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extends RigidBody

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

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

remote func update_phys_transform(t: Transform, lv: Vector3, av: Vector3):
	transform = t
	linear_velocity = lv
	angular_velocity = av

remotesync func net_apply_impulse(impulse_v: Vector3):
	apply_central_impulse(impulse_v)

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

remotesync func set_net_owner(id: int, char_name: String):
	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: float,_bwd: float,_left: float,_right: float,_left2: float,_right2: float):
	pass

func misc_input(_ctrl: float,_space: float,_shift: float):
	pass

func mouse_input(_m1: float,_m3: float,_m2: float): #used for long-press actions
	pass