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