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spacetac/screens/battle/battle.gd

87 lines
2.5 KiB
GDScript

extends Panel
const BattleHelper = preload("res://helpers/battle.gd")
export(PackedScene) var deck_attack
export(PackedScene) var deck_defend
export(Script) var defend_ai
onready var deck_attack_cards = deck_attack.instance()
onready var deck_defend_cards = deck_defend.instance()
var hero_attack
var hero_defend
var turn_attack = true
func _ready():
hero_attack = create_hero_unit("tomahawk", "attack_start", true)
hero_defend = create_hero_unit("rhino", "defend_start", false)
$hand_attack.connect("turn_end", self, "end_turn")
$hand_defend.connect("turn_end", self, "end_turn")
$combat_info.visible = false
fill_hands()
adjust_playable()
#print(BattleHelper.get_state(get_tree()))
func find_free_anchor(anchor_type: String):
for anchor in get_tree().get_nodes_in_group("anchors"):
if anchor.anchor_type == anchor_type and anchor.is_empty():
return anchor
return null
func create_hero_unit(name: String, anchor_type: String, attacker: bool):
var anchor = find_free_anchor(anchor_type)
if anchor:
var unit = BattleHelper.spawn_unit("heroes/" + name, anchor, attacker)
unit.connect("combat_simulation", self, "_on_combat_simulation")
return unit
else:
return null
func fill_hand(hand: Node, deck: Node, hero: Node, limit=4):
while hand.get_card_count() < 4:
var count = deck.get_child_count()
var index = floor(rand_range(0, count))
var card = deck.get_child(index).duplicate()
card.set_hero(hero)
hand.add_card(card)
hand.rearrange()
func fill_hands():
fill_hand($hand_attack, deck_attack_cards, hero_attack)
fill_hand($hand_defend, deck_defend_cards, hero_defend)
func end_turn():
turn_attack = not turn_attack
fill_hands()
adjust_playable()
for unit in BattleHelper.list_units(get_tree()):
unit.turn_ended()
func _process(delta):
if not turn_attack and defend_ai:
defend_ai.play($arena, hero_defend, $hand_defend)
func adjust_playable():
$hand_attack.visible = turn_attack
for unit in BattleHelper.list_units(get_tree()):
unit.playable = unit.attacker == turn_attack
func _on_unit_created(unit):
unit.connect("combat_simulation", self, "_on_combat_simulation")
func _on_combat_simulation(attacker, defender):
if attacker and defender:
$combat_info/attacker_points.set_from(attacker.get_points())
$combat_info/defender_points.set_from(defender.get_points())
BattleHelper.apply_combat($combat_info/attacker_points, $combat_info/defender_points)
$combat_info.visible = true
$hand_attack.visible = false
else:
$combat_info.visible = false
$hand_attack.visible = turn_attack