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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 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 GameData.get_life() >= tower_cost:
GameData.subtract_life(tower_cost)
var tmp = tower["scene"].instantiate()
add_child(tmp)
tmp.global_position = tile_position
_occupy_tile(tile_position, tmp)
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, tower):
_towers[tile_position] = tower
func _free_tile(tile_position):
_towers.erase(tile_position)
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