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125 lines
3.2 KiB
125 lines
3.2 KiB
extends CharacterBody3D |
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class_name BaseUnit |
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## Base class for all units (players, enemies, NPCs) in the game |
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## Provides common functionality like health management and taking damage |
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signal health_changed(old_health: float, new_health: float) |
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signal died(killer_id: int) |
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signal respawned() |
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@export var max_health: float = 100.0 |
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@export var can_respawn: bool = true |
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@export var respawn_delay: float = 3.0 |
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var current_health: float = 100.0 |
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var is_dead: bool = false |
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var _respawn_point: Vector3 = Vector3.ZERO |
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func _ready(): |
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current_health = max_health |
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_respawn_point = global_position |
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func _enter_tree(): |
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set_multiplayer_authority(str(name).to_int()) |
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## Take damage from an attacker |
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## Should only be called on the server for authority |
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@rpc("any_peer", "reliable") |
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func take_damage(amount: float, attacker_id: int = -1): |
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# Only server can process damage |
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if 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 blocking reduction if applicable (duck typing - check if method exists) |
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var final_damage = amount |
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if has_method("get_block_reduction"): |
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var block_reduction = call("get_block_reduction") |
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if block_reduction > 0.0: |
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final_damage = amount * (1.0 - block_reduction) |
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print("Blocked! Damage reduced from ", amount, " to ", final_damage, " (", block_reduction * 100, "% reduction)") |
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var old_health = current_health |
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current_health = max(0, current_health - final_damage) |
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# Broadcast health change to all clients |
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rpc("sync_health", current_health) |
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health_changed.emit(old_health, current_health) |
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if current_health <= 0: |
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_die(attacker_id) |
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## Heal the unit |
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@rpc("any_peer", "reliable") |
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func heal(amount: float): |
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if 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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var old_health = current_health |
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current_health = min(max_health, current_health + amount) |
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rpc("sync_health", current_health) |
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health_changed.emit(old_health, current_health) |
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## Sync health across all clients |
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@rpc("any_peer", "call_local", "reliable") |
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func sync_health(new_health: float): |
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var old_health = current_health |
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current_health = new_health |
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health_changed.emit(old_health, current_health) |
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## Handle death |
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func _die(killer_id: int): |
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if is_dead: |
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return |
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is_dead = true |
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died.emit(killer_id) |
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rpc("sync_death", killer_id) |
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if can_respawn and multiplayer.is_server(): |
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await get_tree().create_timer(respawn_delay).timeout |
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_respawn() |
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## Sync death state to all clients |
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@rpc("any_peer", "call_local", "reliable") |
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func sync_death(killer_id: int): |
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is_dead = true |
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died.emit(killer_id) |
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# Subclasses should override to add visual effects, disable collision, etc. |
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## Respawn the unit |
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func _respawn(): |
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if not multiplayer.is_server(): |
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return |
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is_dead = false |
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current_health = max_health |
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global_position = _respawn_point |
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velocity = Vector3.ZERO |
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rpc("sync_respawn", _respawn_point) |
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respawned.emit() |
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## Sync respawn to all clients |
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@rpc("any_peer", "call_local", "reliable") |
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func sync_respawn(spawn_pos: Vector3): |
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is_dead = false |
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current_health = max_health |
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global_position = spawn_pos |
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velocity = Vector3.ZERO |
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respawned.emit() |
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## Set the respawn point |
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func set_respawn_point(point: Vector3): |
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_respawn_point = point |
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## Get health percentage (0.0 to 1.0) |
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func get_health_percent() -> float: |
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return current_health / max_health if max_health > 0 else 0.0
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