SchildDerStaerke/scripts/spawn_manager.gd

158 lines
4.9 KiB
GDScript

extends Node
const PLAYER_GROUP := "player"
const ENEMY_NAME_PATTERN := "%s%d"
@export var max_enemies: int = 3
@export var enemies_container: Node
@export var enemy_scenes: Array[PackedScene]
@export var enemies_ui_manager: Node
@export var spawn_points_container: Node
const ENEMY_SCENE_PATHS := [
"res://packed-scenes/skeleton_warrior.tscn"
# Weitere Enemy-Szenen hier hinzufügen
]
var player: Player
var current_enemies: Array[Enemy] = []
var _enemy_counter: int = 0
var _enemy_ui_ready: bool = false
var spawn_points: Array[SpawnPoint] = []
var enemy_ui_ready: bool:
get:
return _enemy_ui_ready
set(value):
_enemy_ui_ready = value
if value:
maintain_enemy_quota()
func _ready() -> void:
player = get_tree().get_first_node_in_group(PLAYER_GROUP)
if player == null:
print("Error: No player found!")
# Lade Enemy-Szenen automatisch, falls nicht zugewiesen
func load_default_enemy_scenes() -> void:
push_warning("No enemy scenes configured. Loading default enemy scenes...")
for path in ENEMY_SCENE_PATHS:
if ResourceLoader.exists(path):
var scene := load(path) as PackedScene
if scene != null:
enemy_scenes.append(scene)
print("Loaded enemy scene: %s" % path)
else:
push_warning("Enemy scene not found: %s" % path)
if enemy_scenes.is_empty():
push_error("Could not load any enemy scenes!")
# Sammelt SpawnPoints aus dem konfigurierten Container (falls vorhanden)
func collect_spawn_points_from_container() -> void:
if spawn_points_container == null:
push_warning("spawn_points_container is not assigned! Try to find on my own...")
spawn_points_container = get_tree().root.find_child("SpawnPointsContainer", true, false)
if spawn_points_container == null:
push_warning("spawn_points_container not found!!")
return
var collected: Array[SpawnPoint] = []
var children: Array = spawn_points_container.get_children()
for child in children:
if child is SpawnPoint:
collected.append(child)
spawn_points = collected
# Hält die Anzahl der aktiven Gegner auf dem gewünschten Soll
func maintain_enemy_quota() -> void:
var current := current_enemies.size()
print("Enemy quota: %d/%d" % [current, max_enemies])
if current >= max_enemies:
return
var empty_points := find_empty_spawn_points()
if empty_points.is_empty():
print("No free SpawnPoints found!")
return
var required_count: int = min(max_enemies - current, empty_points.size())
for i in required_count:
spawn_enemy(empty_points[i])
func spawn_enemy(spawn_point: SpawnPoint) -> void:
if enemy_scenes.is_empty():
load_default_enemy_scenes()
var scene: PackedScene = enemy_scenes.pick_random()
if scene == null:
push_warning("No enemy scene available to spawn.")
return
var new_enemy := scene.instantiate() as Enemy
if new_enemy == null:
push_warning("PackedScene did not instantiate as Enemy.")
return
configure_enemy(new_enemy, spawn_point)
register_enemy(new_enemy, spawn_point)
update_enemies_ui()
# Stellt Eigenschaften des Gegners vor dem Hinzufügen ein
func configure_enemy(new_enemy: Enemy, spawn_point: SpawnPoint) -> void:
new_enemy.player = player
_enemy_counter += 1
new_enemy.name = ENEMY_NAME_PATTERN % [new_enemy.name, _enemy_counter]
new_enemy.unit_name = new_enemy.name
print("Spawn %s at %s" % [new_enemy.unit_name, spawn_point.name])
new_enemy.position = spawn_point.position
new_enemy.unit_died.connect(_on_unit_died)
# Fügt Gegner zur Szene hinzu und markiert den SpawnPoint
func register_enemy(new_enemy: Enemy, spawn_point: SpawnPoint) -> void:
if enemies_container == null:
push_warning("enemies_container is not assigned! Try to find on my own...")
enemies_container = get_tree().root.find_child("Enemies", true, false)
if enemies_container == null:
push_warning("enemies_container not found!!")
return
enemies_container.add_child(new_enemy)
spawn_point.is_occupied = true
spawn_point.enemy = new_enemy
current_enemies.append(new_enemy)
func update_enemies_ui() -> void:
if enemies_ui_manager != null and enemy_ui_ready:
enemies_ui_manager.rebuild_enemy_ui(current_enemies)
func find_empty_spawn_points() -> Array[SpawnPoint]:
if spawn_points.size() == 0:
collect_spawn_points_from_container()
var empty_spawn_points: Array[SpawnPoint] = []
print("Count of spawn points: " + str(spawn_points.size()))
for sp in spawn_points:
if not sp.is_occupied:
empty_spawn_points.append(sp)
else:
print("Spawn point " + sp.name + " is full!")
return empty_spawn_points
func remove_enemy(enemy: Enemy) -> void:
var index := current_enemies.find(enemy)
if index != -1:
current_enemies.remove_at(index)
else:
print("Enemy is not in the list!")
func _on_unit_died(unit: Unit) -> void:
if unit is Enemy:
print("%s died -> Remove from current_enemies." % unit.unit_name)
remove_enemy(unit)
maintain_enemy_quota()
update_enemies_ui()
else:
print("Something died which is not an enemy!")