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extends "res://scripts/machines/NetworkedMachineGDS.gd"
export var team = 0
const accel = 500000
const turn_accel = 50000
export(float, 0.0, 1.0) var sail_out = 0.0
export var sail_speed : float = 0.2
var sail_turn = 0
export var sail_turn_speed = 30
const SAIL_MAX = 90
var rudder_turn : float = 0.0
export var rudder_speed = 25
export var rudder_constant = 1800
const RUDDER_MAX = 60
const health_max = 3000
var health = health_max
const damage_threshold = 20
const max_depth = 2
#boat ids
onready var nav_rid = $NavigationMeshInstance.get_region_rid()
#controls
var throttle: float = 0.0
var rudder: float = 0.0
var mainsheet: float = 0.0
func get_init_info():
return {"sail_out" : sail_out, "rudder_turn" : rudder_turn, "sail_turn" : sail_turn, "health" : health, "in_use" : in_use}
func mp_init(init_info):
for variable in init_info.keys():
set(variable, init_info[variable])
# Called when the node enters the scene tree for the first time.
func _ready():
print("adding gunboat to scene",get_tree().get_network_unique_id())
world = get_tree().get_root().find_node("GAMEWORLD", true, false)
if get_tree().get_network_unique_id() == 0:
print("enabling navigation for server")
$NavigationMeshInstance.set_enabled(true)
func on_no_control():
rudder = 0.0
throttle = 0.0
mainsheet = 0.0
func auto_sail(delta):
return
var in_range = global_transform.basis.x.dot(world.winddir) >= 0
if in_range:
if Vector2(world.winddir.x, world.winddir.z).angle_to(Vector2($Mast.global_transform.basis.x.x,$Mast.global_transform.basis.x.z)) < 0:
sail_turn -= sail_turn_speed*delta
else:
sail_turn += sail_turn_speed*delta
else:
if abs(Vector2(world.winddir.x, world.winddir.z).angle_to(Vector2(global_transform.basis.z.x,global_transform.basis.z.z))) < PI/2:
sail_turn -= sail_turn_speed*delta
else:
sail_turn += sail_turn_speed*delta
func direction_input(fwd,bwd,left,right,_left,_right):
throttle = fwd - bwd
rudder = left - right
mainsheet = _left - _right
remotesync func damage(amount, _type, _shooter, _extra = ""):
if amount >= damage_threshold:
health -= amount
print(health)
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _physics_process(delta):
if is_network_master():
for sail in $SAILS.get_children():
sail.set_sheet(sail_out)
$Rudder.rotation_degrees.y = rudder_turn
#$Mast.rotation_degrees.y = sail_turn
#var push_force = accel*sail_out*world.winddir.dot($Mast.global_transform.basis.x)
#if world.winddir.angle_to($Mast.global_transform.basis.x) < PI/2:
# add_force(global_transform.basis.x*push_force, Vector3.ZERO)
add_torque(Vector3(0,-rudder_turn*rudder_constant*(0.5+linear_velocity.dot(global_transform.basis.x)),0))
add_torque(Vector3(-100000*angular_velocity.x,0,0))
add_torque(Vector3(0,0,-100000*angular_velocity.z))
rudder_turn += rudder_speed*delta*(-0.25 if rudder_turn > 0 else 0.25)
for point in $FloatPoints.get_children():
for area in point.get_overlapping_areas():
if area.name == "WaterArea":
var depth = area.global_transform.origin.y-point.global_transform.origin.y
var floatiness = 0.275 if health <= 0 else 1.0
if floatiness == 0.275:
depth = 0.05
add_force(Vector3.UP*weight*depth*floatiness, point.global_transform.origin-global_transform.origin)
if in_use:
rudder_turn += rudder_speed*delta*(rudder)
sail_out += sail_speed*delta*(throttle)
sail_turn += sail_turn_speed*delta*(mainsheet)
auto_sail(delta)
sail_out = clamp(sail_out, 0, 1)
rudder_turn = clamp(rudder_turn, -RUDDER_MAX, RUDDER_MAX)
sail_turn = clamp(sail_turn, -SAIL_MAX, SAIL_MAX)
#add_force(transform.basis.x*accel*Input.get_action_strength("move_forward"), Vector3.ZERO)
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