soil/src/ingame/player.gd
2025-02-14 11:43:27 +03:00

200 lines
6.4 KiB
GDScript

class_name Player extends CharacterBody3D
const SPEED = 5.0
const JUMP_VELOCITY = 4.5
@export var _projectile_holder: Node
@export var _projectile_point: Marker3D
@export var _camera_pivot: Node3D
@export var _camera: Camera3D
@export var _line_of_sight: ShapeCast3D
@export var _shot_sound: AudioStreamPlayer3D
@export var id: int
@export var input_dir := Vector2()
@export var input_jumped := false
var _max_speed := 16
var _mouse_sensitivity := 0.008 # radians/pixel
var _projectile_speed := 12.0
## Could be only one thing at a time to consider.
var _interaction_selection: Node3D
var controls_disabled := false
@export var held_thing := { "item_id": &"empty_hand", "count": 0 }
# What the others see.
func _init_bystander() -> void:
$Nickname.text = GameState.fetch().player_data[id].username
$Nickname.show()
func _ready() -> void:
if id != multiplayer.get_unique_id():
_init_bystander()
return
$Model.hide()
_camera.make_current()
# TODO: reliable rng
var spawn_point: Marker3D = get_tree().get_nodes_in_group("spawn_points").pick_random()
global_position = spawn_point.global_position
reset_physics_interpolation()
func _process(_delta: float) -> void:
if id != multiplayer.get_unique_id():
return
_process_input()
func _physics_process(delta: float) -> void:
## Process interactivity selection.
if id == multiplayer.get_unique_id():
var collider: Object = null
if _line_of_sight.is_colliding():
var possible_collider = _line_of_sight.get_collider(0)
if empty_handed(): collider = possible_collider
elif possible_collider and \
GameState.are_bundles_stackable(held_thing, possible_collider.owner.item_bundle):
collider = possible_collider
if collider != _interaction_selection:
if _interaction_selection != null:
_interaction_selection.get_parent().mark_non_interactive()
if collider != null:
collider.owner.mark_interactive()
_interaction_selection = collider
# Add the gravity.
if not is_on_floor():
velocity += get_gravity() * delta
# Handle jump.
if input_jumped and is_on_floor():
velocity.y = JUMP_VELOCITY
# Get the input direction and handle the movement/deceleration.
var direction := (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
if direction:
velocity.x = direction.x * SPEED
velocity.z = direction.z * SPEED
else:
velocity.x = move_toward(velocity.x, 0, SPEED)
velocity.z = move_toward(velocity.z, 0, SPEED)
if velocity.length() > _max_speed:
velocity = velocity.clampf(0, _max_speed)
$StairStepper.stair_step_up(direction)
if move_and_slide() and is_on_floor():
for idx in range(get_slide_collision_count()):
var collision := get_slide_collision(idx)
if collision.get_collider().is_in_group("voids"):
# TODO: reliable rng
var spawn_point: Marker3D = get_tree().get_nodes_in_group("spawn_points").pick_random()
global_position = spawn_point.global_position
reset_physics_interpolation()
$StairStepper.stair_step_down()
@rpc("any_peer", "call_local", "reliable")
func hold_thing(p_bundle: Dictionary) -> void:
var item := GameState.fetch().INVENTORY_ITEM_DB[p_bundle["item_id"]] as InventoryItem
held_thing = p_bundle
var base_node := _camera_pivot.get_node("HeldViewmodel")
for child in base_node.get_children():
child.queue_free()
if item.model != null:
var model = item.model.instantiate()
base_node.add_child(model)
else:
# Create a icon sprite based one instead.
var model := preload("res://src/ingame/quad_viewmodel.tscn").instantiate()
model.reflect_bundle(p_bundle)
base_node.add_child(model)
if item.model != null and id == multiplayer.get_unique_id():
# Disable depth test and increase render priority.
# TODO: in more complex scenarios model scene might want to have its own callback for this.
for model in base_node.get_children():
for submodel in model.get_children():
var mesh := submodel.mesh.duplicate() as Mesh
var material := mesh.surface_get_material(0).duplicate()
material.render_priority += 1
material.no_depth_test = true
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 }
for child in _camera_pivot.get_node("HeldViewmodel").get_children():
child.queue_free()
func empty_handed() -> bool:
return held_thing["item_id"] == &"empty_hand"
func _unhandled_input(event: InputEvent) -> void:
if controls_disabled or id != multiplayer.get_unique_id():
return
if event is InputEventMouseMotion:
rotate_y(-event.relative.x * _mouse_sensitivity)
_camera_pivot.rotate_x(-event.relative.y * _mouse_sensitivity)
_camera_pivot.rotation.x = clamp(_camera_pivot.rotation.x, -1.2, 1.2)
return
if event.is_action_pressed("pick"):
if _interaction_selection != null:
if empty_handed():
_interaction_selection.owner.get_picked_up.rpc()
hold_thing.rpc(_interaction_selection.owner.item_bundle)
elif GameState.are_bundles_stackable(held_thing, _interaction_selection.owner.item_bundle):
_interaction_selection.owner.get_picked_up.rpc()
var bundle := GameState.combine_bundles(held_thing, _interaction_selection.owner.item_bundle)
hold_thing.rpc(bundle)
if event.is_action_pressed("fire") and not empty_handed():
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
new_projectile.sender_id = id
new_projectile.body.process_mode = Node.PROCESS_MODE_INHERIT
new_projectile.body.linear_velocity = -_camera.global_basis.z * _projectile_speed
_shot_sound.play()
throw_thing.rpc()
@rpc("authority", "call_local", "reliable")
func _set_projectile_authority(path: NodePath, authority_id: int) -> void:
if not _projectile_holder.has_node(path):
return
_projectile_holder.get_node(path).set_multiplayer_authority(authority_id)
func _process_input() -> void:
if controls_disabled:
input_dir = Vector2.ZERO
input_jumped = false
return
input_dir = Input.get_vector("strafe_left", "strafe_right", "move_forward", "move_backward")
input_jumped = Input.is_action_just_pressed("jump")