2025-08-26 13:03:22 +02:00
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extends Node3D
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2025-08-31 23:07:55 +02:00
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class_name TowerManager
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2025-08-26 13:03:22 +02:00
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2025-08-29 20:07:36 +02:00
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2025-08-26 13:03:22 +02:00
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@onready var cam : Camera3D = $"../Camera3D"
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2025-08-28 18:59:03 +02:00
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@onready var selection_icon : Sprite3D = $Sprite3DSelection
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2025-08-26 13:03:22 +02:00
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2025-09-03 20:52:14 +02:00
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2025-08-29 12:11:51 +02:00
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var towers : Dictionary
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2025-09-04 02:54:37 +02:00
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var usedLocations : Dictionary
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var selectedTile : Vector3
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var selected_tower : Tower
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2025-09-03 20:52:14 +02:00
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2025-08-26 13:03:22 +02:00
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func _ready() -> void:
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2025-08-29 12:11:51 +02:00
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EventBus.tower_selected.connect(selectTower)
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2025-08-28 20:35:45 +02:00
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#$AnimationPlayer.play("arrow_bobbing")
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2025-08-26 13:03:22 +02:00
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2025-09-04 02:54:37 +02:00
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2025-09-03 03:44:44 +02:00
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func _process(_delta: float) -> void:
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2025-09-04 02:54:37 +02:00
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var collider : CollisionObject3D = handle_player_controls()
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var tower : Tower
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if collider is GameTile:
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tower = usedLocations.get(collider.global_position.round())
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2025-08-26 13:03:22 +02:00
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if Input.is_action_just_pressed("build"):
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2025-09-04 02:54:37 +02:00
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if not collider is GameTile:
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2025-08-26 13:03:22 +02:00
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return
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2025-09-04 02:54:37 +02:00
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if isTileFree(collider):
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placeTower()
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elif tower && selected_tower.builded:
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EventBus.tower_selected.emit(tower.tower_type)
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2025-08-26 13:03:22 +02:00
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if Input.is_action_just_pressed("rest"):
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2025-09-04 02:54:37 +02:00
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if tower:
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moveTower(tower, Vector3.INF)
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else:
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EventBus.tower_selected.emit(Tower.TYPE.NONE)
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2025-08-27 14:37:26 +02:00
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2025-08-26 13:03:22 +02:00
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2025-09-04 02:54:37 +02:00
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func handle_player_controls() -> Node3D:
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2025-08-26 13:03:22 +02:00
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var space_state : PhysicsDirectSpaceState3D = get_world_3d().direct_space_state
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var mouse_pos : Vector2 = get_viewport().get_mouse_position()
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var origin : Vector3 = cam.project_ray_origin(mouse_pos)
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var end : Vector3 = origin + cam.project_ray_normal(mouse_pos) * 100
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var ray : PhysicsRayQueryParameters3D = PhysicsRayQueryParameters3D.create(origin, end)
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ray.collide_with_bodies = true
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var ray_result : Dictionary = space_state.intersect_ray(ray)
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if ray_result.is_empty():
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visible = false
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2025-09-04 02:54:37 +02:00
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return null
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2025-08-26 13:03:22 +02:00
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2025-09-04 02:54:37 +02:00
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var collider : Node3D = ray_result.get("collider")
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2025-08-26 13:03:22 +02:00
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visible = true
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2025-08-30 20:08:12 +02:00
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selection_icon.visible = true
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2025-09-04 02:54:37 +02:00
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global_position = collider.global_position + Vector3(0.0, 0.21, 0.0)
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2025-08-26 13:03:22 +02:00
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2025-09-04 02:54:37 +02:00
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if selected_tower && not selected_tower.builded:
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selected_tower.sprite.modulate = "ff4545c8" # If the tower can't be placed he is red
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selection_icon.visible = false # If we are placing a tower, hide the selector model
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if collider is GameTile && isTileFree(collider):
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selected_tower.sprite.modulate = "61ff45c8" # If the tower can be placed he is green
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2025-08-27 13:27:32 +02:00
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2025-09-04 02:54:37 +02:00
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return collider
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2025-08-27 13:27:32 +02:00
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2025-08-26 13:03:22 +02:00
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2025-09-04 02:54:37 +02:00
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func placeTower() -> void:
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if not selected_tower:
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2025-08-27 13:27:32 +02:00
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return
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2025-08-27 14:37:26 +02:00
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2025-09-04 02:54:37 +02:00
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if not selected_tower.builded:
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if not selected_tower.build():
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return
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remove_child(selected_tower)
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$"../Towers".add_child(selected_tower)
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moveTower(selected_tower, global_position)
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2025-08-26 13:03:22 +02:00
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2025-09-04 02:54:37 +02:00
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func isTileFree(tile: GameTile) -> bool:
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return not usedLocations.has(tile.global_position.round()) \
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&& tile.type == GameTile.TYPE.TOWER
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## Set [param toPosition] with [Vector3.INF] to make the tower rest
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func moveTower(tower: Tower, toPosition: Vector3) -> void:
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usedLocations.erase(tower.global_position.round())
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if toPosition == Vector3.INF:
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tower.resting()
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else:
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usedLocations.set(global_position.round(), tower)
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tower.global_position = toPosition
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tower.in_action()
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2025-08-26 13:03:22 +02:00
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2025-08-29 12:11:51 +02:00
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emitTeamChanges()
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2025-08-26 13:03:22 +02:00
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2025-09-03 20:52:14 +02:00
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func selectTower(towerType: Tower.TYPE):
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# Hide current not builded tower
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2025-08-29 12:11:51 +02:00
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if selected_tower && not selected_tower.builded:
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selected_tower.visible = false
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2025-08-26 13:03:22 +02:00
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2025-09-03 20:52:14 +02:00
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if selected_tower && selected_tower.tower_type == towerType || towerType == Tower.TYPE.NONE:
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selected_tower = null
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2025-09-03 20:52:14 +02:00
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elif towers.has(towerType):
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selected_tower = towers.get(towerType)
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selected_tower.visible = true
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else:
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selected_tower = Game.towers.get(towerType).instantiate()
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towers.set(towerType, selected_tower)
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add_child(selected_tower)
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2025-08-26 13:03:22 +02:00
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2025-08-29 12:11:51 +02:00
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func emitTeamChanges() -> void:
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var team_in_action : int = 0
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var team_in_rest : int = 0
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var tower_count : int = 0
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for towerType in towers:
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var tower : Tower = towers[towerType]
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if tower.builded:
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tower_count += 1
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if tower.is_rest:
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team_in_rest += 1
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else:
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team_in_action += 1
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EventBus.team_in_action_changed.emit(team_in_action)
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2025-08-29 12:11:51 +02:00
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EventBus.team_in_rest_changed.emit(team_in_rest)
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EventBus.tower_count_changed.emit(tower_count)
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