TowerDefense/Towers/Tower.gd
2025-09-04 02:54:37 +02:00

136 lines
3.4 KiB
GDScript

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