Files
mmo/systems/wave_system.gd
Marek Le 2d4002bd3f refactor
2026-05-09 23:37:26 +02:00

78 lines
2.6 KiB
GDScript

extends Node
const NORMAL_GATES: int = 3
const TIMER_SECONDS: float = 600.0
@onready var spawn_system: Node = get_node("../SpawnSystem")
var timer_remaining: float = TIMER_SECONDS
var red_gate: Node = null
var red_portal_done: bool = false
var active: bool = false
func _ready() -> void:
EventBus.gate_destroyed.connect(_on_gate_destroyed)
EventBus.boss_defeated.connect(_on_boss_defeated)
EventBus.invasion_ended.connect(_on_invasion_ended)
func start_wave(n: int) -> void:
if not (multiplayer.is_server() or multiplayer.multiplayer_peer == null):
return
GameState.current_wave = n
red_portal_done = false
red_gate = null
timer_remaining = TIMER_SECONDS
active = true
EventBus.wave_started.emit(n)
_spawn_initial_gates()
func _spawn_initial_gates() -> void:
for i in range(NORMAL_GATES):
var pos := _random_outer_position(20.0, 40.0)
spawn_system.spawn_gate_at(pos, false)
red_gate = spawn_system.spawn_gate_at(_random_outer_position(30.0, 45.0), true)
func _random_outer_position(min_d: float, max_d: float) -> Vector3:
var angle: float = randf() * TAU
var d: float = randf_range(min_d, max_d)
return Vector3(cos(angle) * d, 0.5, sin(angle) * d)
func _physics_process(delta: float) -> void:
if not active:
return
if not (multiplayer.is_server() or multiplayer.multiplayer_peer == null):
return
timer_remaining = max(0.0, timer_remaining - delta)
EventBus.wave_timer_tick.emit(timer_remaining)
if timer_remaining <= 0.0 and not red_portal_done:
active = false
EventBus.invasion_started.emit()
var inv: Node = get_node_or_null("../InvasionSystem")
if inv and inv.has_method("start"):
inv.start(GameState.current_wave)
func _on_gate_destroyed(gate: Node) -> void:
if not (multiplayer.is_server() or multiplayer.multiplayer_peer == null):
return
if not gate.is_in_group("red_gate"):
var pos := _random_outer_position(20.0, 40.0)
spawn_system.spawn_gate_at(pos, false)
func _on_boss_defeated(_boss: Node) -> void:
if not (multiplayer.is_server() or multiplayer.multiplayer_peer == null):
return
if GameState.dungeon_red and not red_portal_done:
red_portal_done = true
active = false
EventBus.wave_ended.emit(GameState.current_wave, true)
var t := get_tree().create_timer(2.0)
t.timeout.connect(func(): start_wave(GameState.current_wave + 1))
func _on_invasion_ended(success: bool) -> void:
if not (multiplayer.is_server() or multiplayer.multiplayer_peer == null):
return
if success:
EventBus.wave_ended.emit(GameState.current_wave, true)
var t := get_tree().create_timer(2.0)
t.timeout.connect(func(): start_wave(GameState.current_wave + 1))