TowerDefense/addons/LevelEditor/WaveMaker.gd

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@tool
extends Control
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class_name WaveMaker
signal spawnQtyChanged(newQty : int)
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const LEVEL_PATH : String = "res://Levels/"
const LEVEL_REGEX_PATERN : String = "(level_.*)\\.tres$"
const LEVEL_PATH_REGEX_PATERN : String = "res://Levels/[^/]*/$"
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const ENEMY_PATH : String = "res://Enemies/Scenes/"
const ENEMY_REGEX_PATERN : String = "(enemy.*)\\.tscn$"
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const TROOP_SCENE = preload("res://addons/LevelEditor/UI/Troop/Troop.tscn")
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const space_multiplicator : int = 10
enum DIRECTION { UP, DOWN, TOP, LEFT, VERTICAL, HORIZONTAL}
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var enemies : Dictionary
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@onready var autoLaunchLevel : CheckButton = $VBC/HBC3/AutoLaunchLevel
@onready var levelSelect : CustomOptionButton = $VBC/HBC/LevelSelect
@onready var spawnQty : CustomLineEdit = $VBC/HBC4/SpawnQty
@onready var waveTabContainer : TabContainer = $VBC/ScrollContainer/WaveContainer
@onready var towerSelector : ItemList = $VBC/HBC5/TowerSelector
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var level : Level
var currentWave : int = -1
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func _ready() -> void:
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resetApp()
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towerSelector.clear()
towerSelector.max_columns = Tower.TYPE.size()
for towerType : String in Tower.TYPE:
if Tower.TYPE.NONE != Tower.TYPE.get(towerType):
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towerSelector.add_item(" " + towerType + " ")
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func _input(event: InputEvent) -> void:
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if event is not InputEventKey || !event.pressed:
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return
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# NOTE prevent to select new wave button
if event.keycode == KEY_PAGEUP:
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waveTabContainer.select_next_available()
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elif event.keycode == KEY_PAGEDOWN:
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waveTabContainer.select_previous_available()
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func buildTree() -> void:
if !level:
return
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manageAllowedTowers()
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autoLaunchLevel.button_pressed = level.auto_start
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spawnQty.setValue(level.laneCount)
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for i in level.waves.size():
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waveTabContainer.add_child(buildWave(level.waves[i]))
recreateTabBar()
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func manageAllowedTowers() -> void:
towerSelector.deselect_all()
for towerAllowed in level.allowedTowers:
# NOTE minus one is for remove none value
towerSelector.select(towerAllowed - 1, false)
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func buildWave(wave : Wave) -> VBoxContainer:
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var troopContainer : VBoxContainer = VBoxContainer.new()
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for i in wave.troops.size():
var troop : Troop = wave.troops[i]
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if troop.spawn_delay > 0 || i > 0 && \
!troopContainer.get_child(troopContainer.get_child_count() - 1).has_meta("troop_group"):
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troopContainer.add_child(HSeparator.new())
var nodeToAppend : BoxContainer = troopContainer
if i < wave.troops.size() -1 && wave.troops[i + 1].spawn_delay == 0:
if i == 0 || !troopContainer.get_child(troopContainer.get_child_count() - 1).has_meta("troop_group"):
nodeToAppend = HBoxContainer.new()
nodeToAppend.size_flags_horizontal = Control.SIZE_SHRINK_CENTER
nodeToAppend.set_meta("troop_group", true)
troopContainer.add_child(nodeToAppend)
if i > 0 && troop.spawn_delay == 0:
nodeToAppend = troopContainer.get_child(troopContainer.get_child_count() - 1)
nodeToAppend.add_child(VSeparator.new())
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nodeToAppend.add_child(createTroop(troop, wave))
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var addTroopBtn : Button = Button.new()
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addTroopBtn.text = "Ajouter une troupe"
addTroopBtn.pressed.connect(addTroop.bind(wave))
troopContainer.add_child(addTroopBtn)
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return troopContainer
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func createTroop(troop : Troop, wave : Wave) -> TroopMaker:
var enemyContainer : TroopMaker = TROOP_SCENE.instantiate()
enemyContainer.setTroop(troop, wave.troops.find(troop))
enemyContainer.troopDeleted.connect(removeTroop.bind(troop, wave))
enemyContainer.troopChanged.connect(refreshWaveNode.bind(wave, level.waves.find(wave)))
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return enemyContainer
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func cleanMenu() -> void:
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for child in waveTabContainer.get_children():
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waveTabContainer.remove_child(child)
child.queue_free()
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func addTroop(toWave : Wave) -> void:
toWave.troops.append(Troop.new())
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refreshWaveNode(toWave, currentWave)
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func removeTroop(troop : Troop, fromWave : Wave) -> void:
fromWave.troops.erase(troop)
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refreshWaveNode(fromWave, currentWave)
func refreshWaveNode(wave : Wave, waveIdx : int) -> void:
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var waveNode : VBoxContainer = waveTabContainer.get_child(waveIdx)
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waveTabContainer.remove_child(waveNode)
waveNode.queue_free()
var waveUI : VBoxContainer = buildWave(wave)
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waveTabContainer.add_child(waveUI)
waveTabContainer.move_child(waveUI, waveIdx)
recreateTabBar()
waveTabContainer.current_tab = waveIdx
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func cleanAndBuildMenu() -> void:
cleanMenu()
buildTree()
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func resetApp() -> void:
enemies = getOptionsFromFile(ENEMY_PATH, ENEMY_REGEX_PATERN)
print(enemies)
levelSelect.setOptions(getOptionsFromFile(LEVEL_PATH, LEVEL_REGEX_PATERN, LEVEL_PATH_REGEX_PATERN))
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cleanAndBuildMenu()
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func removeWave() -> void:
level.waves.remove_at(currentWave)
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var wave : VBoxContainer = waveTabContainer.get_child(currentWave)
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waveTabContainer.remove_child(wave)
wave.queue_free()
recreateTabBar()
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func addWave() -> void:
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var wave : Wave = Wave.new()
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level.waves.append(wave)
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waveTabContainer.add_child(buildWave(wave))
recreateTabBar()
waveTabContainer.current_tab = level.waves.size() - 1
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func changeWaveOrder(newPos : int) -> void:
var newWaveOrder : Array[Wave]
var waveToMove = level.waves[currentWave]
for i in level.waves.size():
if i == 0 && newPos == 0:
newWaveOrder.append(waveToMove)
if i != currentWave:
newWaveOrder.append(level.waves[i])
if i == newPos && newPos != 0:
newWaveOrder.append(waveToMove)
currentWave = newPos
level.waves = newWaveOrder
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func selectLevel(levelPath : String) -> void :
level = load(levelPath)
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cleanAndBuildMenu()
func tabFocusHaschanged(idx : int) -> void:
currentWave = idx
func _on_auto_launch_wave_toggled(toggled_on: bool) -> void:
level.auto_start = toggled_on
func _on_new_level_pressed() -> void:
level = Level.new()
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var levelName = "level_" + str(levelSelect.item_count + 1)
levelSelect.addOption(LEVEL_PATH + "/" + levelName + ".tres", levelName, true)
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_on_save_pressed()
func _on_save_pressed() -> void:
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ResourceSaver.save(level, levelSelect.selectedValue, ResourceSaver.FLAG_BUNDLE_RESOURCES)
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func onSelectedTowerChange(index: int, selected: int) -> void:
# NOTE Adding one for taking NONE value in account
index += 1
if selected:
level.allowedTowers.append(index)
else:
level.allowedTowers.erase(index)
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func getOptionsFromFile(path : String, regexPattern : String, pathRegexPattern : String = "") -> Dictionary :
var files : Dictionary
var filePaths : Array[String] = Game.getFileFromDir(path, regexPattern, pathRegexPattern)
var regex : RegEx = RegEx.create_from_string(regexPattern)
for file in filePaths:
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var fileMatch : RegExMatch = regex.search(file)
files.set(fileMatch.strings[1], file)
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return files
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func recreateTabBar() -> void:
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var waveTabBar : TabBar = waveTabContainer.get_tab_bar()
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for i in waveTabBar.tab_count:
if i < waveTabContainer.get_child_count():
waveTabBar.set_tab_title(i, "Vague N°" + str(i + 1))
else:
waveTabBar.remove_tab(i)
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func onSpawnQtyChange(newValue: int) -> void:
level.laneCount = newValue
spawnQtyChanged.emit(newValue)