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path: root/scripts/wyvern.gd
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extends "res://scripts/base_defender.gd"

var projectile: PackedScene = preload("res://scenes/wyvern_projectile.tscn")
var damage_tick_rate: float
var range_collision : CollisionShape2D
var firing : bool = false

func _ready():
	set_tower_stats(game_stats_config.defenders_index.WYVERN)
	reset_tower_range()
	reset_tower_sprite()

func _process(delta):
	select_target()
	if firing:
		if target == null:
			$WyvernProjectile.queue_free()
			firing = false
		else:
			$WyvernProjectile.target = target
			$WyvernProjectile.move_projectile(delta)

func _on_tower_body_entered(_body: Node2D) -> void:
	var old_target : CharacterBody2D = target
	select_target()
	if old_target == null && old_target != target:
		$FireTimer.start(tower_data["fire_delay"])

func _on_fire_timer_timeout():
	if (target != null):
		var stream : CharacterBody2D = _get_projectile()
		add_child(stream)
		stream.target = target
		stream.global_position = $Aim.global_position
		firing = true
	$FireTimer.stop()

func _get_projectile() -> CharacterBody2D:
	var stream = projectile.instantiate()
	stream.projectile_damage = tower_data["damage"]
	stream.chaos_factor = tower_data["chaos_factor"]
	stream.damage_tick_rate = tower_data["damage_tick_rate"]
	return stream