mirror of
https://codeberg.org/ProgramSnail/konkr_game_3d.git
synced 2025-12-07 15:18:52 +00:00
55 lines
2.6 KiB
GDScript3
55 lines
2.6 KiB
GDScript3
|
|
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()))
|