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- # Original: https://raw.githubusercontent.com/Calinou/fps-test/master/scripts/player.gd
- # All heroes extend from here. Implements all common behavior
-
- extends RigidBody
-
- signal spawn
-
- # Set by lobby. Contains player metadata (hero, nickname, etc)
- var player_info
-
- # Basic movement settings
- # These are all public out here because they are customized by heroes
-
- # Walking speed and jumping height are defined later.
- var walk_speed = 0.8 # Actually acceleration; m/s/s
- var jump_speed = 5 # m/s
- var air_accel = .1 # m/s/s
- var floor_friction = 1-0.08
- var air_friction = 1-0.03
-
- var walk_speed_build = 0.006 # `walk_speed` per `charge`
- var air_speed_build = 0.006 # `air_accel` per `charge`
-
- sync var charge = 0
- var charge_cap = 200 # While switching is always at 100, things like speed boost might go higher!
- var movement_charge = 0.15 # In percent per meter (except when heroes change that)
-
- # Nodes
- onready var switch_text = get_node("MasterOnly/ChargeBar/ChargeText")
- onready var switch_bar = get_node("MasterOnly/ChargeBar")
- onready var switch_bar_extra = get_node("MasterOnly/ChargeBar/Extra")
- onready var switch_hero_action = get_node("MasterOnly/SwitchHero")
- onready var tp_camera = get_node("TPCamera")
- onready var master_only = get_node("MasterOnly")
- onready var debug_node = get_node("/root/Level/Debug")
-
- var recording
- var ai_instanced = false
-
- var friend_color = Color("#4ab0e5") # Blue
- var enemy_color = Color("#f04273") # Red
- # These meshes get colored with friendliness
- var colored_meshes = [
- "Yaw/MainMesh",
- "Yaw/Pitch/RotatedHead",
- ]
-
- func _ready():
-
- set_process_input(true)
- if is_network_master():
- get_node("TPCamera/Camera/Ray").add_exception(self)
- tp_camera.set_enabled(true)
- tp_camera.cam_view_sensitivity = 0.05
- if "is_ai" in player_info and player_info.is_ai and not ai_instanced:
- add_child(preload("res://scenes/ai.tscn").instance())
- ai_instanced = true
- spawn()
- else:
- get_node("PlayerName").set_text(player_info.username)
- # Remove HUD
- remove_child(master_only)
-
- func _input(event):
- if is_network_master():
- if Input.is_action_just_pressed("switch_hero"):
- switch_hero_interface()
- # Quit the game:
- if Input.is_action_pressed("quit"):
- quit()
- if "record" in player_info:
- recording.events.append([recording.time, event_to_obj(event)])
- if Input.is_action_just_pressed("enable_cheats"):
- charge = 199
-
- func _process(delta):
- # All player code not caused by input, and not causing movement
- if is_network_master():
-
- # Check falling (cancel charge and respawn)
- var fall_height = -400 # This is essentially the respawn timer
- var switch_height = -150 # At this point, stop adding to charge. This makes falls not charge you too much
- var vel = get_linear_velocity()
- if translation.y < switch_height:
- vel.y = 0 # Don't gain charge from falling when below switch_height
- build_charge(movement_charge * vel.length() * delta)
- if get_translation().y < fall_height:
- rpc("spawn")
-
- # Update charge GUI
- switch_text.set_text("%d%%" % int(charge)) # We truncate, rather than round, so that switch is displayed AT 100%
- if charge >= 100:
- switch_hero_action.show()
- else:
- switch_hero_action.hide()
- if charge > charge_cap:
- # There is however a cap
- charge = charge_cap
- switch_bar.value = charge
- switch_bar_extra.value = charge - 100
-
- # AI recording
- if "record" in player_info:
- recording.time += delta
-
- # on_looked_at is a special method for objects that need to respond to being looked at
- # This was the best way to implement Hero 1's passive ability,
- # But it'll probably come in handy more often so I made it kinda universal
- var looking_at = pick()
- if looking_at and looking_at.has_method("on_looked_at"):
- looking_at.on_looked_at(self, delta)
-
- func _integrate_forces(state):
- if is_network_master():
- control_player(state)
- var status = get_status()
- rpc_unreliable("set_status", status)
- record_status(status)
- set_rotation()
-
- func _exit_tree():
- if "record" in player_info:
- write_recording()
-
- # Functions
- # =========
-
- # Build all charge with a multiplier for ~~balance~~
- func build_charge(amount):
- # If we used build_charge to cost charge, don't mess with it!
- if amount > 0:
- var losing_advantage = 1.2
- var uncapped_advantage = 1.3
- var obj = get_node("/root/Level/FullObjective/Objective")
- if (obj.left > obj.right) == player_info.is_right_team:
- # Is losing (left winning, we're on right or vice versa)
- amount *= losing_advantage
- if obj.right_active != player_info.is_right_team and obj.active:
- # Point against us (right active and left, or vice versa)
- amount *= uncapped_advantage
- else:
- # Only build down to 0
- amount = max(amount, -charge)
- charge += amount
- if is_network_master():
- rset_unreliable("charge", charge)
- return amount
-
- sync func spawn():
- emit_signal("spawn")
- if "record" in player_info:
- write_recording() # Write each spawn as a separate recording
- var placement = Vector3()
- var x_varies = 5
- var z_varies = 5
- # No Z, because that's the left-right question
- if player_info.is_right_team:
- placement = get_node("/root/Level/RightSpawn").get_translation()
- else:
- placement = get_node("/root/Level/LeftSpawn").get_translation()
- # So we don't all spawn on top of each other
- placement.x += rand_range(0, x_varies)
- placement.z += rand_range(0, z_varies)
- recording = { "time": 0, "states": [], "events": [], "spawn": Vector3() }
- recording.spawn = var2str(placement)
- recording.charge = var2str(charge)
- set_transform(Basis())
- set_translation(placement)
- set_linear_velocity(Vector3())
- tp_camera.cam_yaw = 0
- tp_camera.cam_pitch = 0
-
- func event_to_obj(event):
- var d = {}
- if event is InputEventMouseMotion:
- d.relative = {}
- d.relative.x = event.relative.x
- d.relative.y = event.relative.y
- d.type = "motion"
- if event is InputEventKey:
- d.scancode = event.scancode
- d.pressed = event.pressed
- d.echo = event.echo
- d.type = "key"
- if event is InputEventMouseButton:
- d.button_index = event.button_index
- d.pressed = event.pressed
- d.type = "mb"
- return d
-
- func begin():
- _set_color()
-
- func _set_color():
- var master_player = util.get_master_player()
- # Set color to blue (teammate) or red (enemy)
- var color
- if master_player.player_info.is_right_team == player_info.is_right_team:
- color = friend_color
- else:
- color = enemy_color
- # We have a base MaterialSettings to use inheritance with heroes
- # Unfortunately we cannot do this with the actual meshes,
- # because godot decides if you change the mesh you wanted to change the material as well
- # So "MaterialSettings" is a dummy mesh in player.tscn that's hidden
- # We call .duplicate() so we can set this color without messing with other players' colors
- var mat = get_node("MaterialSettings").get_surface_material(0).duplicate()
- mat.albedo_color = color
- for mesh in colored_meshes:
- get_node(mesh).set_surface_material(0, mat)
-
- func toggle_mouse_capture():
- if (Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED):
- Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
- else:
- Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
-
- # Update visual yaw + pitch components to match camera
- func set_rotation():
- get_node("Yaw").set_rotation(Vector3(0, deg2rad(tp_camera.cam_yaw), 0))
- get_node("Yaw/Pitch").set_rotation(Vector3(deg2rad(-tp_camera.cam_pitch), 0, 0))
-
- func record_status(status):
- if "record" in player_info:
- for i in range(status.size()):
- status[i] = var2str(status[i])
- recording.states.append([recording.time, status])
-
- slave func set_status(s):
- set_transform(s[0])
- set_linear_velocity(s[1])
- set_angular_velocity(s[2])
- tp_camera.cam_yaw = s[3]
- tp_camera.cam_pitch = s[4]
-
- func get_status():
- return [
- get_transform(),
- get_linear_velocity(),
- get_angular_velocity(),
- tp_camera.cam_yaw,
- tp_camera.cam_pitch,
- ]
-
- func control_player(state):
-
- var aim = get_node("Yaw").get_global_transform().basis
-
- var direction = Vector3()
-
- if Input.is_action_pressed("move_forwards"):
- direction -= aim[2]
- if Input.is_action_pressed("move_backwards"):
- direction += aim[2]
- if Input.is_action_pressed("move_left"):
- direction -= aim[0]
- if Input.is_action_pressed("move_right"):
- direction += aim[0]
-
- direction = direction.normalized()
- var ray = get_node("Ray")
-
- # Detect jumpable
- var jumpable = false
- var jump_dot = 0.5 # If normal.dot(up) > jump_dot, we can jump
- for i in range(state.get_contact_count()):
- var n = state.get_contact_local_normal(i)
- if n.dot(Vector3(0,1,0)) > jump_dot:
- jumpable = true
-
- if jumpable: # We can navigate normally, we have a surface
- var up = state.get_total_gravity().normalized()
- var normal = ray.get_collision_normal()
- var floor_velocity = Vector3()
- var object = ray.get_collider()
-
- var accel = (1 + charge * walk_speed_build) * walk_speed
- state.apply_impulse(Vector3(), direction * accel * get_mass())
- var lin_v = state.get_linear_velocity()
- lin_v.x *= floor_friction
- lin_v.z *= floor_friction
- state.set_linear_velocity(lin_v)
-
- if Input.is_action_just_pressed("jump"):
- state.apply_impulse(Vector3(), normal * jump_speed * get_mass())
-
- else:
- var accel = (1 + charge * air_speed_build) * air_accel
- state.apply_impulse(Vector3(), direction * accel * get_mass())
- var lin_v = state.get_linear_velocity()
- lin_v.x *= air_friction
- lin_v.z *= air_friction
- state.set_linear_velocity(lin_v)
-
- state.integrate_forces()
-
- func switch_hero_interface():
- if charge >= 100:
- # Interface needs the mouse!
- toggle_mouse_capture()
- # Pause so if we have walls and such nothing funny happens
- get_tree().set_pause(true)
- var interface = preload("res://scenes/hero_select.tscn").instance()
- add_child(interface)
- interface.get_node("Confirm").connect("pressed", self, "switch_hero_master")
-
- func switch_hero_master():
- rpc("switch_hero", get_node("HeroSelect/Hero").get_selected_id())
- # Remove the mouse and enable looking again
- toggle_mouse_capture()
- get_tree().set_pause(false)
-
- sync func switch_hero(hero):
- var new_hero = load("res://scenes/heroes/%d.tscn" % hero).instance()
- var net_id = int(get_name())
- set_name("%d-delete" % net_id) # Can't have duplicate names
- new_hero.set_name("%d" % net_id)
- new_hero.set_network_master(net_id)
- new_hero.player_info = player_info
- get_node("/root/Level/Players").call_deferred("add_child", new_hero)
- # We must wait until after _ready is called, so that we don't end up at spawn
- new_hero.call_deferred("set_status", get_status())
- queue_free()
-
- func write_recording():
- if recording and recording.events.size() > 0:
- var save = File.new()
- var fname = "res://recordings/%d-%d-%d.rec" % [player_info.level, player_info.hero, randi() % 10000]
- save.open(fname, File.WRITE)
- save.store_line(to_json(recording))
- save.close()
-
- # Quits the game:
- func quit():
- get_tree().quit()
-
- # These aren't used by vanilla player, but are used by heroes in common
-
- func pick():
- var look_ray = get_node("TPCamera/Camera/Ray")
- return look_ray.get_collider()
- func pick_from(group):
- return group.find(pick())
- func pick_player():
- var players = get_node("/root/Level/Players").get_children()
- return players[pick_from(players)]
- func pick_by_friendly(pick_friendlies):
- var pick = pick_player()
- if (pick.player_info.is_right_team == player_info.is_right_team) == pick_friendlies:
- return pick
- else:
- return null
-
- # =========
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