From c232b92e2dde1277324d1f89d0e75ae641e4ac3b Mon Sep 17 00:00:00 2001 From: Anson Bridges Date: Wed, 7 Sep 2022 14:07:30 -0400 Subject: reorganized, ladders, vehicle control --- godot/scripts/characters/player_controller_new.gd | 308 ++++++++++++++++++++++ 1 file changed, 308 insertions(+) create mode 100644 godot/scripts/characters/player_controller_new.gd (limited to 'godot/scripts/characters') diff --git a/godot/scripts/characters/player_controller_new.gd b/godot/scripts/characters/player_controller_new.gd new file mode 100644 index 0000000..6aec2d9 --- /dev/null +++ b/godot/scripts/characters/player_controller_new.gd @@ -0,0 +1,308 @@ +extends RigidBody + +# Game +export var team = "RED" +export (int) var health = 100 +var weapon = null +var world + +# Camera +export(float) var mouse_sensitivity = 12.0 +export(float) var FOV = 90.0 +var mouse_axis := Vector2() +onready var head: Spatial = $Head +onready var cam: Camera = $Head/Camera + +# Move +var velocity := Vector3() +var direction := Vector3() +var move_axis := Vector2() +var floorspeed := Vector3() +var jumping = false +onready var nav = $NavigationAgent + +# Walk +const FLOOR_MAX_ANGLE: float = deg2rad(46.0) +export(float) var jump_height = 400.0 +var in_water : bool = false +var swim_speed : float = 400.0 + +# Control +var controlling_machine = false #whether character is riding/controlling something +var machine = null +export var is_player = false #whether character is currently controlled by a player +var should_move = false +var ladder_m = null + +#physics +var player_state : PhysicsDirectBodyState +var is_on_floor:bool +export(float) var acceleration = 80.0 +export(int) var walk_speed = 6 +export(float) var c_friction = 4.0 +export(float) var _airspeed_cap = 1.0 +export(float) var air_control = 1.0 + +# Called when the node enters the scene tree +func _ready() -> void: + weapon = preload("res://scenes/weapons/w_Rockets.tscn").instance() + add_child(weapon) + world = get_tree().get_root().get_node("GAMEWORLD") + if is_player: + cam.current = true + + $Head/Camera/UseRay.add_exception(self) + $Head/Camera/MeleeRay.add_exception(self) + $Head/Camera/UseRay.add_exception($AreaDetect) + $Head/Camera/MeleeRay.add_exception($AreaDetect) + Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED) + cam.fov = FOV + +func get_init_info(): + return {"linear_velocity" : linear_velocity, "angular_velocity" : angular_velocity, "controlling_machine" : controlling_machine, "team" : team, "health" : health, "nametag" : $Nametag.text} + +func mp_init(init_info): + for variable in init_info.keys(): + set(variable, init_info[variable]) + $Nametag.text = init_info["nametag"] + +remote func set_phys_transform(trfrm, lvel): + transform = trfrm + linear_velocity = lvel + +# Called every frame. 'delta' is the elapsed time since the previous frame +func _process(_delta: float) -> void: + if is_player and !world.is_chatting: + if Input.is_action_just_pressed("use"): + initiate_use() + + if controlling_machine: + if Input.is_action_just_pressed("fire"): + machine.attack1() + if Input.is_action_just_pressed("fire2"): + machine.attack2() + machine.direction_input(Input.get_action_strength("move_forward"),Input.get_action_strength("move_backward"), Input.get_action_strength("move_right"),Input.get_action_strength("move_left"), Input.get_action_strength("alt_right"),Input.get_action_strength("alt_left")) + else: + jumping = Input.get_action_strength("move_jump") + if Input.is_action_just_pressed("fire"): + weapon.attack1() + move_axis.x = Input.get_action_strength("move_forward") - Input.get_action_strength("move_backward") + move_axis.y = Input.get_action_strength("move_right") - Input.get_action_strength("move_left") + + +func initiate_use(): + if controlling_machine: + machine.relinquish_control() + return + if ladder_m != null: + leave_ladder() + return + if $Head/Camera/UseRay.is_colliding(): + var area_c = $Head/Camera/UseRay.get_collider() + match area_c.name: + "SteerArea": + world.rpc_id(1, "_call_on_server", "_client_request_control_vehicle", {"id" : world.client_id, "machine_path" : area_c.get_parent().get_path(), "char_name" : name}) + "LadderArea": + mount_ladder(area_c.get_parent()) + "TugArea": + pass + "PickupArea": + pass + _: + pass + +remotesync func set_net_owner(owner_id): + $Nametag.text = "" + set_network_master(owner_id) + if owner_id != 1: + $Nametag.text = world.players_info[owner_id][0] + if get_tree().get_network_unique_id() != 1: + if owner_id == world.client_id: + $Nametag.visible = false + world.player_char = self + is_player = true + cam.current = true + else: + $Nametag.visible = true + cam.current = false + is_player = false + world.get_node("HUD").update_characters() + +func deselect_character(): + if is_network_master(): + world.player_char = null + world.get_node("DEFAULTCAM").current = true + rpc("set_net_owner", 1) + +func take_control_of_machine(slave_machine): + machine = slave_machine + controlling_machine = true + +func lose_machine(): + if is_player: + cam.current = true + controlling_machine = false + machine = null + +# Called every physics tick. 'delta' is constant +func _physics_process(delta: float) -> void: + if is_network_master(): + if ladder_m != null: + climb_ladder(delta) + elif !on_floor_test() and in_water: + swim(delta) + else: + walk(delta) + rpc("set_phys_transform", transform, linear_velocity) + is_on_floor = false #reset whether is on floor in between frames + +# called each physics frame +func on_floor_test() -> bool: + if $Feet.is_colliding(): + is_on_floor = true + floorspeed = $Feet.get_collider().get_linear_velocity() if $Feet.get_collider().has_method("get_linear_velocity") else Vector3.ZERO + return true + if player_state: + for i in range(player_state.get_contact_count()): + var contact_angle_from_up : float = Vector3.UP.angle_to(player_state.get_contact_local_normal(i)) + if contact_angle_from_up < FLOOR_MAX_ANGLE: + is_on_floor = true + return true + return false + +#modify simulated physics results +func _integrate_forces(state) -> void: + player_state = state + velocity = state.get_linear_velocity() + if should_move: + nav.set_velocity(velocity) + if nav.is_target_reached(): + should_move = false + +# on input event +func _input(event: InputEvent) -> void: + if is_player: + if event is InputEventMouseMotion: + mouse_axis = event.relative + camera_rotation() + +func walk(_delta:float) -> void: + # Input + direction = Vector3() + var aim: Basis = head.get_global_transform().basis + direction += -move_axis.x * aim.z + move_axis.y * aim.x + if !is_player and should_move: + direction = nav.get_next_location() - global_transform.origin + if nav.get_next_location().y - global_transform.origin.y > 0.05 and is_on_floor: + apply_central_impulse(Vector3.UP*jump_height) + direction.y = 0 + direction = direction.normalized() + + # Jump + if is_on_floor and is_player and jumping: + apply_central_impulse(Vector3.UP*jump_height) + + #max walk speed + var _speed = walk_speed + var _temp_accel: float = acceleration + var _cspeed = sqrt(pow(velocity.x-floorspeed.x,2)+pow(velocity.z-floorspeed.z,2)) + + if not is_on_floor: + _temp_accel *= air_control + + var projVel = Vector2(velocity.x-floorspeed.x,velocity.z-floorspeed.z).dot(Vector2(direction.x,direction.z)) + + if is_on_floor: + if _speed - _cspeed > 0: + add_central_force (mass*Vector3(direction.x*_temp_accel, 0, direction.z*_temp_accel))#velocity.x += direction.x*_temp_accel + else: + add_central_force(mass*Vector3(direction.x*(_speed-projVel), 0, direction.z*(_speed-projVel))) + elif _airspeed_cap - projVel > 0: + add_central_force (mass*Vector3(direction.x*_temp_accel, 0, direction.z*_temp_accel)) + +func swim(_delta): + #drag and buoyancy + add_central_force(Vector3.UP*weight*1.0) + add_central_force(-1*linear_velocity*75) + #controls + var dir: Basis = cam.get_global_transform().basis + var m_dir: Vector3 = -move_axis.x * dir.z + move_axis.y * dir.x + m_dir = m_dir.normalized() + add_central_force(swim_speed*m_dir) + if jumping: + add_central_force(Vector3.UP*weight*0.5) + +func enter_water(): + in_water = true + +func exit_water(): + in_water = false + +func mount_ladder(target_ladder): + var ladder_tracker = Spatial.new() + ladder_tracker.name = name + target_ladder.add_child(ladder_tracker) + ladder_tracker.transform = target_ladder.bottom.transform + + ladder_tracker.global_transform.origin = target_ladder.get_nearest_point_to_route(global_transform.origin) + look_at(global_transform.origin + target_ladder.global_transform.basis.x, target_ladder.global_transform.basis.y) + + ladder_m = ladder_tracker + global_transform.origin = ladder_m.global_transform.origin + global_transform.basis = ladder_m.global_transform.basis.orthonormalized() + linear_velocity = Vector3.ZERO + set_gravity_scale(0.0) + +#called each frame while climbing ladder +func climb_ladder(delta): + var new_ladder_pos = ladder_m.global_transform.origin + ladder_m.global_transform.basis.y.normalized() * move_axis.x * delta + var prog = ladder_m.get_parent().get_climb_scalar(new_ladder_pos) + if prog >= 0.0 and prog <= 1.0: + ladder_m.global_transform.origin = new_ladder_pos + global_transform.origin = ladder_m.global_transform.origin + global_transform.basis = ladder_m.global_transform.basis.orthonormalized() + +func leave_ladder(): + if (ladder_m.get_parent().top.global_transform.origin - global_transform.origin).length_squared() < 0.01: + apply_central_impulse(-400*ladder_m.global_transform.basis.z) + global_transform.basis = world.global_transform.basis + set_gravity_scale(1.0) + ladder_m.queue_free() + ladder_m = null + +remotesync func damage(dmg_amt, _type, shooter, extra = ""): + health -= dmg_amt + if health <= 0 and is_network_master(): + if shooter[0] != get_network_master(): world.rpc_id(shooter[0], "game_killsound") + if get_network_master() == 1: + world._call_on_server("_character_death", {"killer_id" : shooter[0], "killer" : shooter[1], "victim_mp_id" : get_network_master(), "victim" : name, "extra" : extra}) + else: + world.rpc_id(1, "_call_on_server", "_character_death", {"killer_id" : shooter[0], "killer" : shooter[1], "victim_mp_id" : get_network_master(), "victim" : name, "extra" : extra}) + elif is_network_master(): + if shooter[0] != get_network_master(): world.rpc_id(shooter[0], "game_hitsound") + +remotesync func remove_dead_character(): + if is_network_master() and machine != null: + machine.relinquish_control() + deselect_character() + queue_free() + +func camera_rotation() -> void: + if Input.get_mouse_mode() != Input.MOUSE_MODE_CAPTURED: + return + if mouse_axis.length() > 0: + var horizontal: float = -mouse_axis.x * (mouse_sensitivity / 100) + var vertical: float = -mouse_axis.y * (mouse_sensitivity / 100) + + mouse_axis = Vector2() + + head.rotate_y(deg2rad(horizontal)) + cam.rotate_x(deg2rad(vertical)) + + # Clamp mouse rotation + var temp_rot: Vector3 = cam.rotation_degrees + temp_rot.x = clamp(temp_rot.x, -90, 90) + cam.rotation_degrees = temp_rot + +remotesync func net_apply_impulse(impulse_v): + apply_central_impulse(impulse_v) -- cgit v1.2.3