1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
|
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 path : Node
var world : VoxelMesh
func fetch ():
if load_turrets != null: return
var root = get_tree().root.get_node("world")
wave = root.get_node("wave")
player = root.get_node("player")
resources = player.get_node("resources")
placer = player.get_node("placer")
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")
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": i, "color": color} ]
Globals.PlayerState.EDIT:
match sttype:
Globals.StateType.TURRET:
var tname = turret_holder.get_node(editing_turret).info.name
for t in load_turrets.get_upg_turrets(tname):
opts += [ { "type": "turret upg", "name": t.name } ]
opts += [ { "type": "text", "name": "targeting" } ]
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.selected
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)
Globals.PlayerActions.PICK:
selected = par.selected
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.selected
match par.selected:
"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.selected
match par.selected:
"back":
statetype = Globals.StateType.TURRET
build_option(state, statetype)
Globals.StateType.MODULES:
selected = par.selected
match par.selected:
"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
gui.refresh()
path.refresh_path(ineditor)
func gui_start_wave_event ():
if wave.ongoing: return
path.refresh_path(ineditor)
wave.start()
gui.refresh()
|