135 lines
3.4 KiB
GDScript
135 lines
3.4 KiB
GDScript
@tool
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extends StaticBody3D
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class_name Tower
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# DANGER "NONE" Should always be first
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enum TYPE { NONE, PIERRE, ALINE, MAXENCE, VICTORIA, EVAN, ALEX, GERALDINE }
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var projectileScene : PackedScene = preload("res://Towers/Projectiles/projectile.tscn")
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@export var tower_name : String = "None"
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@export var tower_type : TYPE
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@export_group("Base data")
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@export var icone : Texture2D
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@export var bio : String
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@export var price : int = 100
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@export_group("Attack")
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@export var projectileRessource : ProjectileResource
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@export var towerRange : Shape3D
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@export var action_cooldown : float = 1.5:
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set(value):
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action_cooldown = clamp(value, 0.3, 999)
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@export_group("Energy")
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@export var max_energy : float = 100.0
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@export var energy_regen : float = 10.0
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@export var energy_cost : float = 50.0
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@export_group("Button")
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@export var buttonTooltip : String
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@onready var energyBar : ProgressBar = $EnergyBar3D/SubViewport/EnergyBar2D
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@onready var sprite : Sprite3D = $Sprite3D
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@onready var energyRecoveryCooldown : Timer = $EnergyRecoveryCooldown
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var energy : float = 0:
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set(value):
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energyBar.value = value
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energy = clampf(value, 0.0, max_energy)
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is_exhausted = energy < energy_cost
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EventBus.energy_has_changed.emit(self)
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var availableTargets : Array[Enemy]
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var target : Enemy
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var is_exhausted : bool = false
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var is_rest : bool :
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get(): return not energyRecoveryCooldown.is_stopped()
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var builded : bool = false
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@export_category("Upgrades")
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@export var upgrades : Array[TowerUpgrade]
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func _ready() -> void:
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EventBus.tower_upgraded.connect(apply_upgrade)
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EventBus.energy_has_changed.emit(self)
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energyRecoveryCooldown.timeout.connect(func(): energy += energy_regen)
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# WARNING : Prevent .tscn file to be modified by the load of the scene in editor
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if not Engine.is_editor_hint():
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collision_layer = 0
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$PriceTag.text = str(price) + " €"
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energy = max_energy
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$Range/Range.shape = towerRange
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energyBar.value = energy
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energyBar.max_value = max_energy
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func _process(_delta: float) -> void:
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if visible && $AttackCooldown.is_stopped() && builded && is_instance_valid(target):
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shoot()
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func get_available_upgrades() -> Array[TowerUpgrade]:
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return upgrades.filter(func(u: TowerUpgrade): u.isLevelMax)
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func apply_upgrade(towerType : Tower.TYPE, upgrade : TowerUpgrade):
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if towerType == tower_type && upgrade.canUpgrade():
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upgrade.upgrade(self)
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func shoot() -> void:
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energy -= energy_cost
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var projectile : Projectile = projectileScene.instantiate()
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projectile.loadProjectile(projectileRessource, target)
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EventBus.projectile_shooted.emit(projectile, $Aim.global_position)
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$AttackCooldown.start(action_cooldown)
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func resting() -> void:
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visible = false
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collision_layer = 0
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collision_mask = 0
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energyRecoveryCooldown.start()
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func in_action() -> void:
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visible = true
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collision_layer = 0b100
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collision_mask = 0b100
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energyRecoveryCooldown.stop()
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func choose_target() -> void:
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target = null
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for enemy in availableTargets:
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if not target || enemy.progress > target.progress:
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target = enemy
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func build() -> bool:
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if builded || not TheCube.spendMoney(price):
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return false
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sprite.modulate = "ffffffff"
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builded = true
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$PriceTag.visible = false
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EventBus.tower_builded.emit(self)
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return true
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func _on_range_body_entered(body: Node3D) -> void:
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if body is Enemy:
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availableTargets.append(body)
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choose_target()
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func _on_range_body_exited(body: Node3D) -> void:
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if body is Enemy:
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availableTargets.erase(body)
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choose_target()
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