MultiplayerFighter
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

856 lines
28 KiB

extends BaseUnit
class_name Character
const NORMAL_SPEED = 6.0
const SPRINT_SPEED = 10.0
const JUMP_VELOCITY = 10
enum SkinColor { BLUE, YELLOW, GREEN, RED }
@onready var nickname: Label3D = $PlayerNick/Nickname
@onready var health_label: Label3D = null # Optional 3D health label
@export_category("Objects")
@export var _body: Node3D = null
@export var _spring_arm_offset: Node3D = null
@export var _weapon_attachment: BoneAttachment3D = null # WeaponPoint bone attachment (main hand)
@export var _weapon_container: Node3D = null # Container node for main hand weapons
@export var _offhand_attachment: BoneAttachment3D = null # OffHandPoint bone attachment
@export var _offhand_container: Node3D = null # Container node for off-hand weapons
@export_category("Skin Colors")
@export var blue_texture : CompressedTexture2D
@export var yellow_texture : CompressedTexture2D
@export var green_texture : CompressedTexture2D
@export var red_texture : CompressedTexture2D
@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")
# Weapon system
var equipped_weapon: BaseWeapon = null # Main hand weapon
var equipped_offhand: BaseWeapon = null # Off-hand weapon
var _nearby_weapons: Array[WorldWeapon] = []
var is_blocking: bool = false
# Attack system
@export var attack_damage: float = 10.0
@export var attack_range: float = 3.0
@export var attack_cooldown: float = 0.5
@export var unarmed_knockback: float = 5.0
@export_category("Unarmed Attack Timing")
@export var unarmed_startup: float = 0.1 # Wind-up before hit
@export var unarmed_active: float = 0.15 # Hit window duration
var _attack_timer: float = 0.0
var _unarmed_hitbox: HitBox = null
var _is_unarmed_attacking: bool = false # Prevents overlapping unarmed attacks
# Dash system
@export var dash_speed_multiplier: float = 2.0
@export var dash_duration: float = 0.25
@export var dash_cooldown: float = 4.0
var _dash_timer: float = 0.0
var _dash_cooldown_timer: float = 0.0
var _is_dashing: bool = false
var _dash_direction: Vector3 = Vector3.ZERO
# UI Signals
signal dash_cooldown_updated(remaining: float, total: float)
signal attack_cooldown_updated(remaining: float, total: float)
signal weapon_equipped_changed()
func _enter_tree():
super._enter_tree()
$SpringArmOffset/SpringArm3D/Camera3D.current = is_multiplayer_authority()
func _ready():
super._ready()
# Set respawn point to current position (where we spawned) - base_unit._ready already does this
# Don't override with a hardcoded position
print("[Player ", name, "] _ready called. Authority: ", is_multiplayer_authority(), " Position: ", global_position)
# Capture mouse for local player
if is_multiplayer_authority():
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
# Auto-find body node (needed for instanced scenes where @export NodePath doesn't work reliably)
if _body == null:
# Try specific paths first
if has_node("LilguyRigged/Armature"):
_body = get_node("LilguyRigged/Armature")
print("Auto-found _body: LilguyRigged/Armature")
elif has_node("Armature"):
_body = get_node("Armature")
print("Auto-found _body: Armature")
elif has_node("3DGodotRobot"):
_body = get_node("3DGodotRobot")
print("Auto-found _body: 3DGodotRobot")
else:
push_error("Could not find body node!")
# 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")
# Connect health signals
health_changed.connect(_on_health_changed)
died.connect(_on_died)
respawned.connect(_on_respawned)
# Update health display
_update_health_display()
# Setup weapon pickup detection area
_setup_weapon_pickup_area()
# Setup unarmed attack hitbox (deferred to avoid multiplayer timing issues)
call_deferred("_setup_unarmed_hitbox")
# Auto-find weapon attachment if not set
if _weapon_attachment == null:
var bone_attach = get_node_or_null("3DGodotRobot/RobotArmature/Skeleton3D/BoneAttachment3D")
if bone_attach:
_weapon_attachment = bone_attach
print("Auto-found weapon attachment point")
else:
push_warning("Could not find BoneAttachment3D for weapons!")
# Auto-find weapon container if not set
if _weapon_container == null and _weapon_attachment:
var container = _weapon_attachment.get_node_or_null("WeaponContainer")
if container:
_weapon_container = container
print("Auto-found main hand weapon container")
else:
push_warning("Could not find WeaponContainer! Weapons will attach directly to BoneAttachment3D.")
# Auto-find off-hand attachment if not set
if _offhand_attachment == null:
var offhand_attach = get_node_or_null("3DGodotRobot/RobotArmature/Skeleton3D/OffHandPoint")
if offhand_attach:
_offhand_attachment = offhand_attach
print("Auto-found off-hand attachment point")
# Auto-find off-hand container if not set
if _offhand_container == null and _offhand_attachment:
var container = _offhand_attachment.get_node_or_null("OffHandContainer")
if container:
_offhand_container = container
print("Auto-found off-hand weapon container")
func _physics_process(delta):
# Check if multiplayer is ready
if multiplayer.multiplayer_peer == null:
return
if not is_multiplayer_authority():
return
var current_scene = get_tree().get_current_scene()
if current_scene and current_scene.has_method("is_chat_visible") and current_scene.is_chat_visible() and is_on_floor():
freeze()
return
# Apply gravity when not on floor
if not is_on_floor():
velocity.y -= gravity * delta
# Handle jump
if is_on_floor() and Input.is_action_just_pressed("jump"):
velocity.y = JUMP_VELOCITY
_move()
move_and_slide()
if _body:
_body.animate(velocity)
func _process(delta):
# Check if multiplayer is ready
if multiplayer.multiplayer_peer == null:
return
if not is_multiplayer_authority():
return
_check_fall_and_respawn()
# Update attack cooldown
if _attack_timer > 0:
_attack_timer -= delta
attack_cooldown_updated.emit(_attack_timer, attack_cooldown)
# Update dash timers
if _dash_timer > 0:
_dash_timer -= delta
if _dash_timer <= 0:
_is_dashing = false
if _dash_cooldown_timer > 0:
_dash_cooldown_timer -= delta
dash_cooldown_updated.emit(_dash_cooldown_timer, dash_cooldown)
# Handle dash input
if Input.is_action_just_pressed("dash") and _dash_cooldown_timer <= 0 and not is_dead and is_on_floor():
_perform_dash()
# Handle block input
if Input.is_action_pressed("block") and not is_dead:
_try_block()
else:
is_blocking = false
# Handle attack input
if Input.is_action_just_pressed("attack") and not is_dead and not _is_dashing and not is_blocking:
_perform_attack()
# Handle weapon pickup/drop
if Input.is_action_just_pressed("pickup") and not is_dead:
print("Pickup pressed! Main: ", equipped_weapon != null, " OffHand: ", equipped_offhand != null, " Nearby: ", _nearby_weapons.size())
# Try to pickup nearby weapon
if _nearby_weapons.size() > 0:
_pickup_nearest_weapon()
# If no nearby weapons, drop what we're holding (main hand first, then off-hand)
elif equipped_weapon:
# Tell server to drop (server will handle spawning)
if multiplayer.is_server():
drop_weapon(false) # main hand
else:
rpc_id(1, "drop_weapon", false) # Only send to server
elif equipped_offhand:
# Drop off-hand
if multiplayer.is_server():
drop_weapon(true) # off-hand
else:
rpc_id(1, "drop_weapon", true)
else:
print("No weapons nearby to pick up")
func freeze():
velocity.x = 0
velocity.z = 0
_current_speed = 0
if _body:
_body.animate(Vector3.ZERO)
func _move() -> void:
# If dashing, use dash movement
if _is_dashing:
velocity.x = _dash_direction.x * _current_speed * dash_speed_multiplier
velocity.z = _dash_direction.z * _current_speed * dash_speed_multiplier
if _body:
_body.apply_rotation(velocity)
return
var _input_direction: Vector2 = Vector2.ZERO
if is_multiplayer_authority():
_input_direction = Input.get_vector(
"move_left", "move_right",
"move_forward", "move_backward"
)
var _direction: Vector3 = transform.basis * Vector3(_input_direction.x, 0, _input_direction.y).normalized()
is_running()
if _spring_arm_offset:
_direction = _direction.rotated(Vector3.UP, _spring_arm_offset.rotation.y)
if _direction:
velocity.x = _direction.x * _current_speed
velocity.z = _direction.z * _current_speed
if _body:
_body.apply_rotation(velocity)
return
velocity.x = move_toward(velocity.x, 0, _current_speed)
velocity.z = move_toward(velocity.z, 0, _current_speed)
func is_running() -> bool:
if Input.is_action_pressed("shift"):
_current_speed = SPRINT_SPEED
return true
else:
_current_speed = NORMAL_SPEED
return false
func _check_fall_and_respawn():
if global_transform.origin.y < -15.0 and multiplayer.is_server():
# Use BaseUnit's respawn system
_respawn()
@rpc("any_peer", "reliable")
func change_nick(new_nick: String):
if nickname:
nickname.text = new_nick
func get_texture_from_name(skin_color: SkinColor) -> CompressedTexture2D:
match skin_color:
SkinColor.BLUE: return blue_texture
SkinColor.GREEN: return green_texture
SkinColor.RED: return red_texture
SkinColor.YELLOW: return yellow_texture
_: return blue_texture
@rpc("any_peer", "reliable")
func set_player_skin(skin_name: SkinColor) -> void:
# Check if we're using the LilguyRigged model
if _body is LilguyBody:
# Use hue-based color system for Lilguy
var hue = _get_hue_from_skin_color(skin_name)
_body.set_character_color(hue)
else:
# Use texture-based system for 3DGodotRobot
var texture = get_texture_from_name(skin_name)
set_mesh_texture(_bottom_mesh, texture)
set_mesh_texture(_chest_mesh, texture)
set_mesh_texture(_face_mesh, texture)
set_mesh_texture(_limbs_head_mesh, texture)
## Convert SkinColor enum to hue value (0.0 to 1.0)
func _get_hue_from_skin_color(skin_color: SkinColor) -> float:
match skin_color:
SkinColor.BLUE: return 0.6 # Blue hue
SkinColor.GREEN: return 0.33 # Green hue
SkinColor.RED: return 0.0 # Red hue
SkinColor.YELLOW: return 0.16 # Yellow hue
_: return 0.6 # Default to blue
func set_mesh_texture(mesh_instance: MeshInstance3D, texture: CompressedTexture2D) -> void:
if mesh_instance:
var material := mesh_instance.get_surface_override_material(0)
if material and material is StandardMaterial3D:
var new_material := material
new_material.albedo_texture = texture
mesh_instance.set_surface_override_material(0, new_material)
## Block system
func _try_block():
# Check if we have a weapon that can block
var can_block_weapon = false
if equipped_weapon and equipped_weapon.can_block():
can_block_weapon = true
elif equipped_offhand and equipped_offhand.can_block():
can_block_weapon = true
is_blocking = can_block_weapon
# Could add blocking animation here
# if is_blocking and _body:
# _body.play_block_animation()
## Get block reduction amount (0.0 to 1.0)
func get_block_reduction() -> float:
if not is_blocking:
return 0.0
var reduction = 0.0
# Use the highest block reduction from equipped weapons
if equipped_weapon and equipped_weapon.can_block():
reduction = max(reduction, equipped_weapon.get_block_reduction())
if equipped_offhand and equipped_offhand.can_block():
reduction = max(reduction, equipped_offhand.get_block_reduction())
return reduction
## Attack system
func _perform_attack():
if not is_multiplayer_authority() or is_dead:
return
# Use main hand weapon if available
if equipped_weapon and equipped_weapon.can_attack():
equipped_weapon.perform_attack()
return
# Or use off-hand weapon if available
if equipped_offhand and equipped_offhand.can_attack():
equipped_offhand.perform_attack()
return
# Fallback to default unarmed attack
# Don't attack if already attacking
if _body and _body.animation_player and _body.animation_player.current_animation.begins_with("Attack"):
return
if _attack_timer > 0 or _is_unarmed_attacking:
return
# Calculate total attack duration and ensure cooldown covers it
var total_duration = unarmed_startup + unarmed_active
var cooldown = max(attack_cooldown, total_duration)
_attack_timer = cooldown
_is_unarmed_attacking = true
# Play attack animation once
if _body:
_body.play_attack("Attack_OneHand")
# Sync animation to other clients
_sync_attack_animation.rpc("Attack_OneHand")
# Activate unarmed hitbox for damage detection
_activate_unarmed_hitbox()
## Server-side damage application
@rpc("any_peer", "reliable")
func _server_apply_damage(target_name: String, damage: float, attacker_id: int, knockback: float = 0.0, attacker_pos: Vector3 = Vector3.ZERO):
if not multiplayer.is_server():
return
var level = get_tree().get_current_scene()
if not level:
return
var target = null
# Check players container first
if level.has_node("PlayersContainer"):
var players_container = level.get_node("PlayersContainer")
if players_container.has_node(target_name):
target = players_container.get_node(target_name)
# If not found in players, check enemies container
if not target and level.has_node("EnemiesContainer"):
var enemies_container = level.get_node("EnemiesContainer")
if enemies_container.has_node(target_name):
target = enemies_container.get_node(target_name)
# Apply damage if target found
if target and target is BaseUnit:
target.take_damage(damage, attacker_id, knockback, attacker_pos)
## Health display and callbacks
# Old 2D health UI - now handled by HUD Manager
# Kept for reference, but no longer used
func _update_health_display():
# Update 3D label if it exists (for other players to see)
if health_label:
health_label.text = "HP: %d/%d" % [int(current_health), int(max_health)]
# 2D UI is now handled by HUD Manager autoload
func _on_health_changed(_old_health: float, _new_health: float):
_update_health_display()
func _on_died(killer_id: int):
print("[Player ", name, "] _on_died called. Authority: ", is_multiplayer_authority())
# Only the authority should disable their own processing
if is_multiplayer_authority():
set_physics_process(false)
set_process(false)
# Visual feedback - runs on all peers
if _body:
_body.visible = false
# Print death message
var killer_name = "Unknown"
if Network.players.has(killer_id):
killer_name = Network.players[killer_id]["nick"]
if is_multiplayer_authority():
print("You were killed by ", killer_name)
# Show death message on UI
if has_node("HealthUI/HealthText"):
get_node("HealthUI/HealthText").text = "DEAD - Respawning..."
func _on_respawned():
print("[Player ", name, "] _on_respawned called. Authority: ", is_multiplayer_authority(), " Position: ", global_position)
# Only the authority should re-enable their own processing
if is_multiplayer_authority():
set_physics_process(true)
set_process(true)
print("[Player ", name, "] Re-enabled physics processing")
# Visual feedback - runs on all peers
if _body:
_body.visible = true
_update_health_display()
## Dash system
func _perform_dash():
if not is_multiplayer_authority() or is_dead or not is_on_floor():
return
# Get current movement direction or use forward if no input
var _input_direction: Vector2 = Input.get_vector(
"move_left", "move_right",
"move_forward", "move_backward"
)
var _direction: Vector3
if _input_direction.length() > 0:
# Dash in input direction
_direction = transform.basis * Vector3(_input_direction.x, 0, _input_direction.y).normalized()
_direction = _direction.rotated(Vector3.UP, _spring_arm_offset.rotation.y)
else:
# Dash forward if no input
_direction = -transform.basis.z
_direction = _direction.rotated(Vector3.UP, _spring_arm_offset.rotation.y)
# Set dash parameters
_dash_direction = _direction
_is_dashing = true
_dash_timer = dash_duration
_dash_cooldown_timer = dash_cooldown
# Animation is handled by the Body's animate function (Jump animation plays during dash)
## Sync attack animation to all clients
@rpc("any_peer", "call_remote", "unreliable")
func _sync_attack_animation(anim_name: String):
if _body:
_body.play_attack(anim_name)
## Override hurt animation from BaseUnit
func _play_hurt_animation():
if _body and _body.animation_player:
# Try to play a hurt/hit animation if it exists
if _body.animation_player.has_animation("Hurt"):
_body.animation_player.play("Hurt")
elif _body.animation_player.has_animation("Hit"):
_body.animation_player.play("Hit")
elif _body.animation_player.has_animation("TakeDamage"):
_body.animation_player.play("TakeDamage")
else:
# Fallback: briefly flash the character red
_flash_hurt()
## Flash effect when no hurt animation exists
func _flash_hurt():
if not _body:
return
# 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)
# 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():
# Create an Area3D to detect nearby weapons
var pickup_area = Area3D.new()
pickup_area.name = "WeaponPickupArea"
pickup_area.collision_layer = 0
pickup_area.collision_mask = 4 # Will detect WorldWeapons (we'll use layer 3)
add_child(pickup_area)
# Create collision shape for pickup range
var pickup_collision = CollisionShape3D.new()
var sphere = SphereShape3D.new()
sphere.radius = 2.0 # Pickup range
pickup_collision.shape = sphere
pickup_area.add_child(pickup_collision)
# Connect signals to track nearby weapons
pickup_area.area_entered.connect(_on_weapon_area_entered)
pickup_area.area_exited.connect(_on_weapon_area_exited)
func _setup_unarmed_hitbox():
# Create hitbox for unarmed attacks
_unarmed_hitbox = HitBox.new()
_unarmed_hitbox.name = "UnarmedHitBox"
_unarmed_hitbox.owner_entity = self
_unarmed_hitbox.set_stats(attack_damage, unarmed_knockback)
# Attach to body so it rotates with player facing direction
if _body:
_body.add_child(_unarmed_hitbox)
else:
add_child(_unarmed_hitbox)
# Add collision shape - larger sphere in front of player
var collision = CollisionShape3D.new()
var sphere = SphereShape3D.new()
sphere.radius = attack_range # Full attack range as radius
collision.shape = sphere
# Position in front of player (Z is forward for the body)
collision.position = Vector3(0, 0.8, -attack_range * 0.75)
_unarmed_hitbox.add_child(collision)
# Connect hit signal
_unarmed_hitbox.hit_landed.connect(_on_unarmed_hit)
func _on_unarmed_hit(target: Node, damage_amount: float, knockback_amount: float, attacker_pos: Vector3):
if not target:
return
# Route damage through server
var attacker_id = multiplayer.get_unique_id()
if multiplayer.is_server():
_server_apply_damage(target.name, damage_amount, attacker_id, knockback_amount, attacker_pos)
else:
rpc_id(1, "_server_apply_damage", target.name, damage_amount, attacker_id, knockback_amount, attacker_pos)
func _activate_unarmed_hitbox():
if not _unarmed_hitbox:
_is_unarmed_attacking = false
return
# STARTUP PHASE - Wait before activating (wind-up animation)
if unarmed_startup > 0:
await get_tree().create_timer(unarmed_startup).timeout
if not _unarmed_hitbox or not is_instance_valid(_unarmed_hitbox):
_is_unarmed_attacking = false
return
# ACTIVE PHASE - Hitbox on, can deal damage
_unarmed_hitbox.activate()
await get_tree().create_timer(unarmed_active).timeout
# RECOVERY PHASE - Hitbox off
if _unarmed_hitbox and is_instance_valid(_unarmed_hitbox):
_unarmed_hitbox.deactivate()
# Attack complete
_is_unarmed_attacking = false
func _on_weapon_area_entered(area: Area3D):
# Check if the area belongs to a WorldWeapon
var weapon = area.get_parent()
if weapon is WorldWeapon and weapon not in _nearby_weapons:
_nearby_weapons.append(weapon)
if is_multiplayer_authority():
print("Weapon nearby: ", weapon.weapon_data.weapon_name if weapon.weapon_data else "Unknown")
func _on_weapon_area_exited(area: Area3D):
# Remove weapon from nearby list
var weapon = area.get_parent()
if weapon is WorldWeapon and weapon in _nearby_weapons:
_nearby_weapons.erase(weapon)
if is_multiplayer_authority():
print("Weapon left range: ", weapon.weapon_data.weapon_name if weapon.weapon_data else "Unknown")
## 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)
## Equip a weapon with given data
func equip_weapon(data: WeaponData):
# Determine which hand based on weapon type
var is_offhand = (data.hand_type == WeaponData.Hand.OFF_HAND)
# Unequip current weapon in that hand first
if is_offhand:
if equipped_offhand:
unequip_weapon(true)
else:
if equipped_weapon:
unequip_weapon(false)
# Determine where to attach the weapon
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("No weapon attachment point found for ", "off-hand" if is_offhand else "main hand")
return
# Create new weapon instance
var weapon = BaseWeapon.new()
weapon.weapon_data = data
weapon.name = "EquippedOffHand" if is_offhand else "EquippedWeapon"
weapon.set_owner_character(self)
# Attach to weapon container (or bone attachment if no container)
attach_point.add_child(weapon)
# Store reference
if is_offhand:
equipped_offhand = weapon
else:
equipped_weapon = weapon
if is_multiplayer_authority():
print("Equipped: ", data.weapon_name, " to ", attach_point.name)
weapon_equipped_changed.emit()
## Unequip current weapon (local only)
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
if is_multiplayer_authority():
weapon_equipped_changed.emit()
## Sync unequip across all clients
@rpc("any_peer", "call_local", "reliable")
func _unequip_weapon_sync(is_offhand: bool = false):
unequip_weapon(is_offhand)
## Drop currently equipped weapon
@rpc("any_peer", "reliable")
func drop_weapon(is_offhand: bool = false):
var has_weapon = equipped_offhand if is_offhand else equipped_weapon
print("drop_weapon called on peer ", multiplayer.get_unique_id(), " is_server: ", multiplayer.is_server(), " has weapon: ", has_weapon != null, " offhand: ", is_offhand)
if not has_weapon:
print("No weapon equipped in ", "off-hand" if is_offhand else "main hand", ", cannot drop")
return
# Only server spawns the world weapon
if multiplayer.is_server():
print("Server spawning dropped weapon")
_spawn_world_weapon(has_weapon.weapon_data)
# Tell all clients to unequip
rpc("_unequip_weapon_sync", is_offhand)
# Unequip locally
unequip_weapon(is_offhand)
if is_multiplayer_authority():
print("Dropped weapon from ", "off-hand" if is_offhand else "main hand")
## Spawn a weapon in the world (server only)
func _spawn_world_weapon(data: WeaponData):
if not multiplayer.is_server():
return
# Get the resource path
var resource_path = data.resource_path
if resource_path == "":
push_error("WeaponData has no resource path! Make sure to save it as a .tres file")
return
# Position in front of player
var spawn_pos = global_position + (-transform.basis.z * 2.0)
spawn_pos.y += 1.0 # Spawn at chest height
# Calculate forward velocity
var velocity = -transform.basis.z * 3.0
# Tell level to spawn weapon on all clients
var level = get_tree().get_current_scene()
if level and level.has_method("spawn_world_weapon"):
# Increment the level's weapon counter
level._weapon_spawn_counter += 1
level.rpc("spawn_world_weapon", resource_path, spawn_pos, velocity, level._weapon_spawn_counter)
## Pick up nearest weapon
func _pickup_nearest_weapon():
if _nearby_weapons.size() == 0:
return
# Find closest weapon
var closest_weapon: WorldWeapon = null
var closest_distance: float = INF
for weapon in _nearby_weapons:
if not is_instance_valid(weapon):
continue
var distance = global_position.distance_to(weapon.global_position)
if distance < closest_distance:
closest_distance = distance
closest_weapon = weapon
if closest_weapon:
# Check what hand this weapon goes in
var weapon_hand_type = closest_weapon.weapon_data.hand_type if closest_weapon.weapon_data else WeaponData.Hand.MAIN_HAND
var is_offhand = (weapon_hand_type == WeaponData.Hand.OFF_HAND)
var slot_occupied = equipped_offhand if is_offhand else equipped_weapon
# If the slot is occupied, drop it first
if slot_occupied:
print("Slot occupied, dropping current weapon before picking up")
if multiplayer.is_server():
drop_weapon(is_offhand)
else:
rpc_id(1, "drop_weapon", is_offhand)
# Wait a tiny bit for the drop to complete
await get_tree().create_timer(0.1).timeout
# Request server to pickup (server validates)
if multiplayer.is_server():
closest_weapon.try_pickup(multiplayer.get_unique_id())
else:
closest_weapon.rpc_id(1, "try_pickup", multiplayer.get_unique_id())