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extends Node

var game_stats_config = preload("res://resources/game_stats_config.tres")
var morale_down = preload("res://assets/morale_down.wav")
var wave_ready = preload("res://assets/wave_ready.wav")


signal life_changed
signal morale_changed
signal wave_started
var _life : int 
var _morale : int
var _current_wave : int
var _is_spawning : bool

func reset():
	_life = game_stats_config.starting_life
	_morale = game_stats_config.starting_morale
	_current_wave = -1

func get_life() -> int:
	return _life

func add_life(amount: int):
	_life += amount
	emit_signal("life_changed")

func subtract_life(amount: int):
	_life -= amount
	emit_signal("life_changed")

func get_morale() -> int:
	return _morale

func add_morale(amount: int):
	_morale += amount
	emit_signal("morale_changed")

func subtract_morale(amount: int):
	_morale -= amount
	emit_signal("morale_changed")
	if (_morale < 1):
		get_tree().change_scene_to_file("res://scenes/game_over.tscn")
	else:
		_play_sound(morale_down)

func get_is_spawning() -> bool:
	return _is_spawning

func start_spawning():
	if !_is_spawning && _current_wave < game_stats_config.wave_data.size():
			_current_wave += 1
			_is_spawning = true
			emit_signal("wave_started", _current_wave)

func stop_spawning():
	_is_spawning = false
	if (_current_wave > game_stats_config.wave_data.size()):
		# TODO
		print("win!")
	else:
		_play_sound(wave_ready)

func _play_sound(sound : AudioStream):
	var ap = get_tree().current_scene.get_node("Blips")
	ap.stream = sound
	ap.play()