = level.waves.pop_front()
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2025-08-30 15:46:36 +02:00
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wave += 1
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EventBus.waveHasChange.emit(wave)
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2025-08-27 01:40:22 +02:00
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func spawn_troop() -> void:
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for n in current_troop.number_to_spawn:
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2025-08-30 15:46:36 +02:00
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spawnEnemy(n * PACK_DELAY)
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func spawnEnemy(delay : float) -> void:
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2025-08-31 23:07:55 +02:00
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var enemy : PathFollow3D = createEnemy()
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2025-08-30 15:46:36 +02:00
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if delay > 0:
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2025-08-31 23:07:55 +02:00
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var enemyTimer : Timer = createTimer(delay)
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2025-08-30 15:46:36 +02:00
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enemyTimer.timeout.connect(
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func():
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2025-09-01 17:32:21 +02:00
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paths[current_troop.lane_to_spawn].add_child(enemy)
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2025-08-30 15:46:36 +02:00
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enemyTimer.queue_free()
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)
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2025-09-01 17:32:21 +02:00
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paths[current_troop.lane_to_spawn].add_child(enemyTimer)
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2025-08-30 15:46:36 +02:00
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else:
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2025-09-01 17:32:21 +02:00
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paths[current_troop.lane_to_spawn].add_child(enemy)
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2025-08-30 15:46:36 +02:00
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enemies_alive += 1
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func createEnemy() -> PathFollow3D :
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2025-09-01 17:32:21 +02:00
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var PF3D : PathFollow3D = load(current_troop.enemy).instantiate()
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2025-08-30 20:08:12 +02:00
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var enemy : Enemy = PF3D.find_children("*", "Enemy")[0]
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2025-08-30 15:46:36 +02:00
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enemy.died.connect(func(): enemies_alive -= 1)
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2025-08-30 20:08:12 +02:00
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return PF3D
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2025-08-27 01:40:22 +02:00
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func spawn_manager() -> void:
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2025-08-30 20:08:12 +02:00
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if not troopTimer.is_stopped():
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2025-08-29 12:11:51 +02:00
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return
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2025-08-30 20:08:12 +02:00
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if not current_wave || enemies_alive == 0 && current_wave.troops.is_empty():
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2025-08-29 12:11:51 +02:00
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spawn_next_wave()
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2025-08-27 01:40:22 +02:00
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return
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2025-08-30 20:08:12 +02:00
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current_troop = current_wave.troops.pop_front()
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if not current_troop:
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return
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if current_troop.spawn_delay == 0:
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spawn_troop()
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else:
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troopTimer.start(current_troop.spawn_delay)
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2025-08-27 01:40:22 +02:00
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2025-08-30 15:46:36 +02:00
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func createTimer(delay : float, oneShot = true, autoStart = true) -> Timer :
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2025-08-31 23:07:55 +02:00
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var timer : Timer = Timer.new()
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2025-08-30 15:46:36 +02:00
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timer.wait_time = delay
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timer.one_shot = oneShot
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timer.autostart = autoStart
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return timer
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2025-09-01 13:52:14 +02:00
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func addMap(mapScene : PackedScene) -> void:
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var map : Map = mapScene.instantiate()
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add_child(map)
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level = map.level
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paths = map.paths.get_children()
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EventBus.allowedTowerHasChange.emit.call_deferred(level.allowedTowers)
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spawn_next_wave()
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