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-rw-r--r--scripts/tower_manager.gd68
1 files changed, 58 insertions, 10 deletions
diff --git a/scripts/tower_manager.gd b/scripts/tower_manager.gd
index 250b66b..9682dd9 100644
--- a/scripts/tower_manager.gd
+++ b/scripts/tower_manager.gd
@@ -1,30 +1,78 @@
extends Node
+var game_stats_config = preload("res://resources/game_stats_config.tres")
@onready var _tiles : TileMapLayer = get_node("../Map/TileMapLayer")
var _towers : Dictionary
+var _tower_actions : Array[String] = [
+ "tower_action_one",
+ "tower_action_two",
+ "tower_action_three",
+ "tower_action_four"
+]
+
+var _tower_data : Dictionary[String, Dictionary] = {
+ "tower_action_one": {
+ "scene": preload("res://scenes/warlock.tscn"),
+ "cost": game_stats_config.defenders["warlock"]["cost"],
+ },
+ "tower_action_two": {
+ "scene": preload("res://scenes/wyvern.tscn"),
+ "cost": game_stats_config.defenders["wyvern"]["cost"],
+ },
+ # TODO -- space reserved for last two towers
+ "tower_action_three": {
+ "scene": preload("res://scenes/warlock.tscn"),
+ "cost": game_stats_config.defenders["warlock"]["cost"],
+ },
+ "tower_action_four": {
+ "scene": preload("res://scenes/warlock.tscn"),
+ "cost": game_stats_config.defenders["warlock"]["cost"],
+ },
+}
+
func _ready():
_towers = {}
-func place_tower(tower : Dictionary, tile_position : Vector2i):
+func handle_tower_key(event, tile_position : Vector2i):
+ for action in _tower_actions:
+ if event.is_action_pressed(action):
+ if is_tile_occupied(tile_position):
+ _handle_upgrade(action, _towers[tile_position])
+ elif _is_valid_placement_tile(tile_position):
+ _handle_place_tower(_tower_data[action], tile_position)
+
+func _handle_upgrade(action : String, tower : StaticBody2D):
+ var tower_key : String = tower.get_tower_key()
+ var upgrades = game_stats_config.defenders[tower_key]["upgrades"]
+
+ print("foo: ", GameData.get_life(), " ", action, " ", tower_key, " ", upgrades)
+ if upgrades.has(action):
+ var upgrade_data = upgrades[action]
+ var upgrade_cost = upgrade_data["cost"]
+
+ if GameData.get_life() >= upgrade_cost:
+ GameData.subtract_life(upgrade_cost)
+ tower.apply_upgrade(upgrade_data["effects"])
+
+func _handle_place_tower(tower : Dictionary, tile_position : Vector2i):
var tower_cost = tower["cost"]
- if is_valid_placement_tile(tile_position) && GameData.get_life() >= tower_cost:
+ if GameData.get_life() >= tower_cost:
+ GameData.subtract_life(tower_cost)
var tmp = tower["scene"].instantiate()
- var path = get_tree().get_root().get_node("Main/Defenders")
- path.add_child(tmp)
+ add_child(tmp)
tmp.global_position = tile_position
- occupy_tile(tile_position)
- GameData.subtract_life(tower_cost)
+ _occupy_tile(tile_position, tmp)
-func is_valid_placement_tile(tile_position : Vector2i):
+func _is_valid_placement_tile(tile_position : Vector2i):
var tile_coords = _tiles.get_cell_atlas_coords(tile_position)
return (tile_coords == (Vector2i(-1, -1))) && (!is_tile_occupied(tile_position))
func is_tile_occupied(tile_position : Vector2i):
return _towers.has(tile_position)
-func occupy_tile(tile_position):
- _towers[tile_position] = true
+func _occupy_tile(tile_position, tower):
+ _towers[tile_position] = tower
-func free_tile(tile_position):
+func _free_tile(tile_position):
_towers.erase(tile_position)