Files
mmo/scenes/entities/player/player.gd
Marek Le 2d4002bd3f refactor
2026-05-09 23:37:26 +02:00

243 lines
8.9 KiB
GDScript

extends CharacterBody3D
const GRAVITY: float = 18.0
const MOUSE_SENS: float = 0.0035
@export var stats_resource: PlayerStats
@onready var pivot: Node3D = $Pivot
@onready var pitch_pivot: Node3D = $Pivot/PitchPivot
@onready var camera: Camera3D = $Pivot/PitchPivot/Camera
@onready var mesh_holder: Node3D = $MeshHolder
@onready var collision: CollisionShape3D = $Collision
@onready var sync: MultiplayerSynchronizer = $Synchronizer
@onready var name_label: Label3D = $NameLabel
var peer_id: int = 1
var role: int = GameState.ROLE_DAMAGE
var look_dragging: bool = false
var current_target: Node = null
var dead: bool = false
var ui_capturing: bool = false
var build_mode: bool = false
@export var sync_position: Vector3 = Vector3.ZERO
@export var sync_velocity: Vector3 = Vector3.ZERO
@export var sync_yaw: float = 0.0
@export var sync_role: int = GameState.ROLE_DAMAGE
func _enter_tree() -> void:
peer_id = name.to_int()
set_multiplayer_authority(peer_id)
func _ready() -> void:
add_to_group("player")
if stats_resource == null:
stats_resource = PlayerStats.new()
Stats.register(self, stats_resource)
Stats.set_stat(self, "role", role)
name_label.text = Net.player_names.get(peer_id, "P%d" % peer_id)
EventBus.entity_died.connect(_on_entity_died_clear_target)
if is_multiplayer_authority():
camera.current = true
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
else:
camera.current = false
_apply_role_visual(role)
func _on_entity_died_clear_target(entity: Node) -> void:
if entity == current_target:
current_target = null
func _set_target(t: Node) -> void:
current_target = t
EventBus.target_changed.emit(self, t)
if multiplayer.multiplayer_peer != null and not (multiplayer.multiplayer_peer is OfflineMultiplayerPeer) and not multiplayer.is_server():
_request_target.rpc_id(1, String(t.get_path()) if t else "")
@rpc("any_peer", "reliable")
func _request_target(path_str: String) -> void:
if not multiplayer.is_server():
return
var t: Node = get_node_or_null(NodePath(path_str)) if path_str != "" else null
current_target = t
func _exit_tree() -> void:
Stats.deregister(self)
func _input(event: InputEvent) -> void:
if not is_multiplayer_authority():
return
if ui_capturing:
return
if event is InputEventMouseButton and event.button_index == MOUSE_BUTTON_RIGHT:
look_dragging = event.pressed
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED if look_dragging else Input.MOUSE_MODE_VISIBLE
elif event is InputEventMouseMotion and look_dragging:
pivot.rotate_y(-event.relative.x * MOUSE_SENS)
pitch_pivot.rotate_x(-event.relative.y * MOUSE_SENS)
pitch_pivot.rotation.x = clamp(pitch_pivot.rotation.x, -1.2, 0.2)
func _unhandled_input(event: InputEvent) -> void:
if not is_multiplayer_authority():
return
if dead:
return
if build_mode:
return
if event.is_action_pressed("class_tank"):
_request_role(GameState.ROLE_TANK)
elif event.is_action_pressed("class_damage"):
_request_role(GameState.ROLE_DAMAGE)
elif event.is_action_pressed("class_healer"):
_request_role(GameState.ROLE_HEALER)
elif event.is_action_pressed("ability_1"):
EventBus.ability_use_requested.emit(self, 0)
elif event.is_action_pressed("ability_2"):
EventBus.ability_use_requested.emit(self, 1)
elif event.is_action_pressed("ability_3"):
EventBus.ability_use_requested.emit(self, 2)
elif event.is_action_pressed("ability_4"):
EventBus.ability_use_requested.emit(self, 3)
elif event.is_action_pressed("target_next"):
var nt := _cycle_target()
_set_target(nt)
elif event is InputEventMouseButton and event.button_index == MOUSE_BUTTON_LEFT and event.pressed and not look_dragging:
var t := _pick_target_under_mouse()
if t:
_set_target(t)
func _physics_process(delta: float) -> void:
if is_multiplayer_authority():
if not dead:
_process_local(delta)
sync_position = global_position
sync_velocity = velocity
sync_yaw = pivot.rotation.y
sync_role = role
else:
global_position = global_position.lerp(sync_position, clamp(delta * 20.0, 0.0, 1.0))
pivot.rotation.y = lerp_angle(pivot.rotation.y, sync_yaw, clamp(delta * 20.0, 0.0, 1.0))
if sync_role != role:
role = sync_role
_apply_role_visual(role)
func _process_local(delta: float) -> void:
if not is_on_floor():
velocity.y -= GRAVITY * delta
var move_dir: Vector2 = Input.get_vector("move_left", "move_right", "move_forward", "move_back") if not ui_capturing else Vector2.ZERO
var speed: float = float(Stats.get_stat(self, "speed", 5.0))
var basis_y := Basis(Vector3.UP, pivot.rotation.y)
var direction := basis_y * Vector3(move_dir.x, 0.0, move_dir.y)
if direction.length() > 0.01:
velocity.x = direction.x * speed
velocity.z = direction.z * speed
var look_dir := Vector3(velocity.x, 0.0, velocity.z).normalized()
var target_basis := Basis.looking_at(look_dir, Vector3.UP)
mesh_holder.basis = mesh_holder.basis.slerp(target_basis, clamp(delta * 12.0, 0.0, 1.0))
else:
velocity.x = move_toward(velocity.x, 0.0, speed * 6.0 * delta)
velocity.z = move_toward(velocity.z, 0.0, speed * 6.0 * delta)
if Input.is_action_just_pressed("jump") and is_on_floor() and not ui_capturing:
velocity.y = float(Stats.get_stat(self, "jump_velocity", 4.5))
move_and_slide()
func _request_role(new_role: int) -> void:
_set_role.rpc_id(1, new_role)
@rpc("any_peer", "reliable", "call_local")
func _set_role(new_role: int) -> void:
if not multiplayer.is_server():
return
if new_role == role:
return
role = new_role
Stats.set_stat(self, "role", role)
_apply_role.rpc(role)
@rpc("any_peer", "reliable", "call_local")
func _apply_role(new_role: int) -> void:
if multiplayer.multiplayer_peer != null and not (multiplayer.multiplayer_peer is OfflineMultiplayerPeer) and multiplayer.get_remote_sender_id() != 0 and multiplayer.get_remote_sender_id() != 1:
return
role = new_role
if Stats.has(self):
Stats.set_stat(self, "role", role)
_apply_role_visual(role)
EventBus.role_changed.emit(self, role)
func _apply_role_visual(r: int) -> void:
var mesh: MeshInstance3D = mesh_holder.get_node("Mesh")
var mat: StandardMaterial3D = mesh.get_active_material(0).duplicate() if mesh.get_active_material(0) else StandardMaterial3D.new()
match r:
GameState.ROLE_TANK:
mat.albedo_color = Color(0.3, 0.5, 0.95)
GameState.ROLE_DAMAGE:
mat.albedo_color = Color(0.95, 0.3, 0.3)
GameState.ROLE_HEALER:
mat.albedo_color = Color(0.4, 0.85, 0.4)
mesh.material_override = mat
@rpc("any_peer", "reliable", "call_local")
func set_dead(value: bool) -> void:
if multiplayer.multiplayer_peer != null and not (multiplayer.multiplayer_peer is OfflineMultiplayerPeer) and multiplayer.get_remote_sender_id() != 0 and multiplayer.get_remote_sender_id() != 1:
return
dead = value
visible = not value
collision.disabled = value
if value:
velocity = Vector3.ZERO
@rpc("any_peer", "reliable", "call_local")
func teleport_to(pos: Vector3) -> void:
if multiplayer.multiplayer_peer != null and not (multiplayer.multiplayer_peer is OfflineMultiplayerPeer) and multiplayer.get_remote_sender_id() != 0 and multiplayer.get_remote_sender_id() != 1:
return
global_position = pos
sync_position = pos
func set_ui_capturing(v: bool) -> void:
ui_capturing = v
func set_build_mode(v: bool) -> void:
build_mode = v
func _cycle_target() -> Node:
if current_target != null and not is_instance_valid(current_target):
current_target = null
var candidates: Array = []
for n in get_tree().get_nodes_in_group("enemies"):
if is_instance_valid(n):
candidates.append(n)
for n in get_tree().get_nodes_in_group("portals"):
if is_instance_valid(n):
candidates.append(n)
for n in get_tree().get_nodes_in_group("gates"):
if is_instance_valid(n):
candidates.append(n)
if candidates.is_empty():
current_target = null
return null
candidates.sort_custom(func(a, b):
return (a as Node3D).global_position.distance_to(global_position) < (b as Node3D).global_position.distance_to(global_position))
if current_target == null or not current_target in candidates:
current_target = candidates[0]
else:
var idx: int = candidates.find(current_target)
current_target = candidates[(idx + 1) % candidates.size()]
return current_target
func _pick_target_under_mouse() -> Node:
var mouse := get_viewport().get_mouse_position()
var from := camera.project_ray_origin(mouse)
var to := from + camera.project_ray_normal(mouse) * 100.0
var space := get_world_3d().direct_space_state
var query := PhysicsRayQueryParameters3D.create(from, to)
query.collision_mask = 0xFFFFFFFF
query.exclude = [self]
var hit := space.intersect_ray(query)
if hit.is_empty():
return null
var n: Node = hit.collider
while n != null and not (n.is_in_group("enemies") or n.is_in_group("portals") or n.is_in_group("gates") or n.is_in_group("npc")):
n = n.get_parent()
return n