diff --git a/.claude/settings.local.json b/.claude/settings.local.json new file mode 100644 index 0000000..1952e12 --- /dev/null +++ b/.claude/settings.local.json @@ -0,0 +1,9 @@ +{ + "permissions": { + "allow": [ + "Bash(godot:*)" + ], + "deny": [], + "ask": [] + } +} diff --git a/assets/characters/player/LilguyRigged.glb b/assets/characters/player/LilguyRigged.glb index 83c868f..17fdcdc 100644 Binary files a/assets/characters/player/LilguyRigged.glb and b/assets/characters/player/LilguyRigged.glb differ diff --git a/level/scenes/Player_Lilguy.tscn b/level/scenes/Player_Lilguy.tscn index b53c440..3bc6cda 100644 --- a/level/scenes/Player_Lilguy.tscn +++ b/level/scenes/Player_Lilguy.tscn @@ -1,6 +1,7 @@ -[gd_scene load_steps=5 format=3 uid="uid://db06e8q8f8bdq"] +[gd_scene load_steps=6 format=3 uid="uid://db06e8q8f8bdq"] [ext_resource type="PackedScene" uid="uid://byw3ig2bs1wgu" path="res://assets/characters/player/LilguyRigged.glb" id="1_e6qwr"] +[ext_resource type="Script" uid="uid://cf7jky1bcs560" path="res://level/scripts/lilguy_body.gd" id="3_body"] [ext_resource type="Script" uid="uid://bj7yrijm7bppq" path="res://level/scripts/spring_arm_offset.gd" id="9_dlyie"] [sub_resource type="CapsuleShape3D" id="CapsuleShape3D_yxyay"] @@ -11,20 +12,24 @@ height = 1.73092 properties/0/path = NodePath(".:position") properties/0/spawn = true properties/0/replication_mode = 1 -properties/1/path = NodePath("3DGodotRobot/AnimationPlayer:current_animation") +properties/1/path = NodePath("AnimationPlayer:current_animation") properties/1/spawn = true properties/1/replication_mode = 1 properties/2/path = NodePath("PlayerNick/Nickname:text") properties/2/spawn = true properties/2/replication_mode = 1 -properties/3/path = NodePath("3DGodotRobot:rotation") +properties/3/path = NodePath("Armature:rotation") properties/3/spawn = true properties/3/replication_mode = 1 [node name="LilguyRigged" instance=ExtResource("1_e6qwr")] +collision_mask = 3 -[node name="Armature" parent="." index="0"] +[node name="Armature" parent="." index="0" node_paths=PackedStringArray("_character", "animation_player")] transform = Transform3D(0.003, 0, 0, 0, -1.3113416e-10, -0.003, 0, 0.003, -1.3113416e-10, 0, 0, 0) +script = ExtResource("3_body") +_character = NodePath("..") +animation_player = NodePath("../AnimationPlayer") [node name="Skeleton3D" parent="Armature" index="0"] bones/0/position = Vector3(-0.32852697, 2.914154, -546.76843) @@ -41,38 +46,54 @@ bones/5/position = Vector3(-0.25257444, 72.84532, -7.644296e-06) bones/5/rotation = Quaternion(0.03735582, 0.19943666, -0.04159315, 0.97831464) bones/6/position = Vector3(-0.606337, 174.89494, 7.152558e-06) bones/7/position = Vector3(-0.19949026, 76.75483, 52.286175) -bones/7/rotation = Quaternion(0.8036073, -0.09628728, 0.10672547, 0.57754105) +bones/7/rotation = Quaternion(0.8036073, -0.09628729, 0.106725484, 0.57754105) bones/8/position = Vector3(4.5403274e-05, 110.91907, 9.404198e-05) -bones/8/rotation = Quaternion(0.25522038, -0.08967137, 0.029357873, 0.962268) +bones/8/rotation = Quaternion(0.25522032, -0.08967137, 0.029357875, 0.962268) bones/9/position = Vector3(2.3064584e-05, 173.66367, 5.063071e-05) bones/9/rotation = Quaternion(0.0878422, -0.16096674, 0.2433837, 0.9524378) bones/10/position = Vector3(-2.2947788e-05, 166.48767, -1.2734416e-05) bones/11/position = Vector3(0.23053212, 76.75536, -52.28617) -bones/11/rotation = Quaternion(0.14271575, -0.5852634, 0.78228706, 0.15851216) +bones/11/rotation = Quaternion(0.14271575, -0.5852634, 0.782287, 0.15851216) bones/12/position = Vector3(1.532285e-05, 110.91911, 4.0430357e-05) -bones/12/rotation = Quaternion(0.3219699, 0.13412467, 0.27112576, 0.8971269) +bones/12/rotation = Quaternion(0.32196987, 0.13412467, 0.27112576, 0.8971269) bones/13/position = Vector3(1.5523525e-05, 173.6661, 0.00010698747) -bones/13/rotation = Quaternion(0.090376474, 0.101556264, -0.39819276, 0.907172) +bones/13/rotation = Quaternion(0.09037647, 0.101556264, -0.39819276, 0.90717196) bones/14/position = Vector3(-2.0682812e-05, 166.48976, 3.939679e-05) bones/15/position = Vector3(0.6496186, -35.1185, 49.84838) bones/15/rotation = Quaternion(0.38543195, 0.163806, 0.8217493, 0.3864424) bones/16/position = Vector3(8.771768e-06, 312.91962, 7.4840264e-06) bones/16/rotation = Quaternion(-0.05300442, 0.17209676, 0.3905684, 0.90278995) bones/17/position = Vector3(-1.8137518e-05, 301.05597, -2.1670077e-05) -bones/17/rotation = Quaternion(0.24982397, 0.64725155, -0.6711768, 0.2611037) +bones/17/rotation = Quaternion(0.24982396, 0.64725155, -0.6711768, 0.2611037) bones/18/position = Vector3(-3.026353e-05, 14.185886, -1.4917823e-06) -bones/18/rotation = Quaternion(0.11539763, 0.017187236, -0.010002268, 0.9931203) +bones/18/rotation = Quaternion(0.11539763, 0.017187234, -0.0100022685, 0.9931203) bones/19/position = Vector3(-4.351055e-06, 11.391233, -2.5032205e-06) bones/20/position = Vector3(0.014209064, -35.118507, -49.848385) bones/20/rotation = Quaternion(-0.07370265, -0.18747172, 0.9412239, 0.2711456) bones/21/position = Vector3(2.8756085e-05, 312.91974, 5.14377e-06) -bones/21/rotation = Quaternion(-0.037353612, -0.04220169, 0.46135134, 0.8854257) +bones/21/rotation = Quaternion(-0.03735361, -0.04220169, 0.46135134, 0.8854257) bones/22/position = Vector3(2.2092872e-05, 301.0575, 1.8114511e-05) -bones/22/rotation = Quaternion(0.7933202, 0.12858748, -0.36227232, 0.47208825) +bones/22/rotation = Quaternion(0.7933202, 0.12858748, -0.3622723, 0.47208822) bones/23/position = Vector3(1.3624241e-05, 15.034077, 9.790485e-06) -bones/23/rotation = Quaternion(0.11885707, 0.00952176, -0.0077993367, 0.9928351) +bones/23/rotation = Quaternion(0.11885707, 0.009521758, -0.0077993367, 0.9928351) bones/24/position = Vector3(-2.4847686e-06, 11.913359, -6.198885e-06) +[node name="WeaponPoint" type="BoneAttachment3D" parent="Armature/Skeleton3D" index="1"] +transform = Transform3D(-0.43292555, -0.61284775, 0.6610542, 0.7782953, 0.11585887, 0.61711675, -0.45478758, 0.78166103, 0.42681834, -352.38528, -73.5694, -531.96124) +bone_name = "mixamorig_RightHand" +bone_idx = 14 + +[node name="WeaponContainer" type="Node3D" parent="Armature/Skeleton3D/WeaponPoint" index="0"] +transform = Transform3D(36.6912, 297.2667, 16.921356, 46.72698, 11.0892515, -296.13126, -294.05847, 38.85366, -44.94499, 24.08223, -7.4241333, 7.098694) + +[node name="OffhandPoint" type="BoneAttachment3D" parent="Armature/Skeleton3D" index="2"] +transform = Transform3D(0.6212382, -0.004605584, -0.7836083, -0.620316, 0.60813713, -0.49535576, 0.47882265, 0.7938187, 0.37494114, 135.65903, 334.35764, -511.2708) +bone_name = "mixamorig_LeftHand" +bone_idx = 10 + +[node name="OffhandContainer" type="Node3D" parent="Armature/Skeleton3D/OffhandPoint" index="0"] +transform = Transform3D(-17.74905, -295.46814, -48.82108, 21.019196, -50.01525, 295.05362, -298.73593, 14.035805, 23.660797, 0.005859375, 0.39337158, 0.06616211) + [node name="CollisionShape3D" type="CollisionShape3D" parent="." index="2"] transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -0.066, 0.828, 0.01) shape = SubResource("CapsuleShape3D_yxyay") diff --git a/level/scenes/level.tscn b/level/scenes/level.tscn index aaf5b3d..688d209 100644 --- a/level/scenes/level.tscn +++ b/level/scenes/level.tscn @@ -1,11 +1,9 @@ -[gd_scene load_steps=20 format=3 uid="uid://dugaivbj1o66n"] +[gd_scene load_steps=18 format=3 uid="uid://dugaivbj1o66n"] [ext_resource type="Script" uid="uid://d0dgljwwl463n" path="res://level/scripts/level.gd" id="1_e1sh7"] -[ext_resource type="PackedScene" uid="uid://cffjduipbb3s5" path="res://level/scenes/player.tscn" id="1_uvcbi"] +[ext_resource type="PackedScene" uid="uid://db06e8q8f8bdq" path="res://level/scenes/Player_Lilguy.tscn" id="1_uvcbi"] [ext_resource type="FontFile" uid="uid://diapabmalpcrj" path="res://assets/fonts/Kurland.ttf" id="3_icc4p"] [ext_resource type="PackedScene" uid="uid://b48oxbcgxu3d8" path="res://assets/Objects/Colosseum_10.fbx" id="4_u750a"] -[ext_resource type="PackedScene" path="res://level/scenes/weapons/world_weapon_shield.tscn" id="5_xerh7"] -[ext_resource type="PackedScene" uid="uid://hd6pq287rgye" path="res://level/scenes/weapons/world_weapon_testsword.tscn" id="6_xerh7"] [sub_resource type="PlaneMesh" id="PlaneMesh_r5xs5"] size = Vector2(90, 90) @@ -348,12 +346,6 @@ offset_bottom = 40.0 [node name="Colosseum_10" parent="." instance=ExtResource("4_u750a")] transform = Transform3D(15, 0, 0, 0, 15, 0, 0, 0, 15, 1.301034, -1.2294581, 2.0630608) -[node name="WorldWeaponShield" parent="." instance=ExtResource("5_xerh7")] -transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 6.6566563, 0.024999619, 8.476057) - -[node name="WorldWeaponSword" parent="." instance=ExtResource("6_xerh7")] -transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 4.1038065, 0.024999619, 4.551466) - [connection signal="pressed" from="Menu/MainContainer/MainMenu/Buttons/Host" to="." method="_on_host_pressed"] [connection signal="pressed" from="Menu/MainContainer/MainMenu/Buttons/Join" to="." method="_on_join_pressed"] [connection signal="pressed" from="Menu/MainContainer/MainMenu/Option4/Quit" to="." method="_on_quit_pressed"] diff --git a/level/scripts/base_weapon.gd b/level/scripts/base_weapon.gd index bdbfec1..a816f94 100644 --- a/level/scripts/base_weapon.gd +++ b/level/scripts/base_weapon.gd @@ -48,8 +48,10 @@ func perform_attack() -> bool: if owner_character._body: owner_character._body.play_attack() - # Find targets in range - _find_and_damage_targets() + # Delay damage until animation hits (roughly 70% through the animation) + # This makes the damage apply when the swing actually connects + var damage_delay = weapon_data.attack_cooldown * 0.4 # Adjust this multiplier to change when damage happens + get_tree().create_timer(damage_delay).timeout.connect(_find_and_damage_targets) attack_performed.emit() return true diff --git a/level/scripts/level.gd b/level/scripts/level.gd index 1a44cb1..48e4e70 100644 --- a/level/scripts/level.gd +++ b/level/scripts/level.gd @@ -11,6 +11,8 @@ extends Node3D # Weapon spawning counter (server-side only) var _weapon_spawn_counter: int = 0 +# Track active weapons for late-join sync (server-side only) +var _active_weapons: Dictionary = {} # weapon_id -> WorldWeapon reference # multiplayer chat @onready var message: LineEdit = $MultiplayerChat/VBoxContainer/HBoxContainer/Message @@ -53,8 +55,11 @@ func _spawn_initial_weapons(): # Wait a frame for everything to be ready await get_tree().process_frame + print("[Server] _spawn_initial_weapons - Connected peers: ", multiplayer.get_peers()) + # Spawn a sword _weapon_spawn_counter += 1 + print("[Server] Calling RPC to spawn sword with ID: ", _weapon_spawn_counter) rpc("spawn_world_weapon", "res://level/resources/weapon_sword.tres", Vector3(5, 1, 0), @@ -64,6 +69,7 @@ func _spawn_initial_weapons(): # Spawn a shield _weapon_spawn_counter += 1 + print("[Server] Calling RPC to spawn shield with ID: ", _weapon_spawn_counter) rpc("spawn_world_weapon", "res://level/resources/weapon_shield.tres", Vector3(-5, 1, 0), @@ -72,13 +78,24 @@ func _spawn_initial_weapons(): ) func _on_player_connected(peer_id, player_info): - # for id in Network.players.keys(): - # var player_data = Network.players[id] - # if id != peer_id: - # rpc_id(peer_id, "sync_player_skin", id, player_data["skin"]) - _add_player(peer_id, player_info) + # Sync existing weapons to the newly joined player (but not to server itself) + if multiplayer.is_server() and peer_id != 1: + print("[Server] Syncing weapons to newly connected peer: ", peer_id) + print("[Server] Active weapons count: ", _active_weapons.size()) + for weapon_id in _active_weapons.keys(): + var weapon = _active_weapons[weapon_id] + if is_instance_valid(weapon) and weapon.weapon_data: + print("[Server] Sending weapon ", weapon_id, " to peer ", peer_id) + # Send current position and zero velocity for syncing + rpc_id(peer_id, "_client_spawn_weapon", + weapon.weapon_data.resource_path, + weapon.global_position, + Vector3.ZERO, + weapon_id + ) + func _on_host_pressed(): menu.hide() Network.start_host(nick_input.text.strip_edges(), skin_input.text.strip_edges().to_lower()) @@ -206,8 +223,10 @@ func _on_jemz_preset(): # ---------- WEAPON SPAWNING ---------- ## Spawn a weapon in the world (called from server, syncs to all clients) -@rpc("authority", "call_local", "reliable") +@rpc("any_peer", "call_local", "reliable") func spawn_world_weapon(weapon_data_path: String, spawn_position: Vector3, initial_velocity: Vector3, weapon_id: int): + print("[Client ", multiplayer.get_unique_id(), "] spawn_world_weapon called for weapon_id: ", weapon_id) + if not weapons_container: push_error("WeaponsContainer not found in level!") return @@ -221,15 +240,81 @@ func spawn_world_weapon(weapon_data_path: String, spawn_position: Vector3, initi # Create WorldWeapon instance var world_weapon = WorldWeapon.new() world_weapon.weapon_data = weapon_data + print("[DEBUG] About to set weapon_id. Parameter weapon_id = ", weapon_id) + world_weapon.weapon_id = weapon_id # Store the ID + print("[DEBUG] After setting weapon_id. world_weapon.weapon_id = ", world_weapon.weapon_id) world_weapon.name = "WorldWeapon_" + str(weapon_id) # Deterministic name + print("[DEBUG] Set weapon name to: ", world_weapon.name, " using weapon_id: ", weapon_id) world_weapon.position = spawn_position + # Remove existing weapon with same name if it exists (prevents duplicates) + var weapon_path = NodePath(world_weapon.name) + if weapons_container.has_node(weapon_path): + print("[DEBUG] Weapon ", world_weapon.name, " already exists, removing old one first") + var old_weapon = weapons_container.get_node(weapon_path) + weapons_container.remove_child(old_weapon) + old_weapon.queue_free() + # Add to weapons container - weapons_container.add_child(world_weapon, true) + weapons_container.add_child(world_weapon) + print("[DEBUG] After add_child, weapon name in tree: ", world_weapon.name, " weapon_id: ", world_weapon.weapon_id) - print("Spawned weapon: ", world_weapon.name, " at ", spawn_position) + # Track this weapon on the server (AFTER adding to tree so signals work) + if multiplayer.is_server(): + _active_weapons[weapon_id] = world_weapon + print("[Server] Added weapon ", weapon_id, " to _active_weapons. Total: ", _active_weapons.size()) + # Connect to the weapon's removal signal + world_weapon.tree_exiting.connect(_on_weapon_removed.bind(weapon_id)) + + print("[Peer ", multiplayer.get_unique_id(), "] Spawned weapon: ", world_weapon.name, " at ", spawn_position) # Apply velocity after physics is ready if initial_velocity != Vector3.ZERO: await get_tree().process_frame world_weapon.linear_velocity = initial_velocity + +## Remove a world weapon from all clients (called by WorldWeapon when picked up) +func remove_world_weapon(weapon_id: int): + print("[Server] remove_world_weapon called for weapon_id: ", weapon_id) + if not multiplayer.is_server(): + print("[ERROR] remove_world_weapon called on client!") + return + + # Broadcast removal to all clients + print("[Server] Broadcasting removal RPC to all clients") + rpc("_remove_weapon_on_clients", weapon_id) + +## RPC to remove weapon on all clients +@rpc("any_peer", "call_local", "reliable") +func _remove_weapon_on_clients(weapon_id: int): + print("[Peer ", multiplayer.get_unique_id(), "] _remove_weapon_on_clients called for weapon_id: ", weapon_id) + var weapon_name = "WorldWeapon_" + str(weapon_id) + if weapons_container and weapons_container.has_node(weapon_name): + var weapon = weapons_container.get_node(weapon_name) + print("[Peer ", multiplayer.get_unique_id(), "] Removing weapon ", weapon_name) + weapon.queue_free() + else: + print("[Peer ", multiplayer.get_unique_id(), "] WARNING: Weapon ", weapon_name, " not found in WeaponsContainer") + +## Called when a weapon is removed (picked up or destroyed) +func _on_weapon_removed(weapon_id: int): + if not multiplayer.is_server(): + return + + # Remove from tracking + if _active_weapons.has(weapon_id): + _active_weapons.erase(weapon_id) + print("Removed weapon ", weapon_id, " from active tracking") + +## Client-only spawn (called via rpc_id for late-join sync) +@rpc("any_peer", "reliable") +func _client_spawn_weapon(weapon_data_path: String, spawn_position: Vector3, initial_velocity: Vector3, weapon_id: int): + print("[Client ", multiplayer.get_unique_id(), "] _client_spawn_weapon received for weapon_id: ", weapon_id) + # This only runs on clients, not server (no call_local) + if multiplayer.is_server(): + print("[ERROR] _client_spawn_weapon called on server!") + return + + # Call the regular spawn function to create the weapon + print("[Client ", multiplayer.get_unique_id(), "] Calling spawn_world_weapon locally") + spawn_world_weapon(weapon_data_path, spawn_position, initial_velocity, weapon_id) diff --git a/level/scripts/lilguy_body.gd b/level/scripts/lilguy_body.gd new file mode 100644 index 0000000..2db3893 --- /dev/null +++ b/level/scripts/lilguy_body.gd @@ -0,0 +1,62 @@ +extends Node3D +class_name LilguyBody + +const LERP_VELOCITY: float = 0.15 + +@export_category("Objects") +@export var _character: CharacterBody3D = null +@export var animation_player: AnimationPlayer = null + +func apply_rotation(_velocity: Vector3) -> void: + var new_rotation_y = lerp_angle(rotation.y, atan2(_velocity.x, _velocity.z), LERP_VELOCITY) + rotation.y = new_rotation_y + +func animate(_velocity: Vector3) -> void: + if not animation_player: + return + + # Don't override attack animation if it's playing + if animation_player.is_playing() and animation_player.current_animation == "Attack_OneHand": + return + + # Check if we're dashing + if _character._is_dashing: + if animation_player.current_animation != "Jump": + _play_animation("Jump") + return + + if not _character.is_on_floor(): + if _velocity.y < 0: + # Falling - use FallIdle animation + _play_animation("FallIdle") + else: + _play_animation("Jump") + return + + if _velocity: + if _character.is_running() and _character.is_on_floor(): + # Sprint animation = Run for Lilguy + _play_animation("Run") + return + + # Walk animation for normal movement + _play_animation("Walk") + return + + # Idle - use FallIdle or Idle if it exists + if animation_player.has_animation("Idle"): + _play_animation("Idle") + else: + _play_animation("FallIdle") + +func _play_animation(anim_name: String): + if animation_player and animation_player.has_animation(anim_name): + animation_player.play(anim_name) + # Silently ignore if animation doesn't exist + +func play_attack() -> void: + if animation_player: + # Play attack animation once (don't loop) + animation_player.play("Attack_OneHand", -1, 1.0) + # Ensure it doesn't loop + animation_player.animation_set_next("Attack_OneHand", "") diff --git a/level/scripts/lilguy_body.gd.uid b/level/scripts/lilguy_body.gd.uid new file mode 100644 index 0000000..f506113 --- /dev/null +++ b/level/scripts/lilguy_body.gd.uid @@ -0,0 +1 @@ +uid://cf7jky1bcs560 diff --git a/level/scripts/player.gd b/level/scripts/player.gd index d9570c0..0d6d429 100644 --- a/level/scripts/player.gd +++ b/level/scripts/player.gd @@ -24,10 +24,10 @@ enum SkinColor { BLUE, YELLOW, GREEN, RED } @export var green_texture : CompressedTexture2D @export var red_texture : CompressedTexture2D -@onready var _bottom_mesh: MeshInstance3D = get_node("3DGodotRobot/RobotArmature/Skeleton3D/Bottom") -@onready var _chest_mesh: MeshInstance3D = get_node("3DGodotRobot/RobotArmature/Skeleton3D/Chest") -@onready var _face_mesh: MeshInstance3D = get_node("3DGodotRobot/RobotArmature/Skeleton3D/Face") -@onready var _limbs_head_mesh: MeshInstance3D = get_node("3DGodotRobot/RobotArmature/Skeleton3D/Llimbs and head") +@onready var _bottom_mesh: MeshInstance3D = get_node_or_null("3DGodotRobot/RobotArmature/Skeleton3D/Bottom") +@onready var _chest_mesh: MeshInstance3D = get_node_or_null("3DGodotRobot/RobotArmature/Skeleton3D/Chest") +@onready var _face_mesh: MeshInstance3D = get_node_or_null("3DGodotRobot/RobotArmature/Skeleton3D/Face") +@onready var _limbs_head_mesh: MeshInstance3D = get_node_or_null("3DGodotRobot/RobotArmature/Skeleton3D/Llimbs and head") var _current_speed: float var gravity = ProjectSettings.get_setting("physics/3d/default_gravity") @@ -61,6 +61,65 @@ func _ready(): super._ready() set_respawn_point(Vector3(0, 5, 0)) + # Auto-find body node (needed for instanced scenes where @export NodePath doesn't work reliably) + if _body == null: + for child in get_children(): + if child.name == "Armature" or child.name == "3DGodotRobot": + _body = child + print("Auto-found _body: ", child.name) + break + if _body == null: + push_error("Could not find body node (Armature or 3DGodotRobot)!") + + # Auto-find spring arm offset + if _spring_arm_offset == null: + if has_node("SpringArmOffset"): + _spring_arm_offset = get_node("SpringArmOffset") + print("Auto-found _spring_arm_offset") + else: + push_error("Could not find SpringArmOffset!") + + # Auto-find weapon attachments if not set + if _weapon_attachment == null: + if has_node("Armature/Skeleton3D/WeaponPoint"): + _weapon_attachment = get_node("Armature/Skeleton3D/WeaponPoint") + print("Auto-found _weapon_attachment") + elif has_node("3DGodotRobot/RobotArmature/Skeleton3D/BoneAttachment3D"): + _weapon_attachment = get_node("3DGodotRobot/RobotArmature/Skeleton3D/BoneAttachment3D") + print("Auto-found _weapon_attachment (robot)") + else: + print("WARNING: WeaponPoint not found! Check if you've added BoneAttachment3D nodes.") + if has_node("Armature/Skeleton3D"): + print("Skeleton3D children:") + var skeleton = get_node("Armature/Skeleton3D") + for child in skeleton.get_children(): + print(" - ", child.name, " (", child.get_class(), ")") + + # Auto-find weapon container + if _weapon_container == null and _weapon_attachment: + var container = _weapon_attachment.get_node_or_null("WeaponContainer") + if container: + _weapon_container = container + print("Auto-found _weapon_container") + + # Auto-find offhand attachment + if _offhand_attachment == null: + if has_node("Armature/Skeleton3D/OffhandPoint"): + _offhand_attachment = get_node("Armature/Skeleton3D/OffhandPoint") + print("Auto-found _offhand_attachment") + elif has_node("3DGodotRobot/RobotArmature/Skeleton3D/OffHandPoint"): + _offhand_attachment = get_node("3DGodotRobot/RobotArmature/Skeleton3D/OffHandPoint") + print("Auto-found _offhand_attachment (robot)") + else: + print("WARNING: OffhandPoint not found!") + + # Auto-find offhand container + if _offhand_container == null and _offhand_attachment: + var container = _offhand_attachment.get_node_or_null("OffhandContainer") + if container: + _offhand_container = container + print("Auto-found _offhand_container") + # Try to get optional health label if has_node("PlayerNick/HealthLabel"): health_label = get_node("PlayerNick/HealthLabel") @@ -539,16 +598,19 @@ func _flash_hurt(): if not _body: return - # Store original modulate - var original_modulate = _body.modulate + # Only works if _body has a modulate property (CanvasItem or some Node3D with visual children) + if "modulate" in _body: + # Store original modulate + var original_modulate = _body.modulate - # Flash red - _body.modulate = Color(1.5, 0.5, 0.5, 1.0) + # Flash red + _body.modulate = Color(1.5, 0.5, 0.5, 1.0) - # Return to normal after a brief moment - await get_tree().create_timer(0.15).timeout - if _body: - _body.modulate = original_modulate + # Return to normal after a brief moment + await get_tree().create_timer(0.15).timeout + if _body: + _body.modulate = original_modulate + # If no modulate, just skip the visual effect ## Weapon System func _setup_weapon_pickup_area(): @@ -589,9 +651,11 @@ func _on_weapon_area_exited(area: Area3D): ## Equip a weapon from WorldWeapon data (receives resource path) @rpc("any_peer", "call_local", "reliable") func equip_weapon_from_world(weapon_data_path: String): + print("[Client ", multiplayer.get_unique_id(), "] equip_weapon_from_world called for: ", weapon_data_path) var data = load(weapon_data_path) as WeaponData if data: equip_weapon(data) + print("[Client ", multiplayer.get_unique_id(), "] Equipped weapon: ", data.weapon_name) else: push_error("Failed to load weapon data from: " + weapon_data_path) diff --git a/level/scripts/world_weapon.gd b/level/scripts/world_weapon.gd index 5c52dd0..4c81cfb 100644 --- a/level/scripts/world_weapon.gd +++ b/level/scripts/world_weapon.gd @@ -7,6 +7,7 @@ class_name WorldWeapon @export var weapon_data: WeaponData +var weapon_id: int = -1 # Set by Level when spawned var _mesh_instance: Node3D = null var _collision_shape: CollisionShape3D = null var _pickup_area: Area3D = null @@ -119,15 +120,30 @@ func try_pickup(player_id: int): push_error("WeaponData has no resource path!") return + # Check weapon_id is valid + if weapon_id == -1: + push_error("WorldWeapon.try_pickup: weapon_id is -1! This weapon was not spawned correctly.") + print(" Weapon name: ", name) + print(" Weapon data: ", weapon_data.resource_path if weapon_data else "null") + return + # Tell the player to equip this weapon (on all clients) + print("[Server] Telling player ", player_id, " to equip weapon via RPC") player.rpc("equip_weapon_from_world", resource_path) - # Remove this world weapon from all clients - rpc("_remove_from_all_clients") + # Remove this world weapon from all clients using level's centralized system + print("[Server] Removing world weapon ", name, " (ID: ", weapon_id, ") via level.remove_world_weapon") + if level.has_method("remove_world_weapon"): + level.remove_world_weapon(weapon_id) + else: + push_error("Level doesn't have remove_world_weapon method!") ## Remove weapon from all clients @rpc("any_peer", "call_local", "reliable") func _remove_from_all_clients(): + print("[Client ", multiplayer.get_unique_id(), "] Removing weapon ", name) + # Delay removal to ensure RPC is fully processed + await get_tree().process_frame queue_free() ## Set weapon data and refresh