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path: root/godot/scripts/machines/NetworkedMachine.gd
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extends RigidBody

var in_use : bool = false
var user = null
var world = null

func _ready():
	world = get_tree().get_root().find_node("GAMEWORLD", true, false)

remote func update_phys_transform(t, lv, av):
	transform = t
	linear_velocity = lv
	angular_velocity = av

remotesync func net_apply_impulse(impulse_v):
	apply_central_impulse(impulse_v)

func _integrate_forces(_state):
	if is_network_master() and mode == MODE_RIGID:
		rpc("update_phys_transform", transform, linear_velocity, angular_velocity)

remotesync func set_net_owner(id, char_name):
	set_network_master(id)
	if id == 1 and char_name == "NONE": #not under control
		on_no_control()
		if user != null:
			user.lose_machine()
		user = null
		in_use = false
	else:
		in_use = true
		user = world.get_node("PLAYERS/"+char_name)
		user.take_control_of_machine(self)
		if is_network_master():
			on_new_control()

func relinquish_control():
	rpc("set_net_owner", 1, "NONE")

#TO BE OVERRIDDEN BY CHILDREN
func on_new_control():
	pass

func on_no_control():
	pass

func attack1():
	pass

func attack2():
	pass
	
func direction_input(_fwd,_bwd,_left,_right,_left2,_right2):
	pass