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extends StaticBody2D

@onready var sprite_node = $Sprite2D
@onready var util = preload("res://scripts/util.gd")

var defender_range : float
var fire_rate : float
var damage : float
var target : CharacterBody2D
var idle_atlas_coords : Vector2i
var attack_atlas_coords : Vector2i

var _idle_texture : Texture
var _attack_texture : Texture

func _ready() -> void:
	_idle_texture = util.get_tile_texture(idle_atlas_coords)
	_attack_texture = util.get_tile_texture(attack_atlas_coords)
	_idle_state()

func _on_fire_timer_timeout() -> void:
	# extending classes override here
	pass

func select_target() -> void:
	var targets : Array = _find_targets()

	# this is all to select the furthest target on the track
	var curr : PathFollow2D = null
	for i in targets:
		if curr == null:
			curr = i.get_node("../")
		else:
			if i.get_parent().get_progress() > curr.get_progress():
				curr = i.get_node("../")

	_update_state_machine(curr)

func _find_targets() -> Array:
	var targets : Array = get_node("Tower").get_overlapping_bodies()
	var tmp : Array = []
	for i in targets:
		if "Crawler" in i.name:
			tmp.append(i)
	return tmp

func _update_state_machine(curr : PathFollow2D) -> void:
	if (curr == null):
		target = null
		_idle_state()
	else:
		target = curr.get_child(0)
		_attack_state()

func _on_tower_body_entered(_body: Node2D) -> void:
	var old_target : CharacterBody2D = target
	select_target()
	if old_target == null && old_target != target:
		$FireTimer.start(fire_rate)
		_on_fire_timer_timeout()

func _attack_state():
	sprite_node.texture = _attack_texture

func _idle_state():
	sprite_node.texture = _idle_texture