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path: root/scenes/defenders/base_defender.gd
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extends StaticBody2D

@onready var sprite_node = $Sprite2D

var defender_range: float
var damage: int
var curr : PathFollow2D

func _on_tower_body_entered(_body: Node2D):
	select_target(get_node("Tower").get_overlapping_bodies())
	handle_animation()

func _on_tower_body_exited(_body: Node2D):
	select_target(get_node("Tower").get_overlapping_bodies())
	handle_animation()

func handle_animation():
	if (curr == null):
		sprite_node.idle_state()
	else:
		sprite_node.attack_state()

func select_target(targets):
	var tmp = []
	for i in targets:
		if "Crawler" in i.name:
			tmp.append(i)

	# this is all to select the furthest target on the track
	curr = null
	for i in tmp:
		if curr == null:
			curr = i.get_node("../")
		else:
			if i.get_parent().get_progress() > curr.get_progress():
				curr = i.get_node("../")