extends Interactable class_name Anthill const SPAWN_RADIUS: float = 1 const DEFAULT_MAX_HONEYDEW: int = 120 var honeydew: int = 0 var max_honeydew: int = DEFAULT_MAX_HONEYDEW var ant_nitwit := preload("res://scenes/units/ant_nitwit.tscn") var ant_gatherer := preload("res://scenes/units/ant_gatherer.tscn") @onready var ui_origin: Node3D = $UiOrigin @onready var nitwits_holder: Node = $/root/World/Units/Nitwits @onready var gatherers_holder: Node = $/root/World/Units/Gatherers @onready var audio_player: SoundEffectsPlayer = ( $SoundEffectsPlayer ) func _ready() -> void: assert(ui_origin != null, "ui_origin missing!") assert(nitwits_holder != null, "nitwits_holder missing!") assert(gatherers_holder != null, "gatherers_holder missing!") assert(audio_player != null, "audio_player missing!") super._ready() honeydew += AntNitwit.get_cost() spawn_nitwit() func space_left() -> int: return max_honeydew - honeydew ## Returns amount of honeydew that did not fit func deposit_honeydew(amount: int) -> int: var new_honeydew_amount := honeydew + amount var leftover: int = 0 if new_honeydew_amount > max_honeydew: honeydew = max_honeydew leftover = new_honeydew_amount - max_honeydew else: honeydew = new_honeydew_amount return leftover func spawn_nitwit() -> void: print('spawn!') var new_unit := _create_unit(ant_nitwit, AntNitwit.get_cost()) if new_unit == null: return print('add!') nitwits_holder.add_child(new_unit) func spawn_gatherer() -> void: var new_unit := _create_unit(ant_gatherer, AntGatherer.get_cost()) if new_unit == null: return gatherers_holder.add_child(new_unit) func _click() -> void: UiManager.anthill_info.open(self) func _create_unit(unit_scene: PackedScene, cost: int) -> ControlledUnit: var new_honeydew_amount := honeydew - cost print(new_honeydew_amount) if new_honeydew_amount < 0: return null honeydew = new_honeydew_amount var spawn_pos_angle := randf_range(0, 360) var new_pos_offset := Vector3.BACK.rotated(Vector3.UP, spawn_pos_angle) var new_pos := global_position + (new_pos_offset * SPAWN_RADIUS) var new_unit := ( (unit_scene.instantiate() as ControlledUnit).initialize( self, new_pos ) ) audio_player.play_sound(SoundManager.ding()) return new_unit