selling. really fucked up code.

This commit is contained in:
veclavtalica 2025-02-14 11:43:27 +03:00
parent 16be17ba73
commit 1132015349
13 changed files with 270 additions and 131 deletions

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@ -10,4 +10,4 @@ name = "Coin"
id = &"coin"
stackable = true
stack_limit = 100
sells_for = 0
sells_for = 1

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@ -1,6 +1,7 @@
[gd_resource type="Resource" script_class="InventoryItem" load_steps=4 format=3 uid="uid://cmeif37pci2ek"]
[gd_resource type="Resource" script_class="InventoryItem" load_steps=5 format=3 uid="uid://cmeif37pci2ek"]
[ext_resource type="Texture2D" uid="uid://cb6qv3c0iojfl" path="res://icon.svg" id="1_g8c3q"]
[ext_resource type="PackedScene" uid="uid://tdsbo3e5ic86" path="res://src/ingame/water_bomb.tscn" id="1_t62t2"]
[ext_resource type="PackedScene" uid="uid://ba2mut58elwrh" path="res://assets/water-bomb.glb" id="2_5cxkh"]
[ext_resource type="Script" path="res://src/lib/inventory_item.gd" id="2_pe2p8"]
@ -8,6 +9,7 @@
script = ExtResource("2_pe2p8")
icon = ExtResource("1_g8c3q")
model = ExtResource("2_5cxkh")
bomb = ExtResource("1_t62t2")
name = "Water Bomb"
id = &"water_bomb"
stackable = false

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@ -1,15 +1,16 @@
[gd_resource type="AudioBusLayout" format=3 uid="uid://dcxpomrfumov"]
[resource]
bus/0/mute = true
bus/1/name = &"Music"
bus/1/solo = false
bus/1/mute = false
bus/1/bypass_fx = false
bus/1/volume_db = 0.0
bus/1/volume_db = -4.25003
bus/1/send = &"Master"
bus/2/name = &"SoundEffects"
bus/2/solo = false
bus/2/mute = false
bus/2/bypass_fx = false
bus/2/volume_db = -4.00569
bus/2/volume_db = -10.0692
bus/2/send = &"Master"

139
src/ingame/bomb.gd Normal file
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@ -0,0 +1,139 @@
class_name Bomb extends Node3D
@export var _splash_small_sound: AudioStreamPlayer3D
@export var _splash_small_quiet_sound: AudioStreamPlayer3D
@export var _model: Node3D
@export var _splash_particles: GPUParticles3D
@export var _picking_area: Area3D
@export var body: RigidBody3D
@export var billboard := false
## Initials to construct from
@export var item_id := &"ID"
@export var item_count := 0
## Will be constructed as { item_id, item_count }, but could be edited after
## Use init_with_bundle() if it's dynamically assigned
@export var item_bundle: Dictionary
## Effect of splhashing.
@export_enum("none", "water") var splash_function := "none"
## no longer exists and shouldn't be considered, but not ready to be freed yet
var is_dead := false
## something to ignore
var sender_id: int
var sender_body: PhysicsBody3D
var _in_splash_range := {}
func _ready() -> void:
body.process_mode = Node.PROCESS_MODE_DISABLED
func _enter_tree() -> void:
if item_bundle.is_empty():
item_bundle = {
"item_id": item_id,
"count": item_count
}
@rpc("authority", "call_local", "reliable")
func set_item_bundle(p_item_bundle: Dictionary) -> void:
item_bundle = p_item_bundle
if _model.has_method("reflect_bundle"):
_model.reflect_bundle(item_bundle)
func _process(delta: float) -> void:
# spin around, no need to replicate this
if not billboard:
_model.basis = _model.basis.rotated(Vector3(1, 0, 0), -((TAU*2) * delta))
_model.basis = _model.basis.orthonormalized()
if not is_multiplayer_authority():
return
# TODO: interpolate for non-authority clients
# or, do we *really* care about synchronicity? could simulate it independently.
global_position = body.global_position
@rpc("authority", "call_local", "reliable")
func _disable_body() -> void:
# not using synchronizer for this because it ends up enabling processing
# on other clients
(func() -> void: body.process_mode = Node.PROCESS_MODE_DISABLED).call_deferred()
_picking_area.collision_layer = 0
func _on_body_entered(p_body: Node3D) -> void:
if p_body == sender_body:
return
if p_body.is_in_group("voids"):
queue_free()
return
if p_body.is_in_group("sell_boxes"):
var item := GameState.fetch().INVENTORY_ITEM_DB[item_bundle["item_id"]] as InventoryItem
if item.sells_for != 0:
get_node("/root/Main").add_inventory_item.rpc(&"coin", item.sells_for * item_bundle["count"])
queue_free()
return
if splash_function == "water":
for area: Area3D in _in_splash_range:
area.get_parent_node_3d().water.rpc_id(1, sender_id)
if _splash_small_sound != null:
_splash_small_sound.play()
if _splash_small_quiet_sound:
_splash_small_quiet_sound.play()
if _splash_particles:
_splash_particles.emitting = true
is_dead = true
_model.hide()
_disable_body.rpc()
if _splash_small_sound != null:
await _splash_small_sound.finished
if _splash_small_quiet_sound != null and _splash_small_quiet_sound.playing:
await _splash_small_quiet_sound.finished
queue_free()
func _on_splash_area_entered(area: Area3D) -> void:
_in_splash_range[area] = true
func _on_splash_area_exited(area: Area3D) -> void:
_in_splash_range.erase(area)
@rpc("authority", "call_local", "reliable")
func set_global_pos(new: Vector3) -> void:
global_position = new
body.global_position = new
body.reset_physics_interpolation()
@rpc("any_peer", "call_local", "reliable")
func get_picked_up() -> void:
if is_multiplayer_authority():
queue_free()
func mark_interactive() -> void:
# TODO: whatever
if _model.scene_file_path == "res://assets/water-bomb.glb":
for submodel in _model.get_children():
(submodel as MeshInstance3D).mesh.surface_get_material(0).next_pass.set("shader_parameter/color", Color.WHITE)
func mark_non_interactive() -> void:
if _model.scene_file_path == "res://assets/water-bomb.glb":
for submodel in _model.get_children():
(submodel as MeshInstance3D).mesh.surface_get_material(0).next_pass.set("shader_parameter/color", Color(1, 1, 1, 0))

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@ -315,7 +315,7 @@ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -5.15702, 1.04855, 5.88574)
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 2.43229, 0.627689, 7.20138)
[node name="SellBox" type="StaticBody3D" parent="." groups=["sell_boxes"]]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 6, 0, 0)
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 8, 0, 0)
collision_layer = 0
collision_mask = 4

98
src/ingame/item_bomb.tscn Normal file
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@ -0,0 +1,98 @@
[gd_scene load_steps=9 format=3 uid="uid://bpvbnlhpth4w7"]
[ext_resource type="Script" path="res://src/ingame/bomb.gd" id="1_27lur"]
[ext_resource type="PackedScene" uid="uid://dxb5f3il2h1ur" path="res://src/ingame/quad_viewmodel.tscn" id="2_fy6j6"]
[sub_resource type="SceneReplicationConfig" id="SceneReplicationConfig_0ebrr"]
properties/0/path = NodePath(".:position")
properties/0/spawn = true
properties/0/replication_mode = 1
properties/1/path = NodePath(".:is_dead")
properties/1/spawn = true
properties/1/replication_mode = 2
properties/2/path = NodePath(".:rotation")
properties/2/spawn = true
properties/2/replication_mode = 1
properties/3/path = NodePath(".:item_bundle")
properties/3/spawn = true
properties/3/replication_mode = 2
properties/4/path = NodePath("Model:visible")
properties/4/spawn = true
properties/4/replication_mode = 2
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_v7dnr"]
albedo_color = Color(0, 1, 1, 1)
roughness = 0.2
[sub_resource type="ParticleProcessMaterial" id="ParticleProcessMaterial_rjbgm"]
direction = Vector3(0, 1, 0)
initial_velocity_min = 5.0
initial_velocity_max = 5.0
gravity = Vector3(0, -8, 0)
collision_mode = 2
[sub_resource type="SphereMesh" id="SphereMesh_bhdh4"]
radius = 0.1
height = 0.2
[sub_resource type="SphereShape3D" id="SphereShape3D_6c830"]
radius = 0.2
[sub_resource type="SphereShape3D" id="SphereShape3D_y6453"]
radius = 1.5
[node name="ItemBomb" type="Node3D" node_paths=PackedStringArray("_model", "_picking_area", "body")]
script = ExtResource("1_27lur")
_model = NodePath("Model")
_picking_area = NodePath("PickingArea")
body = NodePath("RigidBody3D")
billboard = true
[node name="MultiplayerSynchronizer" type="MultiplayerSynchronizer" parent="."]
replication_config = SubResource("SceneReplicationConfig_0ebrr")
[node name="Model" parent="." instance=ExtResource("2_fy6j6")]
[node name="SplashParticles" type="GPUParticles3D" parent="."]
visible = false
material_override = SubResource("StandardMaterial3D_v7dnr")
emitting = false
amount = 32
lifetime = 2.0
one_shot = true
explosiveness = 1.0
randomness = 1.0
process_material = SubResource("ParticleProcessMaterial_rjbgm")
draw_pass_1 = SubResource("SphereMesh_bhdh4")
[node name="RigidBody3D" type="RigidBody3D" parent="."]
top_level = true
collision_layer = 4
collision_mask = 3
contact_monitor = true
max_contacts_reported = 1
linear_damp_mode = 1
linear_damp = 0.3
[node name="CollisionShape3D" type="CollisionShape3D" parent="RigidBody3D"]
shape = SubResource("SphereShape3D_6c830")
[node name="SplashArea" type="Area3D" parent="RigidBody3D"]
collision_layer = 0
collision_mask = 8
monitorable = false
[node name="CollisionShape3D" type="CollisionShape3D" parent="RigidBody3D/SplashArea"]
shape = SubResource("SphereShape3D_y6453")
[node name="PickingArea" type="Area3D" parent="."]
collision_layer = 16
collision_mask = 0
monitoring = false
[node name="CollisionShape3D" type="CollisionShape3D" parent="PickingArea"]
shape = SubResource("SphereShape3D_6c830")
[connection signal="body_entered" from="RigidBody3D" to="." method="_on_body_entered"]
[connection signal="area_entered" from="RigidBody3D/SplashArea" to="." method="_on_splash_area_entered"]
[connection signal="area_exited" from="RigidBody3D/SplashArea" to="." method="_on_splash_area_exited"]

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@ -3,8 +3,6 @@ class_name Player extends CharacterBody3D
const SPEED = 5.0
const JUMP_VELOCITY = 4.5
@export var _projectile_scene: PackedScene
@export var _projectile_holder: Node
@export var _projectile_point: Marker3D
@export var _camera_pivot: Node3D
@ -24,7 +22,7 @@ var _projectile_speed := 12.0
var _interaction_selection: Node3D
var controls_disabled := false
var held_thing := { "item_id": &"empty_hand", "count": 0 }
@export var held_thing := { "item_id": &"empty_hand", "count": 0 }
# What the others see.
@ -133,6 +131,7 @@ func hold_thing(p_bundle: Dictionary) -> void:
mesh.surface_set_material(0, material)
submodel.mesh = mesh
@rpc("any_peer", "call_local", "reliable")
func throw_thing() -> void:
held_thing = { "item_id": &"empty_hand", "count": 0 }
@ -165,9 +164,11 @@ func _unhandled_input(event: InputEvent) -> void:
hold_thing.rpc(bundle)
if event.is_action_pressed("fire") and not empty_handed():
var new_projectile: Node3D = _projectile_scene.instantiate()
var item := GameState.fetch().INVENTORY_ITEM_DB[held_thing["item_id"]] as InventoryItem
var new_projectile: Node3D = item.bomb.instantiate()
_projectile_holder.add_child(new_projectile, true)
_set_projectile_authority.rpc(new_projectile.get_path(), id)
new_projectile.set_item_bundle.rpc(held_thing)
new_projectile.set_global_pos.rpc(_projectile_point.global_position)
new_projectile.rotation = rotation
new_projectile.sender_body = self

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@ -1,8 +1,7 @@
[gd_scene load_steps=9 format=3 uid="uid://cs8c570bxh6u"]
[gd_scene load_steps=8 format=3 uid="uid://cs8c570bxh6u"]
[ext_resource type="Script" path="res://src/ingame/player.gd" id="1_r8lgj"]
[ext_resource type="Script" path="res://src/lib/player_character.gd" id="1_sba4x"]
[ext_resource type="PackedScene" uid="uid://tdsbo3e5ic86" path="res://src/ingame/water_bomb.tscn" id="2_naek4"]
[ext_resource type="AudioStream" uid="uid://3dlhs18w1fa2" path="res://assets/sfx/boom.wav" id="3_u2hxa"]
[sub_resource type="SceneReplicationConfig" id="SceneReplicationConfig_2xotl"]
@ -24,6 +23,9 @@ properties/4/replication_mode = 2
properties/5/path = NodePath("ShotSound:playing")
properties/5/spawn = true
properties/5/replication_mode = 2
properties/6/path = NodePath(".:held_thing")
properties/6/spawn = true
properties/6/replication_mode = 2
[sub_resource type="CapsuleMesh" id="CapsuleMesh_hi8jw"]
@ -34,7 +36,6 @@ properties/5/replication_mode = 2
[node name="Player" type="CharacterBody3D" node_paths=PackedStringArray("_projectile_holder", "_projectile_point", "_camera_pivot", "_camera", "_line_of_sight", "_shot_sound")]
collision_layer = 2
script = ExtResource("1_r8lgj")
_projectile_scene = ExtResource("2_naek4")
_projectile_holder = NodePath("ProjectileHolder")
_projectile_point = NodePath("ProjectilePoint")
_camera_pivot = NodePath("CameraPivot")
@ -49,7 +50,7 @@ script = ExtResource("1_sba4x")
replication_config = SubResource("SceneReplicationConfig_2xotl")
[node name="ProjectileSpawner" type="MultiplayerSpawner" parent="."]
_spawnable_scenes = PackedStringArray("res://src/ingame/water_bomb.tscn")
_spawnable_scenes = PackedStringArray("res://src/ingame/water_bomb.tscn", "res://src/ingame/item_bomb.tscn")
spawn_path = NodePath("../ProjectileHolder")
[node name="ProjectileHolder" type="Node" parent="."]

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@ -1,108 +0,0 @@
extends Node3D
@export var _splash_small_sound: AudioStreamPlayer3D
@export var _splash_small_quiet_sound: AudioStreamPlayer3D
@export var _model: Node3D
@export var _splash_particles: GPUParticles3D
@export var _picking_area: Area3D
@export var body: RigidBody3D
## no longer exists and shouldn't be considered, but not ready to be freed yet
@export var is_dead := false
const item_bundle := { "item_id": &"water_bomb", "count": 1 }
var _in_splash_range := {}
## something to ignore
var sender_id: int
var sender_body: PhysicsBody3D
func _ready() -> void:
body.process_mode = Node.PROCESS_MODE_DISABLED
func _process(delta: float) -> void:
# spin around, no need to replicate this
_model.basis = _model.basis.rotated(Vector3(1, 0, 0), -((TAU*2) * delta))
_model.basis = _model.basis.orthonormalized()
if not is_multiplayer_authority():
return
global_position = body.global_position
@rpc("authority", "call_local", "reliable")
func _disable_body() -> void:
# not using synchronizer for this because it ends up enabling processing
# on other clients
(func() -> void: body.process_mode = Node.PROCESS_MODE_DISABLED).call_deferred()
_picking_area.collision_layer = 0
@rpc("authority", "call_local", "reliable")
func get_sold() -> void:
var item := GameState.fetch().INVENTORY_ITEM_DB[item_bundle["item_id"]]
get_node("/root/Main").add_inventory_item(&"coin", item.sells_for * item_bundle["count"])
func _on_body_entered(p_body: Node3D) -> void:
if p_body == sender_body:
return
if p_body.is_in_group("voids"):
queue_free()
return
if p_body.is_in_group("sell_boxes"):
var item := GameState.fetch().INVENTORY_ITEM_DB[item_bundle["item_id"]]
if item.sells_for != 0:
queue_free()
get_sold.rpc()
return
for area: Area3D in _in_splash_range:
area.get_parent_node_3d().water.rpc_id(1, sender_id)
_splash_small_sound.play()
_splash_small_quiet_sound.play()
_splash_particles.emitting = true
is_dead = true
_model.hide()
_disable_body.rpc()
await _splash_small_sound.finished
if _splash_small_quiet_sound.playing:
await _splash_small_quiet_sound.finished
queue_free()
func _on_splash_area_entered(area: Area3D) -> void:
_in_splash_range[area] = true
func _on_splash_area_exited(area: Area3D) -> void:
_in_splash_range.erase(area)
@rpc("authority", "call_local", "reliable")
func set_global_pos(new: Vector3) -> void:
global_position = new
body.global_position = new
body.reset_physics_interpolation()
@rpc("any_peer", "call_local", "reliable")
func get_picked_up() -> void:
if is_multiplayer_authority():
queue_free()
func mark_interactive() -> void:
for submodel in _model.get_children():
(submodel as MeshInstance3D).mesh.surface_get_material(0).next_pass.set("shader_parameter/color", Color.WHITE)
func mark_non_interactive() -> void:
for submodel in _model.get_children():
(submodel as MeshInstance3D).mesh.surface_get_material(0).next_pass.set("shader_parameter/color", Color(1, 1, 1, 0))

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@ -1,6 +1,6 @@
[gd_scene load_steps=11 format=3 uid="uid://tdsbo3e5ic86"]
[ext_resource type="Script" path="res://src/ingame/water_bomb.gd" id="1_lk5fq"]
[ext_resource type="Script" path="res://src/ingame/bomb.gd" id="1_lk5fq"]
[ext_resource type="AudioStream" uid="uid://dtjpv2b74g24m" path="res://assets/sfx/splash-small.wav" id="2_0wk8g"]
[ext_resource type="PackedScene" uid="uid://ba2mut58elwrh" path="res://assets/water-bomb.glb" id="2_v2imr"]
[ext_resource type="AudioStream" uid="uid://blgrl2wl05feq" path="res://assets/sfx/splash-small-quiet.wav" id="3_hgy7l"]
@ -57,6 +57,9 @@ _model = NodePath("Model")
_splash_particles = NodePath("SplashParticles")
_picking_area = NodePath("PickingArea")
body = NodePath("RigidBody3D")
item_id = &"water_bomb"
item_count = 1
splash_function = "water"
[node name="MultiplayerSynchronizer" type="MultiplayerSynchronizer" parent="."]
replication_config = SubResource("SceneReplicationConfig_0ebrr")

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@ -1,11 +1,11 @@
class_name GameState extends Resource
# TODO: build dynamically?
const INVENTORY_ITEM_DB = {
&"meat": preload("res://data/meat.tres"),
&"water_bomb": preload("res://data/water_bomb.tres"),
&"coin_flower": preload("res://data/coin_flower.tres"),
&"coin": preload("res://data/coin.tres"),
var INVENTORY_ITEM_DB := {
&"meat": load("res://data/meat.tres"),
&"water_bomb": load("res://data/water_bomb.tres"),
&"coin_flower": load("res://data/coin_flower.tres"),
&"coin": load("res://data/coin.tres"),
}
## keys are multiplayer ID ints, values are PlayerData

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@ -2,6 +2,7 @@ class_name InventoryItem extends Resource
@export var icon: Texture2D = preload("res://icon.svg")
@export var model: PackedScene
@export var bomb: PackedScene = preload("res://src/ingame/item_bomb.tscn")
@export var name := "NAME"
@export var id := &"ID"

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@ -182,18 +182,19 @@ func _on_chat_message_submitted(text := "") -> void:
func prepate_inventory_idem(item_id: StringName) -> void:
if not GameState.fetch().inventory.has(item_id):
GameState.fetch().inventory[item_id] = {
"item": GameState.INVENTORY_ITEM_DB[item_id],
"item": GameState.fetch().INVENTORY_ITEM_DB[item_id],
"count": 0,
}
@rpc("authority", "call_local", "reliable")
# TODO: made any_peer to have access from projectiles
@rpc("any_peer", "call_local", "reliable")
func add_inventory_item(item_id: StringName, amount: int) -> void:
prepate_inventory_idem(item_id)
GameState.fetch().inventory[item_id]["count"] += amount
@rpc("authority", "call_local", "reliable")
@rpc("any_peer", "call_local", "reliable")
func remove_inventory_item(item_id: StringName, amount: int) -> void:
assert(GameState.fetch().inventory.has(item_id))
@ -204,7 +205,7 @@ func remove_inventory_item(item_id: StringName, amount: int) -> void:
GameState.fetch().inventory.erase(item_id)
@rpc("authority", "call_local", "reliable")
@rpc("any_peer", "call_local", "reliable")
func set_inventory_item_count(item_id: StringName, value: int) -> void:
prepate_inventory_idem(item_id)
GameState.fetch().inventory[item_id]["count"] = value