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path: root/backup_stuff/Player_Other.gd
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extends KinematicBody


export(String, "red", "blue") var team
#item variables
var can_swap = true
var has_items = [false,false,false,false,false]
var items = [null,null,null,null,null]
export(String) var item0path
export(String) var item1path
export(String) var item2path
export(String) var item3path
export(String) var item4path
var weapon
export(int) var health = 100

var unit

var move_axis := Vector2()
var velocity := Vector3()
var direction := Vector3()
var parentvel := Vector3()
var tugging = false
var tug_target

export(float) var friction = 4
export(float) var _airspeed_cap = 1

var is_duck = 0
const duck_height = .5*.6*1.8 #one half the hitbox duck height
var duck_speed = 2.3
var knockback_mult = 1
var duck_progress = 0

var can_switch = true


const gravity = 9.8
const FLOOR_MAX_ANGLE: float = deg2rad(46.0)
const jump_constant = 12
const walk_speed = 6
const tug_speed = 1.5
const acceleration = 70
const air_control = 0.3
const tug_force = 500
const tug_distance = 3.5
const push_distance = 1
const duck_knockback_mult = 1.35
const jump_vel = 5

static func compare_floats(a, b, epsilon = 0.00001):
	return abs(a - b) <= epsilon

# Called when the node enters the scene tree for the first time.
func _ready():
	$Camera/UseRay.add_exception(self)
	$Camera/MeleeRay.add_exception(self)


func damage(amount, attacker, point = Vector3.ZERO):
	health -= amount
	rpc("update_health",health)
	if health <= 0:
		if is_network_master():
			get_node("/root/Game/Camera").current = true
		rpc("die")


# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
	if is_network_master() and !get_node('/root/Game/HUD/Selection').is_visible_in_tree():
		if Input.is_action_just_pressed("use"):
			pass
		move_axis.x = Input.get_action_strength("walk_forward") - Input.get_action_strength("walk_backward")
		move_axis.y = Input.get_action_strength("strafe_right") - Input.get_action_strength("strafe_left")
		is_duck = Input.get_action_strength("duck")
		if Input.is_action_just_pressed("attack1"):
			weapon.attack()
		if Input.is_action_just_pressed("attack2"):
			weapon.attack2()
		if Input.is_action_just_pressed("slot1"):
			rpc('switch_weapon',0)
		if Input.is_action_just_pressed("slot2"):
			rpc('switch_weapon',1)

func initiate_use():
	if tugging:
		tugging = false
	elif $Camera/UseRay.is_colliding():
		var type = $Camera/UseRay.get_collider().name
		match type:
			"TugArea":
				tugging = true
				tug_target = $Camera/UseRay.get_collider().get_parent()
			_:
				pass

func check_tug():
	if !$Camera/UseRay.is_colliding() or !($Camera/UseRay.get_collider().name != tug_target.name):
		tugging = false

func _physics_process(delta):
	if is_network_master() or (get_tree().get_network_unique_id() == 1 and get_network_master() == -1):
		if is_network_master():
			player_move(delta)
		else:
			ai_move(delta)
		rpc("_set_position", global_transform)

remotesync func update_health(new_h):
	health = new_h
	if is_network_master():
		get_tree().get_root().get_node('Game/HUD/Health').text = str(health)

func ai_move(delta):
	if !is_on_floor():
		velocity.y -= gravity * delta
	move_and_slide(velocity,Vector3.UP)

func player_move(delta):
	# Input
	direction = Vector3()
	var aim: Basis = get_global_transform().basis
	if move_axis.x >= 0.5:
		direction -= aim.z
	elif move_axis.x <= -0.5:
		direction += aim.z
	if move_axis.y <= -0.5:
		direction -= aim.x
	elif move_axis.y >= 0.5:
		direction += aim.x
	direction.y = 0
	direction = direction.normalized()
	
	# Jump
	var snap = Vector3.ZERO
	if is_on_floor():
		snap = Vector3.DOWN
		if Input.is_action_just_pressed("jump"):
			snap = Vector3.ZERO
			velocity.y += jump_vel
	else:
		velocity += parentvel
			
	velocity.y -= gravity * delta
	if abs(velocity.y) > 1:
		snap = Vector3.ZERO

	#max walk speed
	var _speed = walk_speed if not is_duck else walk_speed*0.5

	var _temp_accel: float = acceleration

	if is_on_floor():
		var _cspeed = sqrt(pow(velocity.x,2)+pow(velocity.z,2))
		if _cspeed != 0:
			var walkdir = Vector2(velocity.x,velocity.z)
			var fvar = _cspeed*friction if direction.length() != 0 else _cspeed*2*friction
			#fvar *= 4 if is_duck else 1
			velocity.x -= walkdir.normalized().x*fvar*delta
			velocity.z -= walkdir.normalized().y*fvar*delta
			animationcontroller.rpc("run",_cspeed/walk_speed)
	else:
		animationcontroller.rpc("run",0)
		#rpc("_play_animation",false,"idle_single")

	var projVel = Vector2(velocity.x,velocity.z).dot(Vector2(direction.x,direction.z))
	_temp_accel *= delta

	if is_on_floor():

		if _speed - (projVel + _temp_accel) > 0:
			velocity.x += direction.x*_temp_accel
			velocity.z += direction.z*_temp_accel
		else:
			velocity.x += direction.x*(_speed-projVel)
			velocity.z += direction.z*(_speed-projVel)
	elif _airspeed_cap - projVel > 0:
		velocity.x += direction.x*_temp_accel
		velocity.z += direction.z*_temp_accel

	# clamping (to stop on slopes)
	if direction.dot(velocity) == 0:
		var _vel_clamp := 0.25
		if abs(velocity.x) < _vel_clamp:
			velocity.x = 0
		if abs(velocity.z) < _vel_clamp:
			velocity.z = 0
	
	# Move
	var moving = move_and_slide_with_snap(velocity, snap, Vector3.UP, false, 4, FLOOR_MAX_ANGLE)
	if is_on_wall():
		velocity = moving
	else:
		velocity.y = moving.y

remotesync func die():
	get_node("/root/Game").update_chars_delay()
	queue_free()


remote func _set_position(pos):
	global_transform = pos
#set net master of this player to the id
func _set_master(id):
	if get_network_master() == -1:
		$Camera.current = true
		$Armature/Skeleton/Cube.set_layer_mask(524288)
		for unit in get_tree().get_nodes_in_group("units"):
			if unit.get_network_master() == id:
				unit.rpc("_set_master_helper",-1)
				#nit.set_network_master(-1)
		rpc("_set_master_helper", id)
remotesync func _set_master_helper(id):
	set_network_master(id)
	update_health(health)
	if id == -1:
		$Armature/Skeleton/Cube.set_layer_mask(1)
	get_node("/root/Game").update_chars()