Colours and practise dummy

This commit is contained in:
Twirpytherobot
2025-11-29 18:10:23 +00:00
parent ddc1522174
commit fab47fb1e0
11 changed files with 467 additions and 37 deletions
+108
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@@ -0,0 +1,108 @@
extends BaseUnit
class_name BaseEnemy
## Base class for all enemies in the game
## Provides common enemy functionality like AI, pathfinding, and targeting
signal target_changed(new_target: Node)
## Current target (usually a player)
var current_target: Node = null
## Enemy detection/aggro range
@export var detection_range: float = 10.0
## Whether this enemy is aggressive (will attack players)
@export var is_aggressive: bool = true
func _ready():
super._ready()
# Enemies should respawn by default
can_respawn = true
# Connect to health signals for AI reactions
health_changed.connect(_on_enemy_health_changed)
died.connect(_on_enemy_died)
respawned.connect(_on_enemy_respawned)
func _physics_process(delta):
# Only server handles enemy AI
if not multiplayer.is_server():
return
if is_dead:
return
# Update target if needed
_update_target()
## Find and update current target
func _update_target():
# Subclasses can override this to implement custom targeting logic
pass
## Get all players in range
func get_players_in_range(range_dist: float) -> Array[Node]:
var players_in_range: Array[Node] = []
# Find the players container
var level = get_tree().get_current_scene()
if not level or not level.has_node("PlayersContainer"):
return players_in_range
var players_container = level.get_node("PlayersContainer")
for player in players_container.get_children():
if player is Character and not player.is_dead:
var distance = global_position.distance_to(player.global_position)
if distance <= range_dist:
players_in_range.append(player)
return players_in_range
## Get nearest player
func get_nearest_player() -> Node:
var players = get_players_in_range(detection_range)
if players.is_empty():
return null
var nearest_player = null
var nearest_distance = INF
for player in players:
var distance = global_position.distance_to(player.global_position)
if distance < nearest_distance:
nearest_distance = distance
nearest_player = player
return nearest_player
## Health changed callback
func _on_enemy_health_changed(old_health: float, new_health: float):
# Subclasses can override to react to damage
pass
## Death callback
func _on_enemy_died(killer_id: int):
print("[Enemy ", name, "] died. Killer ID: ", killer_id)
# Subclasses can override for death effects
pass
## Respawn callback
func _on_enemy_respawned():
print("[Enemy ", name, "] respawned at ", global_position)
# Clear target on respawn
current_target = null
target_changed.emit(null)
# Subclasses can override for respawn effects
pass
## Override hurt animation
@rpc("any_peer", "call_local", "reliable")
func _play_hurt_animation():
# Flash red or play hurt animation
# Subclasses should implement this with their specific animations
pass
+1
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uid://base_enemy_script
+84 -1
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@@ -4,10 +4,12 @@ extends Node3D
@onready var nick_input: LineEdit = $Menu/MainContainer/MainMenu/Option1/NickInput
@onready var address_input: LineEdit = $Menu/MainContainer/MainMenu/Option3/AddressInput
@onready var players_container: Node3D = $PlayersContainer
@onready var weapons_container: Node3D = null # Will be created if doesn't exist
@onready var weapons_container: Node3D = $WeaponsContainer
@onready var enemies_container: Node3D = $EnemiesContainer
@onready var menu: Control = $Menu
@onready var main_menu: VBoxContainer = $Menu/MainContainer/MainMenu
@export var player_scene: PackedScene
@export var practice_dummy_scene: PackedScene
# Weapon spawning counter (server-side only)
var _weapon_spawn_counter: int = 0
@@ -43,6 +45,15 @@ func _ready():
add_child(weapons_container)
print("Created WeaponsContainer")
# Create or find enemies container
if has_node("EnemiesContainer"):
enemies_container = get_node("EnemiesContainer")
else:
enemies_container = Node3D.new()
enemies_container.name = "EnemiesContainer"
add_child(enemies_container)
print("Created EnemiesContainer")
# Don't initialize weapons in _ready() - wait for Host/Join to be pressed
# This is handled in initialize_multiplayer() which is called after the
# multiplayer peer is properly set up
@@ -74,6 +85,9 @@ func initialize_multiplayer():
# Spawn initial weapons when server starts
_spawn_initial_weapons()
# Spawn practice dummies
_spawn_practice_dummies()
# Spawn the host player (peer ID 1)
print("[Level] Spawning host player")
var host_info = Network.players.get(1, {"nick": "Host", "skin": "blue"})
@@ -219,6 +233,18 @@ func _on_player_connected(peer_id, player_info):
else:
print("[Server] Skipping invalid weapon ", weapon_id)
# Sync existing enemies to the newly joined player
print("[Server] Syncing enemies to newly connected peer: ", peer_id)
if enemies_container:
for enemy in enemies_container.get_children():
if enemy is BaseEnemy:
# Extract ID from name (e.g., "PracticeDummy_1" -> 1)
var enemy_name_parts = enemy.name.split("_")
if enemy_name_parts.size() >= 2:
var enemy_id = enemy_name_parts[-1].to_int()
print("[Server] Syncing enemy ", enemy.name, " at position ", enemy.global_position, " to peer ", peer_id)
rpc_id(peer_id, "_spawn_dummy_local", enemy_id, enemy.global_position)
# Sync equipped weapons for all existing players to the newly joined player
print("[Server] Syncing equipped weapons to newly connected peer: ", peer_id)
for player_node in players_container.get_children():
@@ -414,6 +440,63 @@ func _on_jemz_preset():
skin_input.text = "Red"
address_input.text = "127.0.0.1"
# ---------- ENEMY SPAWNING ----------
func _spawn_practice_dummies():
if not multiplayer.is_server():
return
if not practice_dummy_scene:
push_warning("Practice dummy scene not assigned!")
return
# Wait a frame for everything to be ready
await get_tree().process_frame
print("[Server] Spawning practice dummies")
# Spawn dummies at different positions
var dummy_positions = [
Vector3(10, 0, 0),
Vector3(-10, 0, 0),
Vector3(0, 0, 10),
Vector3(0, 0, -10),
]
var dummy_counter = 0
for pos in dummy_positions:
dummy_counter += 1
rpc("_spawn_dummy_local", dummy_counter, pos)
## Spawn a practice dummy on all clients
@rpc("any_peer", "call_local", "reliable")
func _spawn_dummy_local(dummy_id: int, spawn_pos: Vector3):
if not practice_dummy_scene:
push_error("Practice dummy scene not loaded!")
return
if not enemies_container:
push_error("EnemiesContainer not found!")
return
var dummy_name = "PracticeDummy_" + str(dummy_id)
# Don't spawn duplicates
if enemies_container.has_node(dummy_name):
print("[Peer ", multiplayer.get_unique_id(), "] Dummy ", dummy_name, " already exists")
return
print("[Peer ", multiplayer.get_unique_id(), "] Spawning dummy ", dummy_name, " at ", spawn_pos)
var dummy = practice_dummy_scene.instantiate()
dummy.name = dummy_name
dummy.position = spawn_pos
# Set multiplayer authority to server
dummy.set_multiplayer_authority(1)
enemies_container.add_child(dummy, true)
print("[Peer ", multiplayer.get_unique_id(), "] Dummy ", dummy_name, " spawned successfully")
# ---------- WEAPON SPAWNING ----------
## Spawn a weapon in the world (called from server, syncs to all clients)
@rpc("any_peer", "call_local", "reliable")
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@@ -65,3 +65,46 @@ func play_attack(anim_name: String = "Attack_OneHand") -> void:
#push_warning("Animation '%s' not found, using Attack_OneHand" % anim_name)
animation_player.play("Attack_OneHand", -1, 1.0)
animation_player.animation_set_next("Attack_OneHand", "")
## Apply hue shift to all mesh instances in the character
func set_character_color(hue_shift: float) -> void:
# Find all MeshInstance3D children recursively
var mesh_instances = _find_mesh_instances(self)
for mesh in mesh_instances:
_apply_hue_to_mesh(mesh, hue_shift)
## Recursively find all MeshInstance3D nodes
func _find_mesh_instances(node: Node) -> Array[MeshInstance3D]:
var meshes: Array[MeshInstance3D] = []
if node is MeshInstance3D:
meshes.append(node)
for child in node.get_children():
meshes.append_array(_find_mesh_instances(child))
return meshes
## Apply hue shift to a mesh instance
func _apply_hue_to_mesh(mesh_instance: MeshInstance3D, hue_shift: float) -> void:
if not mesh_instance:
return
# Get or create material for each surface
for i in range(mesh_instance.get_surface_override_material_count()):
var material = mesh_instance.get_surface_override_material(i)
# If no override material, get the base material and duplicate it
if not material:
material = mesh_instance.mesh.surface_get_material(i)
if material:
material = material.duplicate()
mesh_instance.set_surface_override_material(i, material)
# Apply hue shift if it's a StandardMaterial3D
if material and material is StandardMaterial3D:
var std_mat = material as StandardMaterial3D
# Create a modulate color from hue
var color = Color.from_hsv(hue_shift, 0.6, 1.0)
std_mat.albedo_color = color
+35 -11
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@@ -348,12 +348,27 @@ func get_texture_from_name(skin_color: SkinColor) -> CompressedTexture2D:
@rpc("any_peer", "reliable")
func set_player_skin(skin_name: SkinColor) -> void:
var texture = get_texture_from_name(skin_name)
# Check if we're using the LilguyRigged model
if _body is LilguyBody:
# Use hue-based color system for Lilguy
var hue = _get_hue_from_skin_color(skin_name)
_body.set_character_color(hue)
else:
# Use texture-based system for 3DGodotRobot
var texture = get_texture_from_name(skin_name)
set_mesh_texture(_bottom_mesh, texture)
set_mesh_texture(_chest_mesh, texture)
set_mesh_texture(_face_mesh, texture)
set_mesh_texture(_limbs_head_mesh, texture)
set_mesh_texture(_bottom_mesh, texture)
set_mesh_texture(_chest_mesh, texture)
set_mesh_texture(_face_mesh, texture)
set_mesh_texture(_limbs_head_mesh, texture)
## Convert SkinColor enum to hue value (0.0 to 1.0)
func _get_hue_from_skin_color(skin_color: SkinColor) -> float:
match skin_color:
SkinColor.BLUE: return 0.6 # Blue hue
SkinColor.GREEN: return 0.33 # Green hue
SkinColor.RED: return 0.0 # Red hue
SkinColor.YELLOW: return 0.16 # Yellow hue
_: return 0.6 # Default to blue
func set_mesh_texture(mesh_instance: MeshInstance3D, texture: CompressedTexture2D) -> void:
if mesh_instance:
@@ -435,16 +450,25 @@ func _server_apply_damage(target_name: String, damage: float, attacker_id: int,
if not multiplayer.is_server():
return
# Get the target from the players container
var level = get_tree().get_current_scene()
if not level or not level.has_node("PlayersContainer"):
if not level:
return
var players_container = level.get_node("PlayersContainer")
if not players_container.has_node(target_name):
return
var target = null
var target = players_container.get_node(target_name)
# Check players container first
if level.has_node("PlayersContainer"):
var players_container = level.get_node("PlayersContainer")
if players_container.has_node(target_name):
target = players_container.get_node(target_name)
# If not found in players, check enemies container
if not target and level.has_node("EnemiesContainer"):
var enemies_container = level.get_node("EnemiesContainer")
if enemies_container.has_node(target_name):
target = enemies_container.get_node(target_name)
# Apply damage if target found
if target and target is BaseUnit:
target.take_damage(damage, attacker_id, knockback, attacker_pos)
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extends BaseEnemy
class_name PracticeDummy
## A stationary practice dummy for testing combat
## Cannot move or attack - just takes damage and shows health
## Visual mesh reference
@onready var _mesh: MeshInstance3D = null
## Health label above dummy
@onready var _health_label: Label3D = null
## Original material for hit flash effect
var _original_material: Material = null
## Hit flash effect
var _hit_flash_timer: float = 0.0
const HIT_FLASH_DURATION: float = 0.2
func _ready():
super._ready()
# Practice dummy should not be aggressive
is_aggressive = false
# Auto-find mesh and health label
_mesh = get_node_or_null("Mesh")
_health_label = get_node_or_null("HealthLabel")
# Store original material for flash effect
if _mesh:
_original_material = _mesh.get_surface_override_material(0)
if not _original_material and _mesh.mesh:
_original_material = _mesh.mesh.surface_get_material(0)
# Update initial health display
_update_health_display()
# Connect health change to update display
health_changed.connect(_on_health_display_changed)
func _process(delta):
# Handle hit flash timer
if _hit_flash_timer > 0:
_hit_flash_timer -= delta
if _hit_flash_timer <= 0:
_reset_material()
func _physics_process(delta):
# Don't call super._physics_process since we don't move
# Just apply gravity
if not is_on_floor():
velocity.y -= ProjectSettings.get_setting("physics/3d/default_gravity") * delta
move_and_slide()
## Update health display
func _update_health_display():
if _health_label:
_health_label.text = "HP: %d/%d" % [int(current_health), int(max_health)]
func _on_health_display_changed(_old_health: float, _new_health: float):
_update_health_display()
## Override hurt animation to flash red
@rpc("any_peer", "call_local", "reliable")
func _play_hurt_animation():
if _mesh:
_flash_red()
## Flash the dummy red when hit
func _flash_red():
if not _mesh:
return
_hit_flash_timer = HIT_FLASH_DURATION
# Create red material
var red_material = StandardMaterial3D.new()
red_material.albedo_color = Color(1.5, 0.3, 0.3) # Bright red
# Copy properties from original if it exists
if _original_material and _original_material is StandardMaterial3D:
var orig = _original_material as StandardMaterial3D
red_material.metallic = orig.metallic
red_material.roughness = orig.roughness
red_material.albedo_texture = orig.albedo_texture
_mesh.set_surface_override_material(0, red_material)
## Reset to original material
func _reset_material():
if _mesh and _original_material:
_mesh.set_surface_override_material(0, _original_material.duplicate())
## Override death to just hide the mesh
func _on_enemy_died(killer_id: int):
super._on_enemy_died(killer_id)
# Hide mesh when dead
if _mesh:
_mesh.visible = false
print("[PracticeDummy] Killed by player ", killer_id, ". Respawning in ", respawn_delay, " seconds...")
## Override respawn to show mesh again
func _on_enemy_respawned():
super._on_enemy_respawned()
# Show mesh when respawned
if _mesh:
_mesh.visible = true
_reset_material()
_update_health_display()
print("[PracticeDummy] Respawned!")
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uid://practice_dummy_script