MultiplayerFighter
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# Weapon System Documentation
## Overview
The weapon system is a modular, multiplayer-friendly system that allows players to:
- Pick up weapons from the world
- Equip weapons to their right hand (WeaponPoint bone attachment)
- Drop equipped weapons
- Attack with weapon-specific stats (damage, range, cooldown)
## Architecture
### Core Components
1. **WeaponData** (`level/scripts/weapon_data.gd`) - Resource
- Stores weapon stats: name, damage, attack_range, attack_cooldown
- References a mesh scene for visuals
- Reusable across multiple weapon instances
2. **BaseWeapon** (`level/scripts/base_weapon.gd`) - Node3D
- Equipped weapon attached to player's hand
- Handles attack logic and damage application
- Networked properly for multiplayer
3. **WorldWeapon** (`level/scripts/world_weapon.gd`) - RigidBody3D
- Physics-based pickup object in the world
- Can be picked up by players
- Automatically creates collision and pickup area
## Creating New Weapons
### Step 1: Create a Mesh Scene
Create a scene with your weapon's 3D model:
```
[Node3D] - WeaponMesh
└─ [MeshInstance3D] - Your mesh here
```
Example: `level/scenes/weapons/sword_mesh.tscn`
### Step 2: Create a WeaponData Resource
Create a `.tres` file in `level/resources/`:
```tres
[gd_resource type="Resource" script_class="WeaponData" load_steps=3 format=3]
[ext_resource type="Script" path="res://level/scripts/weapon_data.gd" id="1"]
[ext_resource type="PackedScene" path="res://level/scenes/weapons/your_mesh.tscn" id="2"]
[resource]
script = ExtResource("1")
weapon_name = "Your Weapon Name"
description = "Weapon description"
damage = 15.0
attack_range = 3.5
attack_cooldown = 0.6
attack_animation = "Attack1"
mesh_scene = ExtResource("2")
pickup_radius = 1.5
weight = 2.0
```
### Step 3: Spawn Weapons in the Level
There are two ways to add weapons to your level:
#### Option A: Manual Placement (Recommended)
1. Open your level scene (e.g., `level/scenes/level.tscn`)
2. Drag a WorldWeapon scene into `WeaponsContainer`:
- From FileSystem panel: `level/scenes/weapons/world_weapon_sword.tscn`
- Or: `level/scenes/weapons/world_weapon_shield.tscn`
- Drop it as a child of `WeaponsContainer`
3. Position the weapon in 3D space where you want it to spawn
4. Save the scene
**How it works:**
- The server automatically detects manually placed WorldWeapon nodes on startup
- Each weapon is assigned a unique ID and tracked for multiplayer
- Clients automatically receive synced copies via RPC
- No code changes needed - just drag and drop!
#### Option B: Dynamic Spawning
Spawn weapons via code in `level.gd`:
```gdscript
# In _spawn_initial_weapons() or wherever you need
_weapon_spawn_counter += 1
rpc("spawn_world_weapon",
"res://level/resources/weapon_sword.tres",
Vector3(5, 1, 0), # spawn position
Vector3.ZERO, # initial velocity
_weapon_spawn_counter
)
```
This is useful for:
- Spawning weapons at runtime
- Procedural weapon placement
- Loot drops from enemies
## Testing
### In Godot Editor
1. Open `level/scenes/level.tscn`
2. Add a manually placed weapon (see Option A above) or modify `_spawn_initial_weapons()` in `level.gd`
3. Run the game (F5)
4. Walk near the weapon and press **E** to pick it up
### Controls
- **E** - Pick up weapon (when near one) or drop equipped weapon
- **Left Mouse** - Attack with equipped weapon (or unarmed if none)
### Multiplayer Testing
1. Run the game and click "Host"
2. Run another instance and click "Join"
3. Both players can:
- Pick up weapons
- Attack each other with weapons
- Drop weapons (creates a WorldWeapon others can pick up)
## How It Works
### Pickup Flow
1. WorldWeapon creates an Area3D with pickup radius
2. Player has a WeaponPickupArea that detects nearby WorldWeapons
3. When player presses "E" near a weapon:
- Client calls `try_pickup()` via RPC to server
- Server validates distance and availability
- Server tells player to `equip_weapon_from_world()`
- Server removes the WorldWeapon from scene
- All clients see the weapon disappear and equipped on player
### Attack Flow
1. Player presses attack button
2. Player checks if `equipped_weapon` exists
3. If yes, calls `equipped_weapon.perform_attack()`
4. Weapon checks cooldown and attack range
5. Weapon finds targets using physics query
6. Weapon sends damage request to server
7. Server validates and applies damage via BaseUnit system
### Drop Flow
1. Player presses "E" while holding a weapon
2. Player calls `drop_weapon()` RPC
3. Server spawns a WorldWeapon at player's position
4. All clients see weapon unequip and appear in world
5. Weapon becomes a physics object that can be picked up
## Physics Layers
- **Layer 1** (player) - Player collisions
- **Layer 2** (world) - Environment collisions
- **Layer 3** (weapon) - Weapon pickup objects
WorldWeapons:
- `collision_layer = 4` (layer 3)
- `collision_mask = 2` (collides with world)
Player WeaponPickupArea:
- `collision_mask = 4` (detects layer 3)
## Example Weapons
### Iron Sword
- **Damage**: 15
- **Range**: 3.5m
- **Cooldown**: 0.6s
- **Resource**: `level/resources/weapon_sword.tres`
### Wooden Shield
- **Damage**: 8
- **Range**: 2.5m
- **Cooldown**: 0.8s
- **Resource**: `level/resources/weapon_shield.tres`
## Notes
- All weapon spawning/pickup is server-authoritative
- Weapon stats are synced via WeaponData resource
- Meshes are instantiated locally on each client
- The system supports any number of weapon types
- You can extend BaseWeapon for special weapon behaviors (e.g., ranged weapons, magic weapons)