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Pelajaran 21 dari 22 dalam kursus Game Roblox: Tower Defense di Coddy.

Saat gelombang terakhir berakhir, markas tetap bertahan. Server menyatakannya melalui atribut workspace, Status, dan client menampilkan label Message tersembunyi di HUD.

Client menampilkan akhir sekali, untuk berjaga-jaga jika bergabung terlambat, lalu setiap kali status berubah:

workspace:GetAttributeChangedSignal("Status"):Connect(showEnd)
challenge icon

Tantangan

Sulit

Menangkan permainan setelah semua wave berhasil dikalahkan.

  1. Di DefenseServer, setelah perulangan wave, atur atribut workspace Status menjadi "Won".
  2. Di DefenseClient, tulis showEnd(): saat Status bernilai "Won", atur hud.Message.Text menjadi You defended the base! dan tampilkan.
  3. Panggil fungsi itu sekali dan setiap kali Status berubah.

Tekan tombol “Main” dan kalahkan kelima wave: sebuah pesan akan menyatakan bahwa kamu berhasil mempertahankan markas. Lalu tekan tombol “Periksa”.

Coba sendiri

local Players = game:GetService("Players")
local ServerStorage = game:GetService("ServerStorage")
local Debris = game:GetService("Debris")
local Settings = require(game.ReplicatedStorage.Settings)

local remotes = game.ReplicatedStorage.Remotes
local enemies = workspace.Enemies
local towers = workspace.Towers
local towerPad = {} -- setiap tower -> pad tempatnya berdiri
local skipped = false

print("The base can take " .. Settings.BaseHealth .. " hits")

-- Waypoint sesuai urutan (bernama 1, 2, 3...)
local waypoints = workspace.Path.Waypoints:GetChildren()
table.sort(waypoints, function(a, b)
	return tonumber(a.Name) < tonumber(b.Name)
end)

-- Nyawa base sebagai atribut workspace: setiap client dapat membacanya
workspace:SetAttribute("BaseHealth", Settings.BaseHealth)

-- Setiap pemain mendapat Money di leaderboard
Players.PlayerAdded:Connect(function(player)
	local leaderstats = Instance.new("Folder")
	leaderstats.Name = "leaderstats"
	leaderstats.Parent = player

	local money = Instance.new("IntValue")
	money.Name = "Money"
	money.Value = Settings.StartMoney
	money.Parent = leaderstats
end)

-- Musuh mencapai base
local function damageBase(amount)
	local health = math.max(0, workspace:GetAttribute("BaseHealth") - amount)
	workspace:SetAttribute("BaseHealth", health)
	print("Base: " .. health)
end

-- Gerakkan musuh menyusuri jalur. MoveTo berhenti mencoba setelah 8 detik dan memberi tahu hal itu
-- (MoveToFinished dengan false), jadi musuh yang lambat diarahkan lagi sampai tiba.
local function walkPath(enemy)
	local humanoid = enemy.Humanoid
	for i = 2, #waypoints do
		repeat
			humanoid:MoveTo(waypoints[i].Position)
		until humanoid.MoveToFinished:Wait() or not enemy.Parent
		if not enemy.Parent then
			return
		end
	end
	-- musuh mencapai base
	damageBase(Settings.Enemies[enemy.Name].Damage)
	enemy:Destroy()
end

-- Musuh baru di gerbang, berjalan menyusuri jalur
local function spawnEnemy(kind)
	local enemy = ServerStorage.Enemies[kind]:Clone()
	-- ditempatkan tepat di atas waypoint pertama
	enemy:PivotTo(waypoints[1].CFrame + Vector3.new(0, 5, 0))
	local info = Settings.Enemies[kind]
	enemy.Humanoid.MaxHealth = info.Health
	enemy.Humanoid.Health = info.Health
	enemy.Humanoid.WalkSpeed = info.Speed
	enemy.Parent = enemies
	-- bilah nyawanya mengikuti jumlah nyawanya
	enemy.Humanoid.HealthChanged:Connect(function(health)
		enemy.HealthBar.Back.Fill.Size = UDim2.fromScale(health / enemy.Humanoid.MaxHealth, 1)
	end)
	enemy.Humanoid.Died:Connect(function()
		-- setiap pemain mendapat hadiah
		for _, player in Players:GetPlayers() do
			player.leaderstats.Money.Value += info.Reward
		end
		enemy:Destroy()
	end)
	task.spawn(walkPath, enemy)
	return enemy
end

-- Musuh hidup terdekat dalam jangkauan suatu titik, atau nil
local function nearestEnemy(position, range)
	local best, bestDistance = nil, range
	for _, enemy in enemies:GetChildren() do
		local root = enemy:FindFirstChild("HumanoidRootPart")
		if root and enemy.Humanoid.Health > 0 then
			local distance = (root.Position - position).Magnitude
			if distance <= bestDistance then
				best, bestDistance = enemy, distance
			end
		end
	end
	return best
end

-- Kilatan cahaya dari tower menuju targetnya
local function beam(from, to)
	local ray = Instance.new("Part")
	ray.Anchored = true
	ray.CanCollide = false
	ray.CanTouch = false
	ray.Material = Enum.Material.Neon
	ray.Color = Color3.fromRGB(255, 240, 150)
	ray.Size = Vector3.new(0.2, 0.2, (to - from).Magnitude)
	ray.CFrame = CFrame.lookAt((from + to) / 2, to)
	ray.Parent = workspace
	Debris:AddItem(ray, 0.1)
end

-- Frost: musuh berjalan dengan sebagian dari kecepatan biasanya selama 2 detik
local function slow(enemy, factor)
	if enemy:GetAttribute("Slowed") then
		return
	end
	enemy:SetAttribute("Slowed", true)
	local speed = Settings.Enemies[enemy.Name].Speed
	enemy.Humanoid.WalkSpeed = speed * factor
	task.delay(2, function()
		if enemy.Parent then
			enemy.Humanoid.WalkSpeed = speed
			enemy:SetAttribute("Slowed", nil)
		end
	end)
end

-- Tembakan: melukai target (dan, jika ditembakkan dari Cannon, semua musuh di dekatnya)
local function shoot(tower, target, info)
	local damage = info.Damage * tower:GetAttribute("Level")
	local at = target.HumanoidRootPart.Position
	if info.Splash then
		for _, enemy in enemies:GetChildren() do
			local root = enemy:FindFirstChild("HumanoidRootPart")
			if root and (root.Position - at).Magnitude <= info.Splash then
				enemy.Humanoid:TakeDamage(damage)
			end
		end
	else
		target.Humanoid:TakeDamage(damage)
	end
	if info.Slow and target.Parent then
		slow(target, info.Slow)
	end
	beam(tower.Head.Position, at)
end

-- Cara kerja tower: bidik musuh terdekat dalam jangkauan, tembak, lalu tunggu waktu jedanya
local function runTower(tower)
	local info = Settings.Towers[tower.Name]
	while tower.Parent do
		local target = nearestEnemy(tower.Head.Position, info.Range)
		if target then
			tower.Head.CFrame = CFrame.lookAt(tower.Head.Position, target.HumanoidRootPart.Position)
			shoot(tower, target, info)
			task.wait(info.Cooldown)
		else
			task.wait(0.1)
		end
	end
end

-- Bangun tower di atas pad
local function placeTower(pad, kind)
	local tower = ServerStorage.Towers[kind]:Clone()
	tower:PivotTo(pad.CFrame + Vector3.new(0, pad.Size.Y / 2 + 1, 0))
	tower:SetAttribute("Level", 1)
	tower.Parent = towers
	pad:SetAttribute("Used", true)
	towerPad[tower] = pad
	task.spawn(runTower, tower)
end

-- client meminta tower di atas pad. Periksa semuanya: pad yang benar-benar ada dan belum digunakan,
-- tower yang benar-benar ada, serta uang untuk membayarnya.
remotes.Place.OnServerEvent:Connect(function(player, pad, kind)
	if typeof(pad) ~= "Instance" or pad.Parent ~= workspace.Pads or pad:GetAttribute("Used") then
		return
	end
	local info = typeof(kind) == "string" and Settings.Towers[kind]
	if not info then
		return
	end
	local money = player.leaderstats.Money
	if money.Value < info.Price then
		return
	end
	money.Value -= info.Price
	placeTower(pad, kind)
end)

-- Peningkatan: biaya untuk naik ke level berikutnya makin besar, dan setiap level kembali menambah
-- daya serang tower
remotes.Upgrade.OnServerEvent:Connect(function(player, tower)
	if typeof(tower) ~= "Instance" or tower.Parent ~= towers then
		return
	end
	local level = tower:GetAttribute("Level")
	local cost = math.floor(Settings.Towers[tower.Name].Price * Settings.UpgradeCost * level)
	local money = player.leaderstats.Money
	if money.Value < cost then
		return
	end
	money.Value -= cost
	tower:SetAttribute("Level", level + 1)
end)

-- Penjualan: separuh harga dikembalikan, dan pad bisa digunakan lagi
remotes.Sell.OnServerEvent:Connect(function(player, tower)
	if typeof(tower) ~= "Instance" or tower.Parent ~= towers then
		return
	end
	player.leaderstats.Money.Value += math.floor(Settings.Towers[tower.Name].Price / 2)
	towerPad[tower]:SetAttribute("Used", nil)
	towerPad[tower] = nil
	tower:Destroy()
end)

-- Lewati: mulai gelombang berikutnya lebih awal (hanya saat jeda)
remotes.Skip.OnServerEvent:Connect(function()
	if workspace:GetAttribute("Break") then
		skipped = true
	end
end)

-- Satu gelombang: musuh muncul satu per satu, lalu tunggu sampai semuanya hilang
local function runWave(list)
	for _, kind in list do
		spawnEnemy(kind)
		task.wait(Settings.SpawnGap)
	end
	while #enemies:GetChildren() > 0 do
		task.wait(0.2)
	end
end

-- Gelombang demi gelombang, masing-masing setelah jeda
for i, list in Settings.Waves do
	workspace:SetAttribute("Wave", i)
	workspace:SetAttribute("Break", true)
	skipped = false
	local started = time()
	while time() - started < Settings.WaveBreak and not skipped do
		task.wait(0.1)
	end
	workspace:SetAttribute("Break", false)
	runWave(list)
end

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