MultiplayerFighter
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extends CharacterBody3D
class_name BaseUnit
## Base class for all units (players, enemies, NPCs) in the game
## Provides common functionality like health management and taking damage
signal health_changed(old_health: float, new_health: float)
signal died(killer_id: int)
signal respawned()
@export var max_health: float = 100.0
@export var can_respawn: bool = true
@export var respawn_delay: float = 3.0
var current_health: float = 100.0
var is_dead: bool = false
var _respawn_point: Vector3 = Vector3.ZERO
func _ready():
current_health = max_health
_respawn_point = global_position
func _enter_tree():
set_multiplayer_authority(str(name).to_int())
## Take damage from an attacker
## Should only be called on the server for authority
@rpc("any_peer", "reliable")
func take_damage(amount: float, attacker_id: int = -1):
# Only server can process damage
if not multiplayer.is_server():
return
if is_dead:
return
var old_health = current_health
current_health = max(0, current_health - amount)
# Broadcast health change to all clients
rpc("sync_health", current_health)
health_changed.emit(old_health, current_health)
if current_health <= 0:
_die(attacker_id)
## Heal the unit
@rpc("any_peer", "reliable")
func heal(amount: float):
if not multiplayer.is_server():
return
if is_dead:
return
var old_health = current_health
current_health = min(max_health, current_health + amount)
rpc("sync_health", current_health)
health_changed.emit(old_health, current_health)
## Sync health across all clients
@rpc("any_peer", "call_local", "reliable")
func sync_health(new_health: float):
var old_health = current_health
current_health = new_health
health_changed.emit(old_health, current_health)
## Handle death
func _die(killer_id: int):
if is_dead:
return
is_dead = true
died.emit(killer_id)
rpc("sync_death", killer_id)
if can_respawn and multiplayer.is_server():
await get_tree().create_timer(respawn_delay).timeout
_respawn()
## Sync death state to all clients
@rpc("any_peer", "call_local", "reliable")
func sync_death(killer_id: int):
is_dead = true
died.emit(killer_id)
# Subclasses should override to add visual effects, disable collision, etc.
## Respawn the unit
func _respawn():
if not multiplayer.is_server():
return
is_dead = false
current_health = max_health
global_position = _respawn_point
velocity = Vector3.ZERO
rpc("sync_respawn", _respawn_point)
respawned.emit()
## Sync respawn to all clients
@rpc("any_peer", "call_local", "reliable")
func sync_respawn(spawn_pos: Vector3):
is_dead = false
current_health = max_health
global_position = spawn_pos
velocity = Vector3.ZERO
respawned.emit()
## Set the respawn point
func set_respawn_point(point: Vector3):
_respawn_point = point
## Get health percentage (0.0 to 1.0)
func get_health_percent() -> float:
return current_health / max_health if max_health > 0 else 0.0