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