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extends BaseUnit
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class_name Character
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const NORMAL_SPEED = 6.0
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const SPRINT_SPEED = 10.0
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const JUMP_VELOCITY = 10
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enum SkinColor { BLUE, YELLOW, GREEN, RED }
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@onready var nickname: Label3D = $PlayerNick/Nickname
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@onready var health_label: Label3D = null # Optional 3D health label
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@export_category("Objects")
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@export var _body: Node3D = null
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@export var _spring_arm_offset: Node3D = null
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@export var _weapon_attachment: BoneAttachment3D = null # WeaponPoint bone attachment
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@export_category("Skin Colors")
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@export var blue_texture : CompressedTexture2D
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@export var yellow_texture : CompressedTexture2D
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@export var green_texture : CompressedTexture2D
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@export var red_texture : CompressedTexture2D
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@onready var _bottom_mesh: MeshInstance3D = get_node("3DGodotRobot/RobotArmature/Skeleton3D/Bottom")
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@onready var _chest_mesh: MeshInstance3D = get_node("3DGodotRobot/RobotArmature/Skeleton3D/Chest")
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@onready var _face_mesh: MeshInstance3D = get_node("3DGodotRobot/RobotArmature/Skeleton3D/Face")
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@onready var _limbs_head_mesh: MeshInstance3D = get_node("3DGodotRobot/RobotArmature/Skeleton3D/Llimbs and head")
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var _current_speed: float
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var gravity = ProjectSettings.get_setting("physics/3d/default_gravity")
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# Weapon system
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var equipped_weapon: BaseWeapon = null
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var _nearby_weapons: Array[WorldWeapon] = []
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# Attack system
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@export var attack_damage: float = 10.0
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@export var attack_range: float = 3.0
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@export var attack_cooldown: float = 0.5
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var _attack_timer: float = 0.0
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# Dash system
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@export var dash_speed_multiplier: float = 2.0
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@export var dash_duration: float = 0.25
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@export var dash_cooldown: float = 4.0
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var _dash_timer: float = 0.0
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var _dash_cooldown_timer: float = 0.0
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var _is_dashing: bool = false
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var _dash_direction: Vector3 = Vector3.ZERO
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func _enter_tree():
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super._enter_tree()
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$SpringArmOffset/SpringArm3D/Camera3D.current = is_multiplayer_authority()
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func _ready():
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super._ready()
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set_respawn_point(Vector3(0, 5, 0))
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# Try to get optional health label
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if has_node("PlayerNick/HealthLabel"):
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health_label = get_node("PlayerNick/HealthLabel")
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# Connect health signals
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health_changed.connect(_on_health_changed)
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died.connect(_on_died)
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respawned.connect(_on_respawned)
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# Update health display
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_update_health_display()
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# Create 2D UI health bar for local player
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if is_multiplayer_authority():
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_create_health_ui()
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# Setup weapon pickup detection area
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_setup_weapon_pickup_area()
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# Auto-find weapon attachment if not set
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if _weapon_attachment == null:
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var bone_attach = get_node_or_null("3DGodotRobot/RobotArmature/Skeleton3D/BoneAttachment3D")
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if bone_attach:
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_weapon_attachment = bone_attach
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print("Auto-found weapon attachment point")
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else:
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push_warning("Could not find BoneAttachment3D for weapons!")
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func _physics_process(delta):
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# Check if multiplayer is ready
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if multiplayer.multiplayer_peer == null:
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return
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if not is_multiplayer_authority():
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return
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var current_scene = get_tree().get_current_scene()
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if current_scene and current_scene.has_method("is_chat_visible") and current_scene.is_chat_visible() and is_on_floor():
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freeze()
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return
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if not is_on_floor():
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velocity.y -= gravity * delta
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_body.animate(velocity)
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if is_on_floor():
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if Input.is_action_just_pressed("jump"):
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velocity.y = JUMP_VELOCITY
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else:
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velocity.y -= gravity * delta
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_move()
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move_and_slide()
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_body.animate(velocity)
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func _process(delta):
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# Check if multiplayer is ready
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if multiplayer.multiplayer_peer == null:
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return
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if not is_multiplayer_authority():
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return
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_check_fall_and_respawn()
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# Update attack cooldown
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if _attack_timer > 0:
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_attack_timer -= delta
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# Update dash timers
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if _dash_timer > 0:
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_dash_timer -= delta
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if _dash_timer <= 0:
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_is_dashing = false
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if _dash_cooldown_timer > 0:
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_dash_cooldown_timer -= delta
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# Handle dash input
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if Input.is_action_just_pressed("dash") and _dash_cooldown_timer <= 0 and not is_dead and is_on_floor():
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_perform_dash()
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# Handle attack input
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if Input.is_action_just_pressed("attack") and not is_dead and not _is_dashing:
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_perform_attack()
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# Handle weapon pickup/drop
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if Input.is_action_just_pressed("pickup") and not is_dead:
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print("Pickup pressed! Equipped: ", equipped_weapon != null, " Nearby: ", _nearby_weapons.size())
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if equipped_weapon:
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# Tell server to drop (server will handle spawning)
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if multiplayer.is_server():
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drop_weapon()
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else:
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rpc_id(1, "drop_weapon") # Only send to server
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elif _nearby_weapons.size() > 0:
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_pickup_nearest_weapon()
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else:
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print("No weapons nearby to pick up")
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func freeze():
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velocity.x = 0
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velocity.z = 0
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_current_speed = 0
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_body.animate(Vector3.ZERO)
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func _move() -> void:
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# If dashing, use dash movement
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if _is_dashing:
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velocity.x = _dash_direction.x * _current_speed * dash_speed_multiplier
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velocity.z = _dash_direction.z * _current_speed * dash_speed_multiplier
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_body.apply_rotation(velocity)
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return
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var _input_direction: Vector2 = Vector2.ZERO
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if is_multiplayer_authority():
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_input_direction = Input.get_vector(
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"move_left", "move_right",
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"move_forward", "move_backward"
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)
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var _direction: Vector3 = transform.basis * Vector3(_input_direction.x, 0, _input_direction.y).normalized()
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is_running()
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_direction = _direction.rotated(Vector3.UP, _spring_arm_offset.rotation.y)
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if _direction:
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velocity.x = _direction.x * _current_speed
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velocity.z = _direction.z * _current_speed
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_body.apply_rotation(velocity)
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return
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velocity.x = move_toward(velocity.x, 0, _current_speed)
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velocity.z = move_toward(velocity.z, 0, _current_speed)
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func is_running() -> bool:
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if Input.is_action_pressed("shift"):
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_current_speed = SPRINT_SPEED
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return true
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else:
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_current_speed = NORMAL_SPEED
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return false
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func _check_fall_and_respawn():
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if global_transform.origin.y < -15.0 and multiplayer.is_server():
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# Use BaseUnit's respawn system
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_respawn()
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@rpc("any_peer", "reliable")
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func change_nick(new_nick: String):
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if nickname:
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nickname.text = new_nick
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func get_texture_from_name(skin_color: SkinColor) -> CompressedTexture2D:
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match skin_color:
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SkinColor.BLUE: return blue_texture
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SkinColor.GREEN: return green_texture
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SkinColor.RED: return red_texture
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SkinColor.YELLOW: return yellow_texture
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_: return blue_texture
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@rpc("any_peer", "reliable")
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func set_player_skin(skin_name: SkinColor) -> void:
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var texture = get_texture_from_name(skin_name)
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set_mesh_texture(_bottom_mesh, texture)
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set_mesh_texture(_chest_mesh, texture)
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set_mesh_texture(_face_mesh, texture)
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set_mesh_texture(_limbs_head_mesh, texture)
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func set_mesh_texture(mesh_instance: MeshInstance3D, texture: CompressedTexture2D) -> void:
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if mesh_instance:
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var material := mesh_instance.get_surface_override_material(0)
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if material and material is StandardMaterial3D:
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var new_material := material
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new_material.albedo_texture = texture
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mesh_instance.set_surface_override_material(0, new_material)
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## Attack system
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func _perform_attack():
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if not is_multiplayer_authority() or is_dead:
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return
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# Use equipped weapon if available
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if equipped_weapon and equipped_weapon.can_attack():
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equipped_weapon.perform_attack()
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return
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# Fallback to default unarmed attack
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# Don't attack if already attacking
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if _body and _body.animation_player and _body.animation_player.current_animation == "Attack1":
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return
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if _attack_timer > 0:
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return
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_attack_timer = attack_cooldown
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# Play attack animation once
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if _body:
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_body.play_attack()
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# Find nearest enemy in range
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var space_state = get_world_3d().direct_space_state
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var query = PhysicsShapeQueryParameters3D.new()
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var sphere = SphereShape3D.new()
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sphere.radius = attack_range
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query.shape = sphere
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query.transform = global_transform
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query.collision_mask = 1 # Player layer
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var results = space_state.intersect_shape(query)
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for result in results:
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var hit_body = result["collider"]
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if hit_body != self and hit_body is BaseUnit:
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var attacker_id = multiplayer.get_unique_id()
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# If we're the server, apply damage directly
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if multiplayer.is_server():
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_server_apply_damage(hit_body.name, attack_damage, attacker_id)
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else:
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# Otherwise, request server to apply damage
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rpc_id(1, "_server_apply_damage", hit_body.name, attack_damage, attacker_id)
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break # Only hit one target per attack
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## Server-side damage application
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@rpc("any_peer", "reliable")
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func _server_apply_damage(target_name: String, damage: float, attacker_id: int):
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if not multiplayer.is_server():
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return
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# Get the target from the players container
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var level = get_tree().get_current_scene()
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if not level or not level.has_node("PlayersContainer"):
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return
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var players_container = level.get_node("PlayersContainer")
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if not players_container.has_node(target_name):
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return
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var target = players_container.get_node(target_name)
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if target and target is BaseUnit:
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target.take_damage(damage, attacker_id)
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## Health display and callbacks
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func _create_health_ui():
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# Create a 2D UI for the local player's health
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var canvas = CanvasLayer.new()
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canvas.name = "HealthUI"
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add_child(canvas)
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# Health bar background
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var health_bg = ColorRect.new()
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health_bg.name = "HealthBG"
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health_bg.color = Color(0.2, 0.2, 0.2, 0.8)
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health_bg.position = Vector2(20, 20)
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health_bg.size = Vector2(200, 30)
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canvas.add_child(health_bg)
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# Health bar (current health)
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var health_bar = ColorRect.new()
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health_bar.name = "HealthBar"
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health_bar.color = Color(0.0, 0.8, 0.0, 1.0) # Green
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health_bar.position = Vector2(22, 22)
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health_bar.size = Vector2(196, 26)
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canvas.add_child(health_bar)
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|
|
|
|
# Health text
|
|
|
|
|
var health_text = Label.new()
|
|
|
|
|
health_text.name = "HealthText"
|
|
|
|
|
health_text.position = Vector2(20, 20)
|
|
|
|
|
health_text.size = Vector2(200, 30)
|
|
|
|
|
health_text.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
|
|
|
|
|
health_text.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
|
|
|
|
|
health_text.add_theme_color_override("font_color", Color.WHITE)
|
|
|
|
|
health_text.add_theme_color_override("font_outline_color", Color.BLACK)
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|
|
|
health_text.add_theme_constant_override("outline_size", 2)
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|
|
|
health_text.text = "HP: %d/%d" % [int(current_health), int(max_health)]
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|
|
canvas.add_child(health_text)
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|
|
func _update_health_display():
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# Update 3D label if it exists
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|
|
if health_label:
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|
|
health_label.text = "HP: %d/%d" % [int(current_health), int(max_health)]
|
|
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|
|
# Update 2D UI for local player
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|
|
if is_multiplayer_authority() and has_node("HealthUI"):
|
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|
|
var health_bar = get_node_or_null("HealthUI/HealthBar")
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|
var health_text = get_node_or_null("HealthUI/HealthText")
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|
|
if health_bar:
|
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|
|
var health_percent = get_health_percent()
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|
|
health_bar.size.x = 196 * health_percent
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|
|
# Change color based on health
|
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|
|
if health_percent > 0.6:
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|
|
health_bar.color = Color(0.0, 0.8, 0.0) # Green
|
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|
|
elif health_percent > 0.3:
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|
|
health_bar.color = Color(1.0, 0.8, 0.0) # Yellow
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|
else:
|
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|
|
health_bar.color = Color(0.8, 0.0, 0.0) # Red
|
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|
|
if health_text:
|
|
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|
|
health_text.text = "HP: %d/%d" % [int(current_health), int(max_health)]
|
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|
|
|
|
|
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|
|
func _on_health_changed(_old_health: float, _new_health: float):
|
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|
|
_update_health_display()
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|
|
func _on_died(killer_id: int):
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|
|
# Disable player when dead
|
|
|
|
|
set_physics_process(false)
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|
|
set_process(false)
|
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|
|
|
|
|
|
|
|
# Visual feedback - could add death animation here
|
|
|
|
|
if _body:
|
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|
|
|
_body.visible = false
|
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|
|
|
|
|
|
|
|
# Print death message
|
|
|
|
|
var killer_name = "Unknown"
|
|
|
|
|
if Network.players.has(killer_id):
|
|
|
|
|
killer_name = Network.players[killer_id]["nick"]
|
|
|
|
|
|
|
|
|
|
if is_multiplayer_authority():
|
|
|
|
|
print("You were killed by ", killer_name)
|
|
|
|
|
|
|
|
|
|
# Show death message on UI
|
|
|
|
|
if has_node("HealthUI/HealthText"):
|
|
|
|
|
get_node("HealthUI/HealthText").text = "DEAD - Respawning..."
|
|
|
|
|
|
|
|
|
|
func _on_respawned():
|
|
|
|
|
# Re-enable player
|
|
|
|
|
set_physics_process(true)
|
|
|
|
|
set_process(true)
|
|
|
|
|
|
|
|
|
|
if _body:
|
|
|
|
|
_body.visible = true
|
|
|
|
|
|
|
|
|
|
_update_health_display()
|
|
|
|
|
|
|
|
|
|
if is_multiplayer_authority():
|
|
|
|
|
print("You respawned!")
|
|
|
|
|
|
|
|
|
|
## Dash system
|
|
|
|
|
func _perform_dash():
|
|
|
|
|
if not is_multiplayer_authority() or is_dead or not is_on_floor():
|
|
|
|
|
return
|
|
|
|
|
|
|
|
|
|
# Get current movement direction or use forward if no input
|
|
|
|
|
var _input_direction: Vector2 = Input.get_vector(
|
|
|
|
|
"move_left", "move_right",
|
|
|
|
|
"move_forward", "move_backward"
|
|
|
|
|
)
|
|
|
|
|
|
|
|
|
|
var _direction: Vector3
|
|
|
|
|
if _input_direction.length() > 0:
|
|
|
|
|
# Dash in input direction
|
|
|
|
|
_direction = transform.basis * Vector3(_input_direction.x, 0, _input_direction.y).normalized()
|
|
|
|
|
_direction = _direction.rotated(Vector3.UP, _spring_arm_offset.rotation.y)
|
|
|
|
|
else:
|
|
|
|
|
# Dash forward if no input
|
|
|
|
|
_direction = -transform.basis.z
|
|
|
|
|
_direction = _direction.rotated(Vector3.UP, _spring_arm_offset.rotation.y)
|
|
|
|
|
|
|
|
|
|
# Set dash parameters
|
|
|
|
|
_dash_direction = _direction
|
|
|
|
|
_is_dashing = true
|
|
|
|
|
_dash_timer = dash_duration
|
|
|
|
|
_dash_cooldown_timer = dash_cooldown
|
|
|
|
|
|
|
|
|
|
# Rotate character slightly forward during dash
|
|
|
|
|
if _body:
|
|
|
|
|
_body.rotation.x = -0.3 # Tilt forward slightly
|
|
|
|
|
|
|
|
|
|
# Animation is handled by the Body's animate function
|
|
|
|
|
|
|
|
|
|
# Reset rotation after dash
|
|
|
|
|
var tween = create_tween()
|
|
|
|
|
tween.tween_method(_reset_dash_rotation, -0.3, 0.0, dash_duration)
|
|
|
|
|
|
|
|
|
|
func _reset_dash_rotation(rotation_value: float):
|
|
|
|
|
if _body:
|
|
|
|
|
_body.rotation.x = rotation_value
|
|
|
|
|
|
|
|
|
|
## Weapon System
|
|
|
|
|
func _setup_weapon_pickup_area():
|
|
|
|
|
# Create an Area3D to detect nearby weapons
|
|
|
|
|
var pickup_area = Area3D.new()
|
|
|
|
|
pickup_area.name = "WeaponPickupArea"
|
|
|
|
|
pickup_area.collision_layer = 0
|
|
|
|
|
pickup_area.collision_mask = 4 # Will detect WorldWeapons (we'll use layer 3)
|
|
|
|
|
add_child(pickup_area)
|
|
|
|
|
|
|
|
|
|
# Create collision shape for pickup range
|
|
|
|
|
var pickup_collision = CollisionShape3D.new()
|
|
|
|
|
var sphere = SphereShape3D.new()
|
|
|
|
|
sphere.radius = 2.0 # Pickup range
|
|
|
|
|
pickup_collision.shape = sphere
|
|
|
|
|
pickup_area.add_child(pickup_collision)
|
|
|
|
|
|
|
|
|
|
# Connect signals to track nearby weapons
|
|
|
|
|
pickup_area.area_entered.connect(_on_weapon_area_entered)
|
|
|
|
|
pickup_area.area_exited.connect(_on_weapon_area_exited)
|
|
|
|
|
|
|
|
|
|
func _on_weapon_area_entered(area: Area3D):
|
|
|
|
|
# Check if the area belongs to a WorldWeapon
|
|
|
|
|
var weapon = area.get_parent()
|
|
|
|
|
if weapon is WorldWeapon and weapon not in _nearby_weapons:
|
|
|
|
|
_nearby_weapons.append(weapon)
|
|
|
|
|
if is_multiplayer_authority():
|
|
|
|
|
print("Weapon nearby: ", weapon.weapon_data.weapon_name if weapon.weapon_data else "Unknown")
|
|
|
|
|
|
|
|
|
|
func _on_weapon_area_exited(area: Area3D):
|
|
|
|
|
# Remove weapon from nearby list
|
|
|
|
|
var weapon = area.get_parent()
|
|
|
|
|
if weapon is WorldWeapon and weapon in _nearby_weapons:
|
|
|
|
|
_nearby_weapons.erase(weapon)
|
|
|
|
|
if is_multiplayer_authority():
|
|
|
|
|
print("Weapon left range: ", weapon.weapon_data.weapon_name if weapon.weapon_data else "Unknown")
|
|
|
|
|
|
|
|
|
|
## Equip a weapon from WorldWeapon data (receives resource path)
|
|
|
|
|
@rpc("any_peer", "call_local", "reliable")
|
|
|
|
|
func equip_weapon_from_world(weapon_data_path: String):
|
|
|
|
|
var data = load(weapon_data_path) as WeaponData
|
|
|
|
|
if data:
|
|
|
|
|
equip_weapon(data)
|
|
|
|
|
else:
|
|
|
|
|
push_error("Failed to load weapon data from: " + weapon_data_path)
|
|
|
|
|
|
|
|
|
|
## Equip a weapon with given data
|
|
|
|
|
func equip_weapon(data: WeaponData):
|
|
|
|
|
# Unequip current weapon first
|
|
|
|
|
if equipped_weapon:
|
|
|
|
|
unequip_weapon()
|
|
|
|
|
|
|
|
|
|
if not _weapon_attachment:
|
|
|
|
|
push_error("No weapon attachment point found!")
|
|
|
|
|
return
|
|
|
|
|
|
|
|
|
|
# Create new weapon instance
|
|
|
|
|
var weapon = BaseWeapon.new()
|
|
|
|
|
weapon.weapon_data = data
|
|
|
|
|
weapon.name = "EquippedWeapon"
|
|
|
|
|
weapon.set_owner_character(self)
|
|
|
|
|
|
|
|
|
|
# Attach to bone
|
|
|
|
|
_weapon_attachment.add_child(weapon)
|
|
|
|
|
equipped_weapon = weapon
|
|
|
|
|
|
|
|
|
|
if is_multiplayer_authority():
|
|
|
|
|
print("Equipped: ", data.weapon_name)
|
|
|
|
|
|
|
|
|
|
## Unequip current weapon (local only)
|
|
|
|
|
func unequip_weapon():
|
|
|
|
|
if equipped_weapon:
|
|
|
|
|
equipped_weapon.queue_free()
|
|
|
|
|
equipped_weapon = null
|
|
|
|
|
|
|
|
|
|
## Sync unequip across all clients
|
|
|
|
|
@rpc("any_peer", "call_local", "reliable")
|
|
|
|
|
func _unequip_weapon_sync():
|
|
|
|
|
unequip_weapon()
|
|
|
|
|
|
|
|
|
|
## Drop currently equipped weapon
|
|
|
|
|
@rpc("any_peer", "reliable")
|
|
|
|
|
func drop_weapon():
|
|
|
|
|
print("drop_weapon called on peer ", multiplayer.get_unique_id(), " is_server: ", multiplayer.is_server(), " has weapon: ", equipped_weapon != null)
|
|
|
|
|
|
|
|
|
|
if not equipped_weapon:
|
|
|
|
|
print("No weapon equipped, cannot drop")
|
|
|
|
|
return
|
|
|
|
|
|
|
|
|
|
# Only server spawns the world weapon
|
|
|
|
|
if multiplayer.is_server():
|
|
|
|
|
print("Server spawning dropped weapon")
|
|
|
|
|
_spawn_world_weapon(equipped_weapon.weapon_data)
|
|
|
|
|
# Tell all clients to unequip
|
|
|
|
|
rpc("_unequip_weapon_sync")
|
|
|
|
|
|
|
|
|
|
# Unequip locally
|
|
|
|
|
unequip_weapon()
|
|
|
|
|
|
|
|
|
|
if is_multiplayer_authority():
|
|
|
|
|
print("Dropped weapon")
|
|
|
|
|
|
|
|
|
|
## Spawn a weapon in the world (server only)
|
|
|
|
|
func _spawn_world_weapon(data: WeaponData):
|
|
|
|
|
if not multiplayer.is_server():
|
|
|
|
|
return
|
|
|
|
|
|
|
|
|
|
# Get the resource path
|
|
|
|
|
var resource_path = data.resource_path
|
|
|
|
|
if resource_path == "":
|
|
|
|
|
push_error("WeaponData has no resource path! Make sure to save it as a .tres file")
|
|
|
|
|
return
|
|
|
|
|
|
|
|
|
|
# Position in front of player
|
|
|
|
|
var spawn_pos = global_position + (-transform.basis.z * 2.0)
|
|
|
|
|
spawn_pos.y += 1.0 # Spawn at chest height
|
|
|
|
|
|
|
|
|
|
# Calculate forward velocity
|
|
|
|
|
var velocity = -transform.basis.z * 3.0
|
|
|
|
|
|
|
|
|
|
# Tell level to spawn weapon on all clients
|
|
|
|
|
var level = get_tree().get_current_scene()
|
|
|
|
|
if level and level.has_method("spawn_world_weapon"):
|
|
|
|
|
# Increment the level's weapon counter
|
|
|
|
|
level._weapon_spawn_counter += 1
|
|
|
|
|
level.rpc("spawn_world_weapon", resource_path, spawn_pos, velocity, level._weapon_spawn_counter)
|
|
|
|
|
|
|
|
|
|
## Pick up nearest weapon
|
|
|
|
|
func _pickup_nearest_weapon():
|
|
|
|
|
if _nearby_weapons.size() == 0:
|
|
|
|
|
return
|
|
|
|
|
|
|
|
|
|
# Find closest weapon
|
|
|
|
|
var closest_weapon: WorldWeapon = null
|
|
|
|
|
var closest_distance: float = INF
|
|
|
|
|
|
|
|
|
|
for weapon in _nearby_weapons:
|
|
|
|
|
if not is_instance_valid(weapon):
|
|
|
|
|
continue
|
|
|
|
|
|
|
|
|
|
var distance = global_position.distance_to(weapon.global_position)
|
|
|
|
|
if distance < closest_distance:
|
|
|
|
|
closest_distance = distance
|
|
|
|
|
closest_weapon = weapon
|
|
|
|
|
|
|
|
|
|
if closest_weapon:
|
|
|
|
|
# Request server to pickup (server validates)
|
|
|
|
|
if multiplayer.is_server():
|
|
|
|
|
closest_weapon.try_pickup(multiplayer.get_unique_id())
|
|
|
|
|
else:
|
|
|
|
|
closest_weapon.rpc_id(1, "try_pickup", multiplayer.get_unique_id())
|