konkr_game_3d/scripts/PlayerActions.gd

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GDScript3
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2023-08-09 23:12:19 +03:00
extends Spatial
onready var map = get_node("/root/Level/Map")
onready var characters = get_node("/root/Level/Map/Characters")
onready var money = get_node("/root/Level/Map/Money")
onready var utils = get_node("/root/Level/Map/Utils")
func make_turn(position : Vector3):
if map.is_connected_to_house(position, map.current_player_tile()):
var mouse_position_character_and_player_ids = characters.find_character_and_player_ids_on(position)
if map.get_tile_cell(position) == map.current_player_tile() and \
mouse_position_character_and_player_ids != null and \
mouse_position_character_and_player_ids[0] == characters.current_player and \
not characters.is_current_player_character_used(mouse_position_character_and_player_ids[1]):
characters.switch_character_to(mouse_position_character_and_player_ids[0],
mouse_position_character_and_player_ids[1])
elif characters.is_current_character_exist():
map.move_to_tile(position)
func upgrade_character_on_position(position : Vector3):
var character_on_position = characters.find_character_on(position)
if character_on_position != null and \
map.get_tile_cell(position) == map.current_player_tile() and \
money.count_connected_money(position, map.current_player_tile()) \
>= money.CHARACTER_UPGRADE_COSTS[character_on_position.level] and \
character_on_position.upgrade():
money.spend_connected_money(position, map.current_player_tile(), money.CHARACTER_COST)
func try_spawn_character(position : Vector3):
if map.get_tile_cell(position) == map.current_player_tile() and \
map.get_building_cell(position) == GridMap.INVALID_CELL_ITEM and \
map.is_connected_to_house(position, map.current_player_tile()) and \
characters.find_character_and_player_ids_on(position) == null and \
money.count_connected_money(position, map.current_player_tile()) >= money.CHARACTER_COST:
money.spend_connected_money(position, map.current_player_tile(), money.CHARACTER_COST)
characters.spawn_current_player_character(position)
if characters.current_character + 1 == characters.current_player_characters_count():
characters.current_character_obj().active = true
func _physics_process(_delta):
if Input.is_action_just_released("turn"):
make_turn(utils.world_to_grid_position(utils.mouse_position()))
if Input.is_action_just_released("upgrade"):
upgrade_character_on_position(utils.world_to_grid_position(utils.mouse_position()))
if Input.is_action_just_released("pass"):
characters.set_next_player()
if Input.is_action_just_released("spawn"):
try_spawn_character(utils.world_to_grid_position(utils.mouse_position()))