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spacetac/core/unit.gd

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GDScript3
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@tool
class_name Unit
extends Composer
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signal promoted
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@export var sprite: Texture2D:
set(val):
sprite = val
_check_compose()
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@export var player: Node:
set(val):
if val is Player:
player = val
else:
player = null
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_check_compose()
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@export var hitpoints := 1
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@export var rotation_offset := 0.0
var chief_ref := WeakRef.new()
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var target_reached = true
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var target_position := Vector2.ZERO
var is_chief := false
var subordinates := 0
func _ready():
target_position = global_position
super._ready()
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func _compose():
$sprite.texture = sprite
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if player:
# TODO something more subtle
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$sprite.self_modulate = player.color
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if player.code and not Engine.is_editor_hint():
add_to_group("player:" + player.code)
func _physics_process(delta):
if not target_reached:
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# TODO use position instead of global_position, once parented to battlefield
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var previous = global_position
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global_position += (target_position - global_position).normalized() * 100.0 * delta
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var diff = global_position - previous
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if diff.length() > 0.01:
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$sprite.rotation = rotation_offset + diff.angle()
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if global_position.distance_to(target_position) < 5.0:
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target_reached = true
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func move_to(pos: Vector2):
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if pos != target_position:
target_position = pos
target_reached = false
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func damage(lost_hitpoints: float):
hitpoints = max(0.0, hitpoints - lost_hitpoints)
if hitpoints <= 0:
die()
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func get_chief():
return chief_ref.get_ref()
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func die():
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var chief = get_chief()
if chief:
chief.subordinates -= 1
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queue_free()
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func promote_chief():
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if not is_chief:
is_chief = true
if player:
add_to_group("chief:" + player.code)
promoted.emit()
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func set_chief(chief):
if chief is Unit and chief.is_chief and chief != self:
chief_ref = weakref(chief)
chief.subordinates += 1
func list_chiefs():
return get_tree().get_nodes_in_group("chief:" + player.code)