A team game with an emphasis on movement (with no shooting), inspired by Overwatch and Zineth
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extends Node # Networking functionality
var player
var is_placing = false
var placing_node
var placed = []
var max_placed = 5
var start_action
var confirm_action
var delete_action
var scene
signal start_placement
signal confirm_placement
func _init(parent, scene_path):
player = parent
player.add_child(self)
# Set the network master to the player's network master, which happens to be its name
# This allows it to use master, slave keywords appropriately
var net_id = int(player.get_name())
set_name("Placement") # We need to share common name for networking
set_network_master(net_id)
scene = load(scene_path)
rpc("request_placed")
master func request_placed():
for node in placed:
rpc_id(get_tree().get_rpc_sender_id(), "slave_place", node.transform)
func place_input(radius=-1, can_build=true, require_ghost=false):
# We allow you to just click to place, without needing to press E
var confirm = Input.is_action_just_pressed(confirm_action)
if can_build and Input.is_action_just_pressed(start_action) or (confirm and not is_placing and not require_ghost):
# Press button twice to cancel
if is_placing:
# We changed our mind, delete the placing wall
placing_node.queue_free()
is_placing = false
else:
# Make a floating placement wall
placing_node = create()
is_placing = true
if Input.is_action_just_pressed(delete_action):
var pick = player.pick_from(placed)
if pick != -1:
rpc("remove_placed", placed[pick].get_name())
if is_placing:
position_placement(placing_node)
if radius > 0: # A radius is specified
var distance = placing_node.get_translation() - player.get_translation()
if distance.length() > radius:
placing_node.out_of_range()
confirm = false
else:
placing_node.within_range()
if can_build and (confirm and not require_ghost) or (confirm and is_placing):
# Order matters here: confirm_placement resets placing_node so we have to do anything with it first
rpc("slave_place", placing_node.transform)
confirm_placement(placing_node)
return true
return false
func confirm_placement(node, tf=null):
if tf:
node.set_transform(tf)
node.place()
placed.append(node)
check_count()
placing_node = null
is_placing = false
func check_count():
# If we've made max_walls, remove the first we made
if placed.size() > max_placed:
placed[0].queue_free()
placed.pop_front()
# When placing, make the about-to-disappear wall translucent
if placed.size() >= max_placed:
placed[0].make_last()
# Find the point we're looking at, and put the wall there
func position_placement(node):
var aim = player.get_node("Yaw/Pitch").get_global_transform().basis
var look_ray = player.get_node("TPCamera/Camera/Ray")
var pos = look_ray.get_collision_point()
node.set_translation(pos)
var normal = look_ray.get_collision_normal()
var towards = normal + pos
var up = aim[2] # Wall should be horizontal to my view
# This helps nearly horizontal walls be easier to make flat
# We have two methods I'm deciding between
var use_method_two = true
if not use_method_two:
# Method one: only allow horizontal or vertical, based on whether the surface faces you
var on_wall_margin = 0.75
if normal.dot(Vector3(0,1,0)) < on_wall_margin:
var margin = 0.8
if up.dot(normal) > margin: # The wall is facing us
# We want flat
up = Vector3(0,1,0)
else:
# We want straight
up.y = 0
else:
# Method two: Make y more aggressive than other dimensions
up.y = 3 * tanh(up.y)
up = up.normalized()
node.look_at(towards, up)
func clear():
for node in placed:
node.queue_free()
placed = []
slave func slave_place(tf):
var node = create()
confirm_placement(node, tf)
sync func remove_placed(name):
var what = get_node("/root/Level").get_node(name)
placed.erase(what)
what.queue_free()
func create():
var node = scene.instance()
player.get_node("/root/Level").add_child(node)
node.init(player)
return node