Armed guys!

This commit is contained in:
Twirpytherobot
2026-02-17 22:21:17 +00:00
parent fce4c4a3e2
commit 7629342540
14 changed files with 928 additions and 73 deletions
+42 -31
View File
@@ -11,7 +11,7 @@ signal hit_connected(target: Node)
@export var weapon_data: WeaponData
# Runtime references
var owner_character: Character = null
var owner_character: Node = null # Can be Character or ArmedEnemy
var _mesh_instance: Node3D = null
var _attack_timer: float = 0.0
var _hitbox: HitBox = null
@@ -57,10 +57,8 @@ func _setup_hitbox():
# Create hitbox dynamically based on weapon range
_hitbox = HitBox.new()
_hitbox.name = "HitBox"
add_child(_hitbox)
# Add collision shape based on attack range - use sphere for consistent detection
# regardless of weapon orientation during animations
# Add collision shape BEFORE adding hitbox to tree (so _ready can find it)
var collision = CollisionShape3D.new()
var sphere = SphereShape3D.new()
var range_val = weapon_data.attack_range if weapon_data else 1.5
@@ -68,6 +66,9 @@ func _setup_hitbox():
collision.shape = sphere
_hitbox.add_child(collision)
# Now add the fully configured hitbox to the scene
add_child(_hitbox)
_configure_hitbox()
## Configure hitbox with weapon stats and owner
@@ -102,24 +103,30 @@ func _on_hitbox_hit(target: Node, damage_amount: float, knockback_amount: float,
# Route damage through server
var attacker_id = multiplayer.get_unique_id()
if multiplayer.is_server():
# We are server, apply directly
owner_character._server_apply_damage(
target.name,
damage_amount,
attacker_id,
knockback_amount,
attacker_pos
)
# Check if owner has _server_apply_damage (Character has it, ArmedEnemy doesn't)
if owner_character.has_method("_server_apply_damage"):
if multiplayer.is_server():
# We are server, apply directly
owner_character._server_apply_damage(
target.name,
damage_amount,
attacker_id,
knockback_amount,
attacker_pos
)
else:
# Send to server
owner_character.rpc_id(1, "_server_apply_damage",
target.name,
damage_amount,
attacker_id,
knockback_amount,
attacker_pos
)
else:
# Send to server
owner_character.rpc_id(1, "_server_apply_damage",
target.name,
damage_amount,
attacker_id,
knockback_amount,
attacker_pos
)
# ArmedEnemy or other entity - apply damage directly if we're server
if multiplayer.is_server() and target is BaseUnit:
target.take_damage(damage_amount, 1, knockback_amount, attacker_pos)
## Perform an attack with this weapon
## Called by the character who owns this weapon
@@ -141,20 +148,24 @@ func perform_attack() -> bool:
_attack_timer = cooldown
_is_attacking = true
# Notify owner character of attack cooldown (for UI)
if owner_character and owner_character.is_multiplayer_authority():
# Notify owner character of attack cooldown (for UI) - only for Characters
if owner_character.is_multiplayer_authority() and "_attack_timer" in owner_character:
owner_character._attack_timer = cooldown
# Play attack animation on owner (use weapon's animation)
if owner_character._body:
if "_body" in owner_character and owner_character._body:
var anim_name = weapon_data.attack_animation if weapon_data.attack_animation else "Attack_OneHand"
owner_character._body.play_attack(anim_name)
# Sync animation to other clients
owner_character._sync_attack_animation.rpc(anim_name)
if owner_character._body.has_method("play_attack"):
owner_character._body.play_attack(anim_name)
# Sync animation to other clients if method exists
if owner_character.has_method("_sync_attack_animation"):
owner_character._sync_attack_animation.rpc(anim_name)
# Activate hitbox for the attack duration
# Only activate on authority - they detect hits and send to server
if owner_character.is_multiplayer_authority():
# For players: only activate on authority
# For enemies: they are server-authoritative, so check if we're server
var should_activate = owner_character.is_multiplayer_authority() or multiplayer.is_server()
if should_activate:
_activate_hitbox()
attack_performed.emit()
@@ -197,8 +208,8 @@ func _activate_hitbox():
func can_attack() -> bool:
return _attack_timer <= 0 and not _is_attacking
## Set the character who owns this weapon
func set_owner_character(character: Character):
## Set the character who owns this weapon (can be Character or ArmedEnemy)
func set_owner_character(character: Node):
owner_character = character
# Update hitbox owner
if _hitbox: