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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 = $Head
onready var cam: Camera = $Head/Camera

# Move
var velocity := Vector3()
var direction := Vector3()
var move_axis := Vector2()
var floorspeed := Vector3()
onready var nav = $NavigationAgent

# Walk
const FLOOR_MAX_ANGLE: float = deg2rad(46.0)
export(float) var jump_height = 400

# 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 should_move = false

#physics
var player_state : PhysicsDirectBodyState
var is_on_floor:bool
export(float) var acceleration = 80.0
export(int) var walk_speed = 6
export(float) var c_friction = 4.0
export(float) var _airspeed_cap = 1.0
export(float) var air_control = 1.0

# 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")
	if is_player:
		cam.current = true
	$Head/Camera/UseRay.add_exception(self)
	$Head/Camera/MeleeRay.add_exception(self)
	$Head/Camera/LongRay.add_exception(self)
	Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
	cam.fov = FOV

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"))
		else:
			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()
		machine = null
		controlling_machine = false
		if is_player:
			cam.current = true
		return
	if $Head/Camera/UseRay.is_colliding():
		var type = $Head/Camera/UseRay.get_collider().name
		match type:
			"SteerArea":
				controlling_machine = true
				machine = $Head/Camera/UseRay.get_collider().get_parent().take_control(self)
				var gt = global_transform.origin
				velocity = Vector3.ZERO
				global_transform.origin = gt
			_:
				pass

remotesync func set_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:
			world.player_char = self
			is_player = true
			cam.current = true
		else:
			cam.current = false
			is_player = false
		world.get_node("HUD").update_characters()

func deselect_character():
	if is_network_master():
		world.player_char = null
		world.get_node("DEFAULTCAM").current = true
		rpc("set_owner", 1)

func regain_control(_gt):
	controlling_machine = false
	machine = null

# Called every physics tick. 'delta' is constant
func _physics_process(delta: float) -> void:
	walk(delta)
	if is_network_master():
		rpc("set_phys_transform", transform, linear_velocity)

# called by signal when character is collided with
func on_floor_test() -> void:
	if $Feet.is_colliding():
		is_on_floor = true
		if $Feet.get_collider().has_method("get_linear_velocity"):
			floorspeed = $Feet.get_collider().get_linear_velocity()
		else:
			floorspeed = Vector3.ZERO
		return
	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:
				is_on_floor = true

#modify simulated physics results
func _integrate_forces(state) -> void:
	player_state = state
	velocity = state.get_linear_velocity()
	if should_move:
		nav.set_velocity(velocity)
		if nav.is_target_reached():
			should_move = false

# on input event
func _input(event: InputEvent) -> void:
	if is_player:
		if event is InputEventMouseMotion:
			mouse_axis = event.relative
			camera_rotation()

func walk(_delta:float) -> void:
	on_floor_test()
	# Input
	direction = Vector3()
	var aim: Basis = head.get_global_transform().basis
	direction += -move_axis.x * aim.z + move_axis.y * aim.x
	if !is_player and should_move:
		direction = nav.get_next_location() - global_transform.origin
		if nav.get_next_location().y - global_transform.origin.y > 0.05 and is_on_floor:
			apply_central_impulse(Vector3.UP*jump_height)
	direction.y = 0
	direction = direction.normalized()
	
	# Jump
	if is_on_floor and is_player:
		if Input.is_action_just_pressed("move_jump"):
			apply_central_impulse(Vector3.UP*jump_height)
	
	#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:
		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 _airspeed_cap - projVel > 0:
		add_central_force (mass*Vector3(direction.x*_temp_accel, 0, direction.z*_temp_accel))

	is_on_floor = false #reset whether is on floor in between frames

remotesync func damage(dmg_amt, type, shooter, extra = ""):
	health -= dmg_amt
	if health <= 0 and is_network_master():
		if get_network_master() == 1:
			world._call_on_server("_character_death", {"killer" : shooter, "victim_mp_id" : get_network_master(), "victim" : name, "extra" : extra})
		else:
			world.rpc_id(1, "_call_on_server", "_character_death", {"killer" : shooter, "victim_mp_id" : get_network_master(), "victim" : name, "extra" : extra})
	

remotesync func remove_dead():
	deselect_character()
	queue_free()

func camera_rotation() -> void:
	if Input.get_mouse_mode() != Input.MOUSE_MODE_CAPTURED:
		return
	if mouse_axis.length() > 0:
		var horizontal: float = -mouse_axis.x * (mouse_sensitivity / 100)
		var vertical: float = -mouse_axis.y * (mouse_sensitivity / 100)
		
		mouse_axis = Vector2()
		
		head.rotate_y(deg2rad(horizontal))
		cam.rotate_x(deg2rad(vertical))
		
		# Clamp mouse rotation
		var temp_rot: Vector3 = cam.rotation_degrees
		temp_rot.x = clamp(temp_rot.x, -90, 90)
		cam.rotation_degrees = temp_rot