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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 = $Neck/Head
onready var neck: Spatial = $Neck
# Move
var velocity := Vector3()
var direction := Vector3()
var move_axis := Vector2()
var floorspeed := Vector3()
var jumping = false
var can_jump = true
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
var climb_speed : float = 5.0
# 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 ladder_m = null
#physics
var player_state : PhysicsDirectBodyState
var is_on_floor:bool
var floor_normal : Vector3 = Vector3.UP
var acceleration = 80.0
export(int) var walk_speed = 5
var c_friction = 4.0
var air_control = 0.3
# 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")
$"%UseRay".add_exception(self)
$"%MeleeRay".add_exception(self)
$"%UseRay".add_exception($AreaDetect)
$"%MeleeRay".add_exception($AreaDetect)
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"))
machine.misc_input(Input.get_action_strength("move_duck"),Input.get_action_strength("move_jump"),Input.get_action_strength("move_walk"))
machine.mouse_input(Input.get_action_strength("fire"), Input.get_action_strength("fire3"),Input.get_action_strength("fire2"))
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 $"%UseRay".is_colliding():
var area_c = $"%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
world.cam.attach(self, "FIRSTPERSON", "./Neck/Head")
else:
$Nametag.visible = true
is_player = false
world.get_node("HUD").update_characters()
func deselect_character():
if is_network_master():
world.player_char = null
if world.client_id != 1: world.cam.attach(world, "STATIC", "./DEFAULTCAM")
rpc("set_net_owner", 1)
func take_control_of_machine(slave_machine):
machine = slave_machine
controlling_machine = true
func lose_machine():
if is_network_master(): world.cam.attach(self, "FIRSTPERSON", "./Neck/Head")
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)
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
floor_normal = Vector3.UP
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:
floor_normal = player_state.get_contact_local_normal(i)
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()
$normal_vis.look_at($normal_vis.global_transform.origin + global_transform.basis.z, floor_normal)
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 and !is_on_floor:
friction = 0
break
if i == player_state.get_contact_count() - 1:
friction = 1
if is_network_master():
rpc("set_phys_transform", transform, linear_velocity)
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
direction.y = 0
direction = direction.normalized()
if floor_normal != Vector3.UP: direction = direction.rotated(floor_normal.cross(Vector3.UP).normalized(), Vector3.UP.angle_to(floor_normal))
# Jump
if is_player and jumping and is_on_floor and can_jump:
jump()
#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:
add_central_force(-mass*_cspeed*linear_velocity.normalized()*c_friction)#friction
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 1.0 - projVel > 0:
add_central_force (mass*Vector3(direction.x*_temp_accel, 0, direction.z*_temp_accel))
func jump():
can_jump = false
apply_central_impulse(Vector3.UP*jump_height)
yield(get_tree().create_timer(0.05),"timeout")
can_jump = true
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 = head.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 * climb_speed
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()
remotesync func net_apply_impulse(impulse_v):
apply_central_impulse(impulse_v)
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