mirror of
https://port.numenaute.org/aleajactaest/khanat-client.git
synced 2024-12-25 19:00:53 +00:00
299 lines
9.8 KiB
GDScript3
299 lines
9.8 KiB
GDScript3
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extends KinematicBody
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signal equip( p_slot, p_item )
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signal unequip( p_slot )
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var character = null
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var rotation_speed_factor = 0.1
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var move_speed = 2.5
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var run_speed = 5.0
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var max_speed = 12.0
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export var gravity = -9.0
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var velocity: = Vector3.ZERO
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var is_running = false
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var can_turn = false
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var ground_contacts = 0
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var is_jump_started = false
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var is_jumping = false
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var jump_strength = 250.0
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var is_falling = false
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var is_on_ground = true
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var is_readying_weapon = false
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var is_weapon_ready = false
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var can_attack = true
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var is_dying = false
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var is_dead = false
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var direction = Vector3.ZERO
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var orientation = 0.0
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enum PLAYER_RELATION {
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neutre,
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friend,
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ennemy
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}
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export( PLAYER_RELATION ) var player_relation = PLAYER_RELATION.neutre
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export( String ) var creature_filename = null setget set_creature_filename
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func set_creature_filename( p_filename ):
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creature_filename = p_filename
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self.load_from_name( p_filename )
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func _process( delta ):
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# Calculate a move direction vector relative to the camera
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# The basis stores the (right, up, -forwards) vectors of our camera.
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var forwards: Vector3 = $look_at.global_transform.basis.z * direction.z
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var right: Vector3 = $look_at.global_transform.basis.x * direction.x
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if forwards:
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right = Vector3.ZERO
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var move_direction: = forwards + right
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if move_direction.length() > 1.0:
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move_direction = move_direction.normalized()
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move_direction.y = 0
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# Rotation.
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#if (self.has_node( "creature" ) and $creature.can_turn()) or self.is_readying_weapon or self.is_weapon_ready:
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self.rotate_y( rotation_speed_factor * orientation )
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# Movement.
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velocity = self.calculate_velocity(velocity, move_direction, delta)
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if not self.is_readying_weapon and not self.is_weapon_ready:
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if not self.is_jumping and not self.is_jump_started and not self.is_falling:
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velocity = self.move_and_slide_with_snap(velocity, Vector3.DOWN, Vector3.UP, true)
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else:
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velocity = self.move_and_slide(velocity, Vector3.UP, true)
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# Animation.
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if self.has_node( "creature" ):
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# if self.is_dead:
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# $creature.play( "dead_loop" )
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# elif self.is_dying:
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# $creature.play( "dying", 2.0 )
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# elif self.is_readying_weapon:
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# $creature.play( "1h_pistol_ready_start" )
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# elif self.is_weapon_ready:
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# $creature.play( "1h_pistol_ready_loop" )
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# elif direction and not self.is_jump_started and not self.is_jumping and not self.is_falling:
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# if direction.z < 0.0:
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# if self.is_running:
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# $creature.play( "run" , 2.0 )
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# else:
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# $creature.play( "walk" )
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# elif direction.z > 0.0:
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# if self.is_running:
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# $creature.play_backwards( "run", 2.0 )
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# else:
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# $creature.play_backwards( "walk" )
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# elif direction.x > 0.0:
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# $creature.play( "strafe_right" )
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# elif direction.x < 0.0:
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# $creature.play( "strafe_left" )
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# elif self.is_jump_started and not self.is_jumping:
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# $creature.play( "jump_start" )
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# elif self.is_jumping or self.is_falling:
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# if not self.is_on_ground:
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# $creature.play( "jump_loop" )
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# else:
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# $creature.play( "jump_end", 2 )
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# elif not self.orientation == 0.0:
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# if self.orientation < 0.0:
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# $creature.play( "turn_right", 2.0 )
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# elif self.orientation > 0.0:
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# $creature.play( "turn_left", 2.0 )
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# else:
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# $creature.play( "idle" )
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$creature.play( "idle" )
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func calculate_velocity(
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velocity_current: Vector3,
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move_direction: Vector3,
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delta: float
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) -> Vector3:
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# var velocity_new := move_direction
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var velocity_new = Vector3.ZERO
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if not self.is_jump_started:
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velocity_new = move_direction
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if self.is_running:
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velocity_new *= run_speed
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else:
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velocity_new *= move_speed
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if velocity_new.length() > max_speed:
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velocity_new = velocity_new.normalized() * max_speed
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velocity_new.y = velocity_current.y + gravity * delta
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if self.is_jumping:
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velocity_new.y += self.jump_strength * delta
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self.is_jumping = false
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self.is_falling = true
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if self.is_falling:
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velocity_new.x *= 2.0
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velocity_new.z *= 2.0
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return velocity_new
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func load_from_name( p_name, p_emplacement = null ):
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var creature = Datas.Creature.new()
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creature.set_data( "name", p_name )
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creature.load( null, p_emplacement )
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# if creature.get_data( "race" ) == Globals.RACE.human:
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# if creature.get_data( "sex" ) == Globals.SEX.female:
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# self.change_creature( "res://scenes/creatures/human/human_female.tscn" )
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# elif creature.get_data( "sex" ) == Globals.SEX.male:
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# self.change_creature( "res://scenes/creatures/human/human_male.tscn" )
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if $creature:
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$creature.load_from_name( p_name, p_emplacement )
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func change_creature( new_model_path ):
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if $creature:
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var old_model = $creature
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self.remove_child( old_model )
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old_model.queue_free()
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var new_model = load( new_model_path )
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if new_model:
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new_model = new_model.instance()
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new_model.name = "creature"
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self.add_child( new_model )
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new_model.connect( "animation_finished", self, "_on_creature_animation_finished" )
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new_model.duplicate_meshes()
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func set_blend_shape( p_blend_shape_name, p_value ):
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$creature.set_blend_shape( p_blend_shape_name, p_value )
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func _on_ground_area_body_entered(body):
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if not body == self:
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self.ground_contacts += 1
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if self.ground_contacts > 0:
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# self.is_falling = false
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self.is_on_ground = true
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func _on_ground_area_body_exited(body):
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if not body == self:
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self.ground_contacts -= 1
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if self.ground_contacts <= 0:
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self.is_falling = true
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self.is_on_ground = false
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func _on_creature_animation_finished(anim_name):
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if anim_name == "jump_start":
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self.is_jump_started = false
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self.is_jumping = true
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elif anim_name == "jump_end":
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self.is_falling = false
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elif anim_name == "turn_right":
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self.can_turn = false
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elif anim_name == "turn_left":
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self.can_turn = false
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elif anim_name == "1h_pistol_ready_start":
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self.is_readying_weapon = false
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self.is_weapon_ready = true
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elif anim_name == "dying":
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self.is_dying = false
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self.is_dead = true
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func set_focus( p_focus = true ):
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if p_focus:
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$focus.show()
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if self.player_relation == PLAYER_RELATION.neutre:
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$focus.get_surface_material( 0 ).albedo_color = Color.white
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elif self.player_relation == PLAYER_RELATION.friend:
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$focus.get_surface_material( 0 ).albedo_color = Color.green
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elif self.player_relation == PLAYER_RELATION.ennemy:
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$focus.get_surface_material( 0 ).albedo_color = Color.red
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else:
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$focus.hide()
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func get_weapons():
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var weapons = []
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if Datas.Equipment.SLOT.weapon_hands in $creature.slots:
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if $creature.slots[ Datas.Equipment.SLOT.weapon_hands ].item:
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weapons.push_back( $creature.slots[ Datas.Equipment.SLOT.weapon_hands ].item )
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if not weapons.size() > 0:
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if Datas.Equipment.SLOT.weapon_hand_right in $creature.slots:
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if $creature.slots[ Datas.Equipment.SLOT.weapon_hand_right ].item:
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weapons.push_back( $creature.slots[ Datas.Equipment.SLOT.weapon_hand_right ].item )
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if Datas.Equipment.SLOT.weapon_hand_left in $creature.slots:
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if $creature.slots[ Datas.Equipment.SLOT.weapon_hand_left ].item:
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weapons.push_back( $creature.slots[ Datas.Equipment.SLOT.weapon_hand_left ].item )
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return weapons
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func get_main_weapon_node():
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var weapon = null
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if Datas.Equipment.SLOT.weapon_hands in $creature.slots:
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if $creature.slots[ Datas.Equipment.SLOT.weapon_hands ].item:
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if $creature/body_parts/body/skeleton/attachment_hand_R/handle.get_children().size() > 0:
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weapon = $creature/body_parts/body/skeleton/attachment_hand_R/handle.get_children()[0]
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if not weapon and Datas.Equipment.SLOT.weapon_hand_right in $creature.slots:
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if $creature.slots[ Datas.Equipment.SLOT.weapon_hand_right ].item:
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if $creature/body_parts/body/skeleton/attachment_hand_R/handle.get_children().size() > 0:
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weapon = $creature/body_parts/body/skeleton/attachment_hand_R/handle.get_children()[0]
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if not weapon and Datas.Equipment.SLOT.weapon_hand_left in $creature.slots:
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if $creature.slots[ Datas.Equipment.SLOT.weapon_hand_left ].item:
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if $creature/body_parts/body/skeleton/attachment_hand_L/handle.get_children().size() > 0:
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weapon = $creature/body_parts/body/skeleton/attachment_hand_R/handle.get_children()[0]
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return weapon
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func attack():
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if self.can_attack:
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var weapon = null
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var attachment = null
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weapon = $creature.slots[ Datas.Equipment.SLOT.weapon_hand_right ].item
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attachment = $creature.slots[ Datas.Equipment.SLOT.weapon_hand_right ].attachment
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if not weapon:
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weapon = $creature.slots[ Datas.Equipment.SLOT.weapon_hand_left ].item
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attachment = $creature.slots[ Datas.Equipment.SLOT.weapon_hand_left ].attachment
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if not weapon:
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weapon = $creature.slots[ Datas.Equipment.SLOT.weapon_hands ].item
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attachment = $creature.slots[ Datas.Equipment.SLOT.weapon_hands ].attachment
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if weapon:
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print( "pan " + str(weapon.get_data( "damage" )) )
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var weapon_node = $creature/body_parts/body/skeleton.get_node( attachment )
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if weapon_node:
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weapon_node = weapon_node.get_node( "handle" ).get_children()[0]
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# if weapon_node is preload( "res://scenes/items/equipments/weapons/firearm.gd" ):
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# weapon_node.fire( self, [self] )
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#
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self.can_attack = false
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$attack_delay.start()
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func hit( p_damage, p_from = null ):
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$creature.creature.set_data( "current_life", $creature.creature.get_data( "current_life" )-p_damage )
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$head_infos_viewport/head_infos/bars/life.max_value = $creature.creature.get_max_life()
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$head_infos_viewport/head_infos/bars/life.value = $creature.creature.get_data( "current_life", 0 )
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func die():
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self.is_dying = true
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func _on_creature_equip(p_slot, p_item):
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var weapons = self.get_weapons()
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if weapons.size() > 0:
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var max_delay = null
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for weapon in weapons:
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if not max_delay:
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max_delay = weapon.get_data( "attack_delay" )
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else:
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max_delay = max( max_delay, weapon.get_data( "attack_delay" ) )
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$attack_delay.wait_time = max_delay
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emit_signal( "equip", p_slot, p_item )
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func _on_creature_unequip(p_slot):
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emit_signal( "unequip", p_slot )
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func _on_attack_delay_timeout():
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self.can_attack = true
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func _on_creature_is_dead():
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self.die()
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