189 lines
4.7 KiB
GDScript
189 lines
4.7 KiB
GDScript
extends Node3D
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class_name PlayerManager
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enum STATE {IDLE,PLACING}
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var _state = STATE.IDLE
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#TODO Get rid of tower_blueprint
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@onready var tower_blueprint : PackedScene
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@onready var selected_tower : Tower = null
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@onready var cam : Camera3D = $"../Camera3D"
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@onready var the_cube : TheCube = %TheCube
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@onready var selection_icon : Sprite3D = $Sprite3DSelection
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@onready var towers : Array[Tower]
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var tower_count : int = 0:
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set(value):
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tower_count = value
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EventBus.tower_count_changed.emit(tower_count)
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var team_in_action : Array[Tower]:
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set(value):
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team_in_action = value
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EventBus.team_in_action_changed.emit(team_in_action)
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var team_in_rest : Array[Tower]:
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set(value):
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team_in_rest = value
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EventBus.team_in_rest_changed.emit(team_in_rest)
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var target_tower : Tower
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var selected_collider : CollisionObject3D
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func _ready() -> void:
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EventBus.tower_selected.connect(_on_EventBus_tower_selected)
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EventBus.tower_to_build.connect(_on_EventBus_tower_to_build)
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#$AnimationPlayer.play("arrow_bobbing")
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func _process(delta: float) -> void:
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handle_player_controls()
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if Input.is_action_just_pressed("build"):
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if not selected_collider:
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return
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if selected_collider.collision_layer == 1:
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build_tower()
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if selected_collider is TheCube:
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EventBus.open_shop.emit()
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else:
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EventBus.close_shop.emit()
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if Input.is_action_just_pressed("rest"):
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if _state == STATE.PLACING:
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quit_placing()
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EventBus.close_shop.emit()
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if target_tower:
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send_to_rest()
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func handle_player_controls() -> void:
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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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selected_collider = null
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return
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var collider : CollisionObject3D = ray_result.get("collider")
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selected_collider = collider
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visible = true
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selection_icon.visible = false
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global_position = collider.global_position
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global_position += Vector3(0.0,0.02,0.0)
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if selected_collider is Tower:
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target_tower = collider
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else:
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target_tower = null
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if _state == STATE.PLACING:
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tower_to_place.sprite.modulate = "ff4545c8" #If the tower can't be placed he is red
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selection_icon.visible = false
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if selected_collider is BuildTile: #if we are placing a tower, hide the selector model
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tower_to_place.sprite.modulate = "61ff45c8" #If the tower can be placed he is green
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var tower_to_place : Tower #It is freed in the build_tower()
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func place_tower() -> void:
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_state = STATE.PLACING
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tower_to_place = tower_blueprint.instantiate()
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add_child(tower_to_place)
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tower_to_place.can_shoot = false
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tower_to_place.collision_layer = 0
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tower_to_place.sprite.modulate = "ffffffc8"
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tower_to_place.show_price_tag()
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func quit_placing() -> void:
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_state = STATE.IDLE
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tower_to_place.queue_free()
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# Refactoriser ce code
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func build_tower() -> void:
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if tower_blueprint == null:
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return
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if !visible:
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return
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var temp_tower : Tower = tower_blueprint.instantiate()
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#Move existing tower
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for tower : Tower in team_in_action:
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if tower.tower_name == temp_tower.tower_name:
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move_tower()
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return
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#Send to action a resting tower
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for tower : Tower in team_in_rest:
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if tower.tower_name == temp_tower.tower_name:
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move_tower()
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send_to_action()
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return
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#Build Tower
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if temp_tower.price < the_cube.money:
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#Can't build
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print("Too costly")
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return
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else :
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#Can build
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quit_placing() #Destroy the tower placeholder
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EventBus.money_spent.emit(temp_tower.price)
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tower_count += 1
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$"../Towers".add_child(temp_tower)
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EventBus.tower_builded.emit(temp_tower)
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towers.append(temp_tower)
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tower_blueprint == null
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selected_tower = temp_tower
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send_to_action()
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move_tower()
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func move_tower():
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selected_tower.global_position = global_position
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func send_to_rest():
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team_in_action.erase(selected_tower)
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team_in_rest.append(selected_tower)
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selected_tower.is_rest = true
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EventBus.team_in_action_changed.emit(team_in_action)
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func send_to_action():
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team_in_rest.erase(selected_tower)
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team_in_action.append(selected_tower)
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selected_tower.is_rest = false
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EventBus.team_in_action_changed.emit(team_in_action)
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func _on_EventBus_tower_selected(tower : PackedScene):
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# TODO: Remove tower_blueprint
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print("pouette")
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# tower_blueprint = tower
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# TODO: Utile ?
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func _on_cube_icon_pressed() -> void:
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pass
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#open_shop()
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func _on_EventBus_tower_to_build(packed_tower : PackedScene) -> void:
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tower_blueprint = packed_tower
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place_tower()
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