Added some state to distinguish attacker and defender units
This commit is contained in:
parent
751dc87e40
commit
f0168d681b
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@ -1,6 +1,8 @@
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tool
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extends Panel
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signal played(card, anchor)
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const AnimHelper = preload("res://helpers/anims.gd")
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const BattleHelper = preload("res://helpers/battle.gd")
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@ -64,8 +66,10 @@ func update_anchors():
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func play(anchor):
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if spawned_unit:
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anchor.set_content(spawned_unit.instance())
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queue_free()
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var unit = spawned_unit.instance()
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unit.attacker = hero.attacker if hero else false
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anchor.set_content(unit)
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emit_signal("played", self, anchor)
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func return_to_base():
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AnimHelper.linear_goto(self, base_position, 0.3)
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@ -19,14 +19,27 @@ static func update_anchors(tree: SceneTree, position, acceptability) -> Anchor:
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return selected_anchor
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static func spawn_unit(name: String, anchor: Anchor) -> Node:
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static func spawn_unit(name: String, anchor: Anchor, attacker: bool) -> Node:
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""" Spawn a unit on an empty anchor
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"""
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var scene = load("res://units/" + name + ".tscn")
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var node = scene.instance()
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anchor.set_content(node)
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node.attacker = attacker
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return node
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static func list_units(tree: SceneTree):
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""" List all units in battle
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"""
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var units = []
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for anchor in tree.get_nodes_in_group("anchors"):
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var content = anchor.get_content()
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if content:
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units.append(content)
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return units
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static func get_state(tree: SceneTree):
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""" Build the simple state associated with current battle scene
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"""
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@ -0,0 +1,8 @@
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static func set_parent(node: Node, parent: Node):
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""" Set the parent of a node, reparenting if needed
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"""
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var old_parent = node.get_parent()
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if old_parent and old_parent != parent:
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old_parent.remove_child(node)
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parent.add_child(node)
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@ -45,6 +45,12 @@ boot_splash/image="res://loading.png"
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boot_splash/bg_color=Color( 0, 0, 0, 1 )
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config/icon="res://icon.png"
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[debug]
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gdscript/warnings/unused_argument=false
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gdscript/warnings/incompatible_ternary=false
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gdscript/warnings/return_value_discarded=false
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[display]
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window/size/width=1080
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@ -9,15 +9,21 @@ onready var deck_attack_cards = deck_attack.instance()
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onready var deck_defend_cards = deck_defend.instance()
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var hero_attack
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var hero_defend
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var turn_attack = true
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func _ready():
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hero_attack = create_hero_unit("tomahawk", "attack_start")
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hero_defend = create_hero_unit("rhino", "defend_start")
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hero_attack = create_hero_unit("tomahawk", "attack_start", true)
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hero_defend = create_hero_unit("rhino", "defend_start", false)
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fill_hand($hand_attack, deck_attack_cards, hero_attack)
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fill_hand($hand_defend, deck_defend_cards, hero_defend)
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print(BattleHelper.get_state(get_tree()))
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$hand_attack.connect("turn_end", self, "end_turn")
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$hand_defend.connect("turn_end", self, "end_turn")
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adjust_playable()
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#print(BattleHelper.get_state(get_tree()))
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func find_free_anchor(anchor_type: String):
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for anchor in get_tree().get_nodes_in_group("anchors"):
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@ -25,25 +31,29 @@ func find_free_anchor(anchor_type: String):
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return anchor
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return null
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func create_hero_unit(name: String, anchor_type: String):
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func create_hero_unit(name: String, anchor_type: String, attacker: bool):
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var anchor = find_free_anchor(anchor_type)
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if anchor:
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return BattleHelper.spawn_unit("heroes/" + name, anchor)
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return BattleHelper.spawn_unit("heroes/" + name, anchor, attacker)
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else:
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return null
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func fill_hand(hand: Node, deck: Node, hero: Node, limit=4):
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while hand.get_child_count() < 4:
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while hand.get_card_count() < 4:
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var count = deck.get_child_count()
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var index = floor(rand_range(0, count))
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var card = deck.get_child(index).duplicate()
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card.set_hero(hero)
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hand.add_child(card)
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hand.add_card(card)
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reorganize_hand(hand)
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func reorganize_hand(hand: Node):
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var i = 0
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for card in hand.get_children():
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card.set_hand_location(Vector2(i * 210, 0))
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i += 1
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hand.rearrange()
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func end_turn():
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turn_attack = not turn_attack
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adjust_playable()
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func adjust_playable():
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$hand_attack.visible = turn_attack
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for unit in BattleHelper.list_units(get_tree()):
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unit.playable = unit.attacker == turn_attack
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@ -1,14 +1,17 @@
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[gd_scene load_steps=6 format=2]
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[gd_scene load_steps=8 format=2]
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[ext_resource path="res://screens/battle/mechanolith.ogg" type="AudioStream" id=1]
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[ext_resource path="res://theme/ui.tres" type="Theme" id=2]
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[ext_resource path="res://arenas/normal1.tscn" type="PackedScene" id=3]
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[ext_resource path="res://screens/battle/background.jpg" type="Texture" id=4]
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[ext_resource path="res://screens/battle/battle.gd" type="Script" id=5]
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[ext_resource path="res://screens/battle/hand.gd" type="Script" id=6]
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[ext_resource path="res://decks/all.tscn" type="PackedScene" id=9]
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[node name="view" type="Panel"]
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anchor_right = 1.0
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anchor_bottom = 1.0
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theme = ExtResource( 2 )
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script = ExtResource( 5 )
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__meta__ = {
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"_edit_use_anchors_": false
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@ -36,10 +39,24 @@ margin_left = 240.0
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margin_top = 1660.0
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margin_right = 1050.0
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margin_bottom = 1900.0
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script = ExtResource( 6 )
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__meta__ = {
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"_edit_use_anchors_": false,
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"_editor_description_": ""
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}
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attack = true
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[node name="skip" type="Button" parent="hand_attack"]
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anchor_top = 1.0
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anchor_bottom = 1.0
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margin_left = -240.0
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margin_top = -69.0
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margin_right = 82.0
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margin_bottom = 20.0
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text = "Skip"
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__meta__ = {
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"_edit_use_anchors_": false
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}
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[node name="hand_defend" type="Control" parent="."]
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visible = false
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@ -48,6 +65,7 @@ margin_left = 1180.0
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margin_top = 760.0
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margin_right = 1990.0
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margin_bottom = 1000.0
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script = ExtResource( 6 )
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__meta__ = {
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"_edit_use_anchors_": false
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}
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@ -0,0 +1,43 @@
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extends Control
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const NodesHelpers = preload("res://helpers/nodes.gd")
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signal turn_end
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export var attack = false
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var cards = []
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func _ready():
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if has_node("skip"):
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$skip.connect("pressed", self, "emit_turn_end")
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func add_card(card):
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""" Add a card to the hand
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"""
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cards.append(card)
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NodesHelpers.set_parent(card, self)
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card.connect("played", self, "on_card_played")
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func get_card_count():
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""" Get the number of cards in hand
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"""
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return len(cards)
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func rearrange():
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""" Rearrange visually the cards in hand
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"""
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var i = 0
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for card in cards:
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card.set_hand_location(Vector2(i * 210, 0))
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i += 1
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func on_card_played(card, anchor):
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""" Called when a card is played
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"""
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card.queue_free()
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cards.erase(card)
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rearrange()
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emit_turn_end()
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func emit_turn_end():
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emit_signal("turn_end")
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@ -0,0 +1,43 @@
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[gd_scene load_steps=6 format=2]
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[ext_resource path="res://screens/battle/hand.gd" type="Script" id=1]
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[ext_resource path="res://arenas/anchor.tscn" type="PackedScene" id=2]
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[ext_resource path="res://cards/spawn_breeze.tscn" type="PackedScene" id=3]
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[ext_resource path="res://theme/ui.tres" type="Theme" id=4]
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[sub_resource type="GDScript" id=1]
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script/source = "extends Node2D
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func _ready():
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$hand.add_card($card)
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$hand.rearrange()
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"
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[node name="Node2D" type="Node2D"]
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script = SubResource( 1 )
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[node name="anchor" parent="." instance=ExtResource( 2 )]
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position = Vector2( 570, 900 )
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[node name="hand" type="Control" parent="."]
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margin_left = 160.0
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margin_top = 1050.0
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margin_right = 990.0
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margin_bottom = 1380.0
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script = ExtResource( 1 )
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__meta__ = {
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"_edit_use_anchors_": false
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}
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[node name="card" parent="." instance=ExtResource( 3 )]
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[node name="help" type="Label" parent="."]
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margin_left = 170.0
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margin_top = 470.0
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margin_right = 953.0
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margin_bottom = 519.0
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theme = ExtResource( 4 )
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text = "Drag the card to the anchor, to deploy it"
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__meta__ = {
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"_edit_use_anchors_": false
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}
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@ -23,15 +23,27 @@ position = Vector2( 400, 800 )
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content = NodePath("flea")
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[node name="flea" parent="anchor" instance=ExtResource( 4 )]
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base_move_points = 1
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base_hull_points = 2
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base_damage_points = 2
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attacker = true
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playable = true
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[node name="anchor2" parent="." instance=ExtResource( 2 )]
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position = Vector2( 700, 800 )
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content = NodePath("trapper")
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[node name="trapper" parent="anchor2" instance=ExtResource( 3 )]
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modulate = Color( 0.5, 0.5, 0.5, 1 )
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base_move_points = 0
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base_hull_points = 1
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base_shield_points = 0
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base_damage_points = 2
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[node name="anchor3" parent="." instance=ExtResource( 2 )]
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position = Vector2( 550, 1100 )
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content = NodePath("avenger")
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[node name="avenger" parent="anchor3" instance=ExtResource( 5 )]
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modulate = Color( 0.5, 0.5, 0.5, 1 )
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base_shield_points = 3
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@ -11,6 +11,8 @@ export var base_move_points = 0 setget set_base_move_points
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export var base_hull_points = 0 setget set_base_hull_points
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export var base_shield_points = 0 setget set_base_shield_points
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export var base_damage_points = 0 setget set_base_damage_points
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export var attacker = false setget set_attacker
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export var playable = false setget set_playable
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var selected_anchor
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var dragged
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@ -24,6 +26,8 @@ func _ready():
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set_base_move_points(base_move_points)
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set_base_hull_points(base_hull_points)
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set_base_shield_points(base_shield_points)
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set_attacker(attacker)
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set_playable(playable)
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func destroy():
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if get_parent() is Anchor:
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@ -31,6 +35,21 @@ func destroy():
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queue_free()
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func set_attacker(val):
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attacker = val
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if has_node("points"):
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if attacker:
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$points.modulate = Color(1.0, 1.0, 1.0)
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else:
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$points.modulate = Color(1.0, 0.3, 0.3)
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func set_playable(val):
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playable = val
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if playable:
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modulate = Color(1.0, 1.0, 1.0)
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else:
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modulate = Color(0.5, 0.5, 0.5)
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func set_sprite(val):
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sprite = val
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if has_node("sprite"):
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@ -55,36 +74,34 @@ func set_base_damage_points(val):
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base_damage_points = val
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if has_node("points"):
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$points.damage = val
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func can_target(other):
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if other == self:
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if not playable or not other or other == self:
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return false
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else:
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return true
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return other.attacker != attacker
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func can_be_used_on_anchor(anchor):
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return anchor is Anchor and anchor.is_connected_to(get_parent()) and (anchor.is_empty() or can_target(anchor.get_content()))
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return playable and anchor is Anchor and anchor.is_connected_to(get_parent()) and (anchor.is_empty() or can_target(anchor.get_content()))
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func update_anchors():
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var cursor = rect_global_position + dragged if dragged else null
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selected_anchor = BattleHelper.update_anchors(get_tree(), cursor, funcref(self, "can_be_used_on_anchor"))
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func play(anchor):
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if anchor.is_empty():
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move_to(anchor)
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else:
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var other = anchor.get_content()
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if other.has_method("get_points"):
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var won = attack(other)
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if won:
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move_to(anchor)
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else:
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return_to_base()
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if playable:
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if anchor.is_empty():
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move_to(anchor)
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else:
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var other = anchor.get_content()
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if other.has_method("get_points"):
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attack(other)
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return_to_base()
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func move_to(anchor):
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anchor.set_content(self)
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if $points.move:
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$points.move -= 1
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anchor.set_content(self)
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func get_points() -> UnitPoints:
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if $points is UnitPoints:
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@ -125,6 +142,9 @@ func return_to_base():
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$move_hint.set_point_position(1, Vector2(0, 0))
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func _gui_input(event):
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if not playable:
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return
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if event is InputEventMouseButton and event.button_index == 1:
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if event.pressed:
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dragged = event.position
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@ -23,6 +23,7 @@ position = Vector2( 50, 50 )
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texture = ExtResource( 2 )
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[node name="points" parent="." instance=ExtResource( 3 )]
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modulate = Color( 1, 0.5, 0.5, 1 )
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anchor_left = 0.5
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anchor_top = 0.5
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anchor_right = 0.5
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margin_bottom = 115.0
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[node name="move_hint" type="Line2D" parent="."]
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visible = false
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points = PoolVector2Array( 50, 50, 0, 0 )
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antialiased = true
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