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extends Node
var ineditor = false
var state = Globals.PlayerState.PICK
var statetype = Globals.StateType.TURRET
var selected = ""
var editing_turret = ""
var gui : Node
var wave : Node
var player : Node
var placer : Node
var resources : Node
var pointer : Node
var turret_holder : Node
var enemies_holder : Node
var load_turrets : Node
var saveload_map : Node
var path : Node
var world : VoxelMesh
func fetch ():
if load_turrets != null: return
var root = get_tree().root.get_node("world")
player = root.get_node("player")
resources = player.get_node("resources")
placer = player.get_node("placer")
wave = root.get_node("wave")
pointer = root.get_node("pointer")
gui = root.get_node("gui")
world = root.get_node("world")
path = root.get_node("path")
turret_holder = root.get_node("turrets")
enemies_holder = root.get_node("enemies")
var saveload = root.get_node("saveload")
load_turrets = saveload.get_node("load_turrets")
saveload_map = saveload.get_node("saveload_map")
if !load_turrets.loaded: yield(load_turrets, "done_loading")
func _ready ():
fetch()
_refresh()
build_option (state, statetype)
func build_option (st, sttype):
var opts = []
match st:
Globals.PlayerState.PICK, Globals.PlayerState.PLACE:
match sttype:
Globals.StateType.TURRET:
for t in load_turrets.get_base_turrets():
opts += [ { "type": "turret buy", "name": t.name } ]
Globals.StateType.ATTACH:
opts += [ { "type": "text", "name": "attach" } ]
Globals.StateType.PATH:
opts += [ { "type": "text", "name": "start path" } ]
opts += [ { "type": "text", "name": "path" } ]
opts += [ { "type": "text", "name": "end path" } ]
Globals.StateType.VOXEL:
for i in world.voxel_set.size():
var details = world.voxel_set.get_voxel(i)
var color = Color(1, 0, 1)
if details.has("color"): color = details.color
opts += [ { "type": "color", "name": str(i), "color": color} ]
Globals.PlayerState.EDIT:
match sttype:
Globals.StateType.TURRET:
var tinfo = turret_holder.get_node(editing_turret).info
for t in load_turrets.get_upg_turrets(tinfo.name):
opts += [ { "type": "turret upg", "name": t.name } ]
if tinfo.has("projectile"):
opts += [ { "type": "text", "name": "targeting" } ]
if tinfo.get("modules_max", 0) > 0:
opts += [ { "type": "text", "name": "modules" } ]
opts += [ { "type": "text", "name": "sell" } ]
opts += [ { "type": "text", "name": "back" } ]
Globals.StateType.TARGETING:
opts += [ { "type": "text", "name": "back" } ]
Globals.StateType.MODULES:
opts += [ { "type": "text", "name": "back" } ]
gui.bottom_bar.picker.build(opts)
func sell (turr_name):
var turr = turret_holder.get_node(turr_name)
var info = turr.info
resources.add(info.cost)
placer.delete(Globals.StateType.TURRET,
turr.transform.origin, turr.transform.basis.get_rotation_quat())
func _refresh ():
gui.refresh()
pointer.refresh(state, statetype, selected)
func to_pick ():
selected = ""
editing_turret = ""
state = Globals.PlayerState.PICK
build_option(state, statetype)
func do (action, par = {}):
print(str(action) + " " + str(par))
fetch()
match state:
Globals.PlayerState.PICK:
match action:
Globals.PlayerActions.PICK:
selected = par.name
state = Globals.PlayerState.PLACE
Globals.PlayerActions.SELECT:
match statetype:
Globals.StateType.TURRET:
selected = ""
editing_turret = par.selected
state = Globals.PlayerState.EDIT
build_option(state, statetype)
_: to_pick()
Globals.PlayerActions.CHANGE_TYPE:
selected = ""
editing_turret = ""
state = Globals.PlayerState.PICK
statetype = par.statetype
build_option(state, statetype)
Globals.PlayerState.PLACE:
match action:
Globals.PlayerActions.PLACE:
match statetype:
Globals.StateType.TURRET:
var obj = placer.inst_turret(
par.pos, par.rot, selected)
editing_turret = obj.name
state = Globals.PlayerState.EDIT
build_option(state, statetype)
Globals.StateType.ATTACH:
placer.inst_attach(par.pos, par.rot)
Globals.StateType.PATH:
match selected:
"start path": placer.inst_path_start(par.pos, par.rot)
"path": placer.inst_path(par.pos, par.rot)
"end path": placer.inst_path_end(par.pos, par.rot)
Globals.StateType.VOXEL:
placer.inst_voxel(par.pos, par.rot, selected)
Globals.PlayerActions.PICK:
selected = par.name
Globals.PlayerActions.DELETE:
placer.delete(statetype, par.pos, par.rot)
Globals.PlayerActions.CANCEL: to_pick()
Globals.PlayerActions.CHANGE_TYPE:
selected = ""
editing_turret = ""
state = Globals.PlayerState.PICK
statetype = par.statetype
build_option(state, statetype)
Globals.PlayerState.EDIT:
match action:
Globals.PlayerActions.PICK:
match statetype:
Globals.StateType.TURRET:
selected = par.name
match par.type:
"turret upg":
var prv = turret_holder.get_node(editing_turret)
var pos = prv.transform.origin
var rot = prv.transform.basis.get_rotation_quat()
placer.delete(statetype, pos, rot)
var obj = placer.inst_turret(pos, rot, par.name)
editing_turret = obj.name
state = Globals.PlayerState.EDIT
build_option(state, statetype)
_ :
match par.name:
"targeting":
statetype = Globals.StateType.TARGETING
build_option(state, statetype)
"modules":
statetype = Globals.StateType.MODULES
build_option(state, statetype)
"sell":
sell(editing_turret)
to_pick()
"back": to_pick()
Globals.StateType.TARGETING:
selected = par.name
match par.name:
"back":
statetype = Globals.StateType.TURRET
build_option(state, statetype)
Globals.StateType.MODULES:
selected = par.name
match par.name:
"back":
statetype = Globals.StateType.TURRET
build_option(state, statetype)
_: to_pick()
Globals.PlayerActions.CANCEL: to_pick()
Globals.PlayerActions.CHANGE_TYPE:
selected = ""
editing_turret = ""
state = Globals.PlayerState.PICK
statetype = par.statetype
build_option(state, statetype)
_refresh()
func gui_editor_toggle_event ():
ineditor = !ineditor
if !ineditor:
statetype = Globals.StateType.TURRET
to_pick()
gui.refresh()
path.refresh_path(ineditor)
func gui_start_wave_event ():
if wave.ongoing: return
path.refresh_path(ineditor)
wave.start()
gui.refresh()
func gui_save_map_event (): saveload_map.map_save()
func gui_save_as_map_event (mapname : String):
saveload_map.mapname = mapname
saveload_map.map_save()
func gui_delete_map_event (mapname : String):
saveload_map.map_delete(mapname)
func gui_change_map_event (mapname : String):
saveload_map.mapname = mapname
saveload_map.map_load()
gui.load_map.visible = false
path.refresh_path(ineditor)
gui.refresh()
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