MultiplayerFighter
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extends BaseEnemy
class_name ArmedEnemy
## An enemy that uses the player model, animations, and can equip weapons
## Drops equipped weapons on death using the existing world weapon spawn system
## Movement
@export var move_speed: float = 4.0
@export var chase_range: float = 20.0
@export var attack_range: float = 2.5
## Combat (unarmed fallback)
@export var unarmed_damage: float = 10.0
@export var unarmed_knockback: float = 5.0
@export var attack_cooldown: float = 1.0
@export_category("Unarmed Attack Timing")
@export var unarmed_startup: float = 0.15
@export var unarmed_active: float = 0.2
## Weapon seeking (when unarmed)
@export_category("Weapon Seeking")
@export var seek_weapons_when_unarmed: bool = true ## If true, unarmed enemies will seek nearby weapons
@export var weapon_seek_range: float = 30.0 ## How far to look for weapons
@export var weapon_pickup_range: float = 1.5 ## How close to get before picking up
## Weapon system
@export_category("Weapons")
@export var starting_weapon: WeaponData = null ## Weapon to equip on spawn
@export var starting_offhand: WeaponData = null ## Off-hand weapon to equip on spawn
## Body reference (LilguyBody for animations)
@export var _body: Node3D = null
@export var _weapon_attachment: BoneAttachment3D = null
@export var _weapon_container: Node3D = null
@export var _offhand_attachment: BoneAttachment3D = null
@export var _offhand_container: Node3D = null
## Runtime weapon state
var equipped_weapon: BaseWeapon = null
var equipped_offhand: BaseWeapon = null
## AI State
var _attack_timer: float = 0.0
var _is_attacking: bool = false
var _unarmed_hitbox: HitBox = null
## Visual feedback
var _hit_flash_timer: float = 0.0
const HIT_FLASH_DURATION: float = 0.2
## Position sync (manual sync instead of MultiplayerSynchronizer for dynamic spawning)
var _sync_timer: float = 0.0
const SYNC_INTERVAL: float = 0.05 # 20 times per second
func _enter_tree():
# Enemies are always server-authoritative
set_multiplayer_authority(1)
func _ready():
super._ready()
# Auto-find body if not set
if _body == null:
if has_node("LilguyRigged/Armature"):
_body = get_node("LilguyRigged/Armature")
# Auto-find weapon attachments
if _weapon_attachment == null:
_weapon_attachment = get_node_or_null("LilguyRigged/Armature/Skeleton3D/WeaponPoint")
if _weapon_container == null and _weapon_attachment:
_weapon_container = _weapon_attachment.get_node_or_null("WeaponContainer")
if _offhand_attachment == null:
_offhand_attachment = get_node_or_null("LilguyRigged/Armature/Skeleton3D/OffhandPoint")
if _offhand_container == null and _offhand_attachment:
_offhand_container = _offhand_attachment.get_node_or_null("OffhandContainer")
# Setup unarmed hitbox
call_deferred("_setup_unarmed_hitbox")
# Equip starting weapons
# Server will equip and send RPC to sync; clients also equip directly to handle late-join
call_deferred("_equip_starting_weapons_local")
## Equip starting weapons - server uses RPC to sync, clients equip directly
func _equip_starting_weapons_local():
# Wait a frame to ensure everything is ready
await get_tree().process_frame
# Check if multiplayer peer is assigned
if multiplayer.multiplayer_peer == null:
# No multiplayer yet, just equip locally
if starting_weapon:
_equip_weapon(starting_weapon, false)
if starting_offhand:
_equip_weapon(starting_offhand, true)
return
if multiplayer.is_server():
# Server equips via RPC to sync to all clients
if starting_weapon:
print("[ArmedEnemy ", name, "] Server equipping starting weapon: ", starting_weapon.resource_path)
rpc("_equip_weapon_sync", starting_weapon.resource_path, false)
if starting_offhand:
print("[ArmedEnemy ", name, "] Server equipping starting offhand: ", starting_offhand.resource_path)
rpc("_equip_weapon_sync", starting_offhand.resource_path, true)
else:
# Client equips directly (for late-join clients who won't receive server's initial RPC)
# Skip if already equipped (from server RPC)
if starting_weapon and not equipped_weapon:
print("[ArmedEnemy ", name, "] Client equipping starting weapon directly")
_equip_weapon(starting_weapon, false)
if starting_offhand and not equipped_offhand:
print("[ArmedEnemy ", name, "] Client equipping starting offhand directly")
_equip_weapon(starting_offhand, true)
## Equip weapon on all clients
@rpc("any_peer", "call_local", "reliable")
func _equip_weapon_sync(weapon_data_path: String, is_offhand: bool):
print("[ArmedEnemy ", name, "] _equip_weapon_sync called on peer ", multiplayer.get_unique_id(), " path: ", weapon_data_path)
if weapon_data_path == "":
push_error("[ArmedEnemy] Empty weapon path!")
return
var data = load(weapon_data_path) as WeaponData
if data:
_equip_weapon(data, is_offhand)
else:
push_error("[ArmedEnemy] Failed to load weapon data from: ", weapon_data_path)
func _equip_weapon(data: WeaponData, is_offhand: bool = false):
# Unequip current weapon in that hand first
if is_offhand:
if equipped_offhand:
_unequip_weapon(true)
else:
if equipped_weapon:
_unequip_weapon(false)
# Determine attachment point
var attach_point: Node3D
if is_offhand:
attach_point = _offhand_container if _offhand_container else _offhand_attachment
else:
attach_point = _weapon_container if _weapon_container else _weapon_attachment
if not attach_point:
push_error("[ArmedEnemy] No weapon attachment point found")
return
# Create weapon instance
var weapon = BaseWeapon.new()
weapon.weapon_data = data
weapon.name = "EquippedOffHand" if is_offhand else "EquippedWeapon"
# Add to scene first (so _ready is called and hitbox is set up)
attach_point.add_child(weapon)
# Set owner for damage routing (must be after add_child so hitbox exists)
weapon.set_owner_character(self)
# Store reference
if is_offhand:
equipped_offhand = weapon
else:
equipped_weapon = weapon
print("[ArmedEnemy ", name, "] Equipped: ", data.weapon_name)
func _unequip_weapon(is_offhand: bool = false):
if is_offhand:
if equipped_offhand:
equipped_offhand.queue_free()
equipped_offhand = null
else:
if equipped_weapon:
equipped_weapon.queue_free()
equipped_weapon = null
func _process(delta):
# Countdown timers
if _attack_timer > 0:
_attack_timer -= delta
# Handle hit flash
if _hit_flash_timer > 0:
_hit_flash_timer -= delta
if _hit_flash_timer <= 0:
_reset_material()
func _physics_process(delta):
super._physics_process(delta)
# Only server runs AI and movement (check peer is assigned first)
if multiplayer.multiplayer_peer == null or not multiplayer.is_server():
return
if is_dead:
return
# Apply gravity
if not is_on_floor():
velocity.y -= ProjectSettings.get_setting("physics/3d/default_gravity") * delta
# AI behavior - prioritize weapon seeking when unarmed
var seeking_weapon = false
if seek_weapons_when_unarmed and equipped_weapon == null:
seeking_weapon = _ai_seek_weapon(delta)
# If not seeking a weapon (or armed), do normal combat
if not seeking_weapon:
if current_target and is_instance_valid(current_target):
_ai_combat(delta)
else:
# Stop moving if no target
velocity.x = 0
velocity.z = 0
move_and_slide()
# Rotate body to face movement direction (like player does)
var body_rotation_y: float = 0.0
if _body and _body.has_method("apply_rotation") and velocity.length() > 0.1:
_body.apply_rotation(velocity)
if _body:
body_rotation_y = _body.rotation.y
# Animate body
if _body and _body.has_method("animate"):
_body.animate(velocity)
# Sync position, rotation, and animation to clients periodically
_sync_timer -= delta
if _sync_timer <= 0:
_sync_timer = SYNC_INTERVAL
var current_anim = ""
if _body:
var anim_player = _body.get_node_or_null("../AnimationPlayer") as AnimationPlayer
if anim_player:
current_anim = anim_player.current_animation
rpc("_sync_transform", global_position, body_rotation_y, current_anim)
## Sync position, body rotation, and animation from server to clients
@rpc("authority", "call_remote", "unreliable")
func _sync_transform(pos: Vector3, body_rot_y: float, anim_name: String = ""):
# Only apply on clients (server is authoritative)
if multiplayer.is_server():
return
global_position = pos
if _body:
_body.rotation.y = body_rot_y
# Sync animation
if anim_name != "":
var anim_player = _body.get_node_or_null("../AnimationPlayer") as AnimationPlayer
if anim_player and anim_player.has_animation(anim_name):
if anim_player.current_animation != anim_name:
anim_player.play(anim_name)
## Override to find nearest player
func get_nearest_player() -> Node:
var players = get_players_in_range(1000.0) # Essentially unlimited
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
## Find the nearest WorldWeapon within range
func get_nearest_world_weapon() -> WorldWeapon:
var level = get_tree().get_current_scene()
if not level:
return null
var weapons_container = level.get_node_or_null("WeaponsContainer")
if not weapons_container:
return null
var nearest_weapon: WorldWeapon = null
var nearest_distance = weapon_seek_range
for child in weapons_container.get_children():
if child is WorldWeapon:
var distance = global_position.distance_to(child.global_position)
if distance < nearest_distance:
nearest_distance = distance
nearest_weapon = child
return nearest_weapon
## Update target
func _update_target():
if not is_aggressive:
return
var nearest = get_nearest_player()
if nearest:
if current_target != nearest:
current_target = nearest
target_changed.emit(nearest)
else:
if current_target != null:
current_target = null
target_changed.emit(null)
## Combat AI
func _ai_combat(delta):
if not current_target or not is_instance_valid(current_target):
return
var target_pos = current_target.global_position
var direction = (target_pos - global_position).normalized()
var distance = global_position.distance_to(target_pos)
# Get attack range - use a close fixed range to ensure hits connect
# The hitbox is on the weapon in the enemy's hand, so we need to be close
var current_attack_range = 2.0 # Fixed close range for melee
# If in attack range, attack
if distance <= current_attack_range:
velocity.x = 0
velocity.z = 0
# Face target while attacking (use body rotation like player does)
if _body and _body.has_method("apply_rotation"):
var face_dir = Vector3(direction.x, 0, direction.z) * move_speed
_body.apply_rotation(face_dir)
if _attack_timer <= 0 and not _is_attacking:
_perform_attack()
else:
# Chase target - velocity direction will be used for body rotation
velocity.x = direction.x * move_speed
velocity.z = direction.z * move_speed
## Weapon seeking AI - returns true if actively seeking a weapon
func _ai_seek_weapon(delta) -> bool:
var nearest_weapon = get_nearest_world_weapon()
if not nearest_weapon or not is_instance_valid(nearest_weapon):
return false
var weapon_pos = nearest_weapon.global_position
var direction = (weapon_pos - global_position).normalized()
var distance = global_position.distance_to(weapon_pos)
# If close enough, pick up the weapon
if distance <= weapon_pickup_range:
velocity.x = 0
velocity.z = 0
_pickup_world_weapon(nearest_weapon)
return true
# Move towards the weapon
velocity.x = direction.x * move_speed
velocity.z = direction.z * move_speed
return true
## Pick up a world weapon (server only)
func _pickup_world_weapon(world_weapon: WorldWeapon):
if not multiplayer.is_server():
return
if not world_weapon or not is_instance_valid(world_weapon):
return
var weapon_data = world_weapon.weapon_data
if not weapon_data:
return
var resource_path = weapon_data.resource_path
if resource_path == "":
push_error("[ArmedEnemy] WorldWeapon has no resource path!")
return
var weapon_id = world_weapon.weapon_id
if weapon_id == -1:
push_error("[ArmedEnemy] WorldWeapon has invalid weapon_id!")
return
print("[ArmedEnemy ", name, "] Picking up weapon: ", weapon_data.weapon_name)
# Equip the weapon on all clients
rpc("_equip_weapon_sync", resource_path, false)
# Remove the world weapon from all clients using level's system
var level = get_tree().get_current_scene()
if level and level.has_method("remove_world_weapon"):
level.remove_world_weapon(weapon_id)
else:
push_error("[ArmedEnemy] Level doesn't have remove_world_weapon method!")
## Perform attack
func _perform_attack():
if _is_attacking or not multiplayer.is_server():
return
# Use weapon if equipped
if equipped_weapon and equipped_weapon.weapon_data:
_perform_weapon_attack()
else:
_perform_unarmed_attack()
func _perform_weapon_attack():
var weapon = equipped_weapon
var data = weapon.weapon_data
var total_duration = data.startup_time + data.active_time
var cooldown = max(data.attack_cooldown, total_duration)
_attack_timer = cooldown
_is_attacking = true
# Play animation on all clients
var anim_name = data.attack_animation if data.attack_animation else "Attack_OneHand"
rpc("_sync_attack_animation", anim_name)
# Use weapon's built-in attack activation
_activate_weapon_hitbox_direct(weapon)
func _perform_unarmed_attack():
var total_duration = unarmed_startup + unarmed_active
var cooldown = max(attack_cooldown, total_duration)
_attack_timer = cooldown
_is_attacking = true
# Play animation
rpc("_sync_attack_animation", "Attack_OneHand")
# Activate unarmed hitbox
_activate_unarmed_hitbox()
## Activate weapon hitbox for attack (direct access to weapon's internal hitbox)
func _activate_weapon_hitbox_direct(weapon: BaseWeapon):
if not weapon or not multiplayer.is_server():
_is_attacking = false
return
var data = weapon.weapon_data
# Access weapon's internal hitbox
var hitbox = weapon._hitbox
if not hitbox:
print("[ArmedEnemy] No hitbox found on weapon, trying to find it")
hitbox = weapon.get_node_or_null("HitBox") as HitBox
if not hitbox:
push_error("[ArmedEnemy] Cannot find hitbox on weapon!")
_is_attacking = false
return
# Make sure hitbox has correct owner
hitbox.owner_entity = self
# STARTUP PHASE
if data.startup_time > 0:
await get_tree().create_timer(data.startup_time).timeout
if not is_instance_valid(hitbox) or is_dead:
_is_attacking = false
return
# ACTIVE PHASE
hitbox.activate()
await get_tree().create_timer(data.active_time).timeout
# RECOVERY PHASE
if hitbox and is_instance_valid(hitbox):
hitbox.deactivate()
_is_attacking = false
## Setup unarmed hitbox
func _setup_unarmed_hitbox():
_unarmed_hitbox = HitBox.new()
_unarmed_hitbox.name = "UnarmedHitBox"
_unarmed_hitbox.owner_entity = self
_unarmed_hitbox.set_stats(unarmed_damage, unarmed_knockback)
# Add collision shape BEFORE adding hitbox to tree (so _ready can find it)
var collision = CollisionShape3D.new()
var sphere = SphereShape3D.new()
sphere.radius = attack_range
collision.shape = sphere
collision.position = Vector3(0, 0.8, -attack_range * 0.75)
_unarmed_hitbox.add_child(collision)
# Now attach the fully configured hitbox to body
if _body:
_body.add_child(_unarmed_hitbox)
else:
add_child(_unarmed_hitbox)
# Connect hit signal
_unarmed_hitbox.hit_landed.connect(_on_hitbox_hit)
func _activate_unarmed_hitbox():
if not _unarmed_hitbox or not multiplayer.is_server():
_is_attacking = false
return
# STARTUP PHASE
if unarmed_startup > 0:
await get_tree().create_timer(unarmed_startup).timeout
if not _unarmed_hitbox or not is_instance_valid(_unarmed_hitbox) or is_dead:
_is_attacking = false
return
# ACTIVE PHASE
_unarmed_hitbox.activate()
await get_tree().create_timer(unarmed_active).timeout
# RECOVERY PHASE
if _unarmed_hitbox and is_instance_valid(_unarmed_hitbox):
_unarmed_hitbox.deactivate()
_is_attacking = false
## Called when hitbox hits something
func _on_hitbox_hit(target: Node, damage_amount: float, knockback_amount: float, attacker_pos: Vector3):
if not target or not multiplayer.is_server():
return
# Flash target's hurtbox
if target is Node:
var hurtbox = target.find_child("HurtBox", true, false)
if hurtbox and hurtbox.has_method("flash_hit"):
hurtbox.flash_hit()
# Apply damage directly (we're server)
if target is BaseUnit:
target.take_damage(damage_amount, 1, knockback_amount, global_position)
## Sync attack animation
@rpc("any_peer", "call_local", "reliable")
func _sync_attack_animation(anim_name: String):
if _body and _body.has_method("play_attack"):
_body.play_attack(anim_name)
## Override hurt animation
@rpc("any_peer", "call_local", "reliable")
func _play_hurt_animation():
_flash_red()
## Flash red when hit
func _flash_red():
_hit_flash_timer = HIT_FLASH_DURATION
# Flash all mesh instances in body
if _body:
var meshes = _find_mesh_instances(_body)
for mesh in meshes:
_apply_red_flash(mesh)
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
func _apply_red_flash(mesh: MeshInstance3D):
if not mesh:
return
for i in range(mesh.get_surface_override_material_count()):
var material = mesh.get_surface_override_material(i)
if not material:
material = mesh.mesh.surface_get_material(i)
if material:
material = material.duplicate()
mesh.set_surface_override_material(i, material)
if material and material is StandardMaterial3D:
material.albedo_color = Color(1.5, 0.3, 0.3)
func _reset_material():
# Reset to a neutral color after flash
if _body:
var meshes = _find_mesh_instances(_body)
for mesh in meshes:
_reset_mesh_material(mesh)
func _reset_mesh_material(mesh: MeshInstance3D):
if not mesh:
return
for i in range(mesh.get_surface_override_material_count()):
var material = mesh.get_surface_override_material(i)
if material and material is StandardMaterial3D:
# Reset to a default enemy color (reddish)
material.albedo_color = Color(0.8, 0.3, 0.3)
## Death callback - drop weapons
func _on_enemy_died(killer_id: int):
super._on_enemy_died(killer_id)
# Hide body
if _body:
_body.visible = false
# Disable collision so players can walk through
var collision_shape = get_node_or_null("CollisionShape3D")
if collision_shape:
collision_shape.disabled = true
# Disable hurtbox
var hurtbox = get_node_or_null("HurtBox")
if hurtbox:
hurtbox.monitoring = false
hurtbox.monitorable = false
# Deactivate hitboxes
if _unarmed_hitbox:
_unarmed_hitbox.deactivate()
# Drop equipped weapons (server only)
if multiplayer.is_server():
_drop_all_weapons()
print("[ArmedEnemy ", name, "] killed by ", killer_id)
## Drop all equipped weapons
func _drop_all_weapons():
if not multiplayer.is_server():
return
# Drop main hand weapon
if equipped_weapon and equipped_weapon.weapon_data:
_spawn_dropped_weapon(equipped_weapon.weapon_data, false)
# Drop off-hand weapon
if equipped_offhand and equipped_offhand.weapon_data:
_spawn_dropped_weapon(equipped_offhand.weapon_data, true)
# Clear equipped weapons on all clients
rpc("_clear_equipped_weapons")
## Spawn a dropped weapon in the world
func _spawn_dropped_weapon(data: WeaponData, is_offhand: bool):
if not multiplayer.is_server():
return
var resource_path = data.resource_path
if resource_path == "":
push_error("[ArmedEnemy] WeaponData has no resource path!")
return
# Calculate spawn position with slight offset and upward velocity
var offset = Vector3.ZERO
if is_offhand:
offset = transform.basis.x * -0.5 # Left side
else:
offset = transform.basis.x * 0.5 # Right side
var spawn_pos = global_position + offset
spawn_pos.y += 1.5 # Spawn above death position
# Random velocity to scatter weapons
var velocity = Vector3(
randf_range(-2.0, 2.0),
randf_range(3.0, 5.0), # Upward
randf_range(-2.0, 2.0)
)
# Use level's weapon spawning system
var level = get_tree().get_current_scene()
if level and level.has_method("spawn_world_weapon"):
level._weapon_spawn_counter += 1
level.rpc("spawn_world_weapon", resource_path, spawn_pos, velocity, level._weapon_spawn_counter)
print("[ArmedEnemy ", name, "] Dropped weapon: ", data.weapon_name)
## Clear equipped weapons on all clients
@rpc("any_peer", "call_local", "reliable")
func _clear_equipped_weapons():
_unequip_weapon(false)
_unequip_weapon(true)
## Respawn callback
func _on_enemy_respawned():
super._on_enemy_respawned()
# Show body
if _body:
_body.visible = true
_reset_material()
# Re-enable collision
var collision_shape = get_node_or_null("CollisionShape3D")
if collision_shape:
collision_shape.disabled = false
# Re-enable hurtbox
var hurtbox = get_node_or_null("HurtBox")
if hurtbox:
hurtbox.monitoring = false # Hurtbox doesn't monitor, it's monitored
hurtbox.monitorable = true
# Reset state
_attack_timer = 0.0
_is_attacking = false
# Re-equip starting weapons
call_deferred("_equip_starting_weapons_local")
print("[ArmedEnemy ", name, "] respawned")
## Set enemy color (hue-based like player)
func set_enemy_color(hue: float):
if _body and _body.has_method("set_character_color"):
_body.set_character_color(hue)