broken_seals/game/player/Body.gd

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GDScript3
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# Copyright Péter Magyar relintai@gmail.com
# MIT License, functionality from this class needs to be protable to the entity spell system
# Copyright (c) 2019-2020 Péter Magyar
# Permission is hereby granted, free of charge, to any person obtaining a copy
# of this software and associated documentation files (the "Software"), to deal
# in the Software without restriction, including without limitation the rights
# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
# copies of the Software, and to permit persons to whom the Software is
# furnished to do so, subject to the following conditions:
#
# The above copyright notice and this permission notice shall be included in all
# copies or substantial portions of the Software.
# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
# SOFTWARE.
extends KinematicBody
export(float) var max_visible_distance : float = 120 setget set_max_visible_distance
var max_visible_distance_squared : float = max_visible_distance * max_visible_distance
export(float) var MOUSE_SENSITIVITY : float = 0.05
export(String) var world_path : String = "../.."
export(NodePath) var model_path : NodePath = "Rotation_Helper/Model"
export(NodePath) var character_skeleton_path : NodePath = "Rotation_Helper/Model/character"
const ray_length = 1000
const ACCEL : float = 100.0
const DEACCEL : float = 100.0
const GRAVITY : float = -24.8
const JUMP_SPEED : float = 3.8
const MAX_SLOPE_ANGLE : float = 40.0
const MOUSE_TARGET_MAX_OFFSET : int = 10
var _on : bool = true
var _controlled : bool = false
var y_rot : float = 0.0
var vel : Vector3 = Vector3()
var dir : Vector3 = Vector3()
var input_dir : Vector2 = Vector2()
var mouse_dir : Vector2 = Vector2()
var mouse_move_dir : Vector2 = Vector2()
var mouse_left_down : bool = false
var mouse_right_down : bool = false
var touchpad_dir : Vector2 = Vector2()
var mouse_down_delta : Vector2 = Vector2()
var queued_camera_rotaions : Vector2 = Vector2()
var target_movement_direction : Vector2 = Vector2()
var key_left : bool = false
var key_right : bool = false
var key_up : bool = false
var key_down : bool = false
var cursor_grabbed : bool = false
var last_cursor_pos : Vector2 = Vector2()
var mouse_down_pos : Vector2 = Vector2()
var total_down_mouse_delta : Vector2 = Vector2()
var camera : Camera
var camera_pivot : Spatial
var animation_tree : AnimationTree
var anim_node_state_machine : AnimationNodeStateMachinePlayback = null
var animation_run : bool = false
var moving : bool = false
var casting_anim : bool = false
var sleep : bool = false
var dead : bool = false
var death_timer : float = 0
var last_mouse_over : Entity = null
var world : VoxelWorld = null
var entity : Entity
var model_rotation_node : Spatial
var character_skeleton : CharacterSkeleton3D
var speed_stat_id : int
func _ready() -> void:
speed_stat_id = ESS.stat_get_id("Speed")
camera = get_node_or_null("CameraPivot/Camera") as Camera
camera_pivot = get_node_or_null("CameraPivot") as Spatial
model_rotation_node = get_node(model_path)
character_skeleton = get_node(character_skeleton_path)
entity = get_node("..")
entity.set_character_skeleton(character_skeleton)
entity.connect("ccast_started", self, "_con_cast_started")
entity.connect("ccast_failed", self, "_con_cast_failed")
entity.connect("ccast_finished", self, "_con_cast_finished")
entity.connect("cspell_cast_success", self, "_con_spell_cast_success")
entity.connect("sdied", self, "on_sdied")
entity.connect("isc_controlled_changed", self, "on_c_controlled_changed")
owner = entity
on_c_controlled_changed(entity.c_is_controlled)
transform = entity.get_transform_3d(true)
animation_tree = character_skeleton.get_animation_tree()
if animation_tree != null:
anim_node_state_machine = animation_tree["parameters/playback"]
animation_tree["parameters/run-loop/blend_position"] = Vector2(0, -1)
# set_process(false)
# set_process_input(false)
# set_process_unhandled_input(false)
func _enter_tree():
world = get_node(world_path) as VoxelWorld
set_physics_process(true)
func _process(delta : float) -> void:
if entity.ai_state == EntityEnums.AI_STATE_OFF:
return
var camera : Camera = get_tree().get_root().get_camera() as Camera
if camera == null:
return
var cam_pos : Vector3 = camera.global_transform.xform(Vector3())
var dstv : Vector3 = cam_pos - translation
dstv.y = 0
var dst : float = dstv.length_squared()
if dst > max_visible_distance_squared:
if visible:
hide()
return
else:
# var lod_level : int = int(dst / max_visible_distance_squared * 3.0)
if dst < 400: #20^2
entity.get_character_skeleton().set_lod_level(0)
elif dst > 400 and dst < 900: #20^2, 30^2
entity.get_character_skeleton().set_lod_level(1)
else:
entity.get_character_skeleton().set_lod_level(2)
if not visible:
show()
func _physics_process(delta : float) -> void:
if not _on:
return
if world.initial_generation:
return
if entity.sentity_data == null:
return
if dead:
return
if entity.ai_state == EntityEnums.AI_STATE_OFF:
process_input(delta)
process_movement_player(delta)
else:
if world != null:
if not world.is_position_walkable(transform.origin):
return
process_movement_mob(delta)
func process_input(delta: float) -> void:
var key_dir : Vector2 = Vector2()
if key_up:
key_dir.y -= 1
if key_down:
key_dir.y += 1
if key_left:
key_dir.x -= 1
if key_right:
key_dir.x += 1
input_dir = key_dir + mouse_dir + touchpad_dir + mouse_move_dir
var state : int = entity.getc_state()
if state & EntityEnums.ENTITY_STATE_TYPE_FLAG_ROOT != 0 or state & EntityEnums.ENTITY_STATE_TYPE_FLAG_STUN != 0:
input_dir = Vector2()
return
var input_length : float = input_dir.length_squared()
if input_length > 0.1:
if anim_node_state_machine != null and not animation_run:
anim_node_state_machine.travel("run-loop")
animation_run = true
input_dir = input_dir.normalized()
animation_tree["parameters/run-loop/blend_position"] = input_dir
if (input_dir.y < 0.1):
model_rotation_node.transform.basis = Basis(Vector3(0, acos(input_dir.x) - PI / 2.0, 0))
else:
model_rotation_node.transform.basis = Basis()
else:
if anim_node_state_machine != null and animation_run:
anim_node_state_machine.travel("idle-loop")
animation_run = false
if queued_camera_rotaions.length_squared() > 1:
camera_pivot.rotate_delta(queued_camera_rotaions.x * 2.0, queued_camera_rotaions.y)
queued_camera_rotaions = Vector2()
if input_length > 0.1:
rotate_delta(camera_pivot.get_y_rot())
camera_pivot.set_y_rot(0.0)
func process_movement_player(delta : float) -> void:
var state : int = entity.getc_state()
if state & EntityEnums.ENTITY_STATE_TYPE_FLAG_ROOT != 0 or state & EntityEnums.ENTITY_STATE_TYPE_FLAG_STUN != 0:
moving = false
return
if input_dir.x > 0.1 or input_dir.y > 0.1 or input_dir.x < -0.1 or input_dir.y < -0.1:
var forward : Vector3 = Vector3(0, 0, 1).rotated(Vector3(0, 1, 0), deg2rad(y_rot))
var right : Vector3 = forward.cross(Vector3(0, 1, 0)) * -input_dir.x
forward *= input_dir.y #only potentially make it zero after getting the right vector
dir = forward
dir += right
if dir.length_squared() > 0.1:
dir = dir.normalized()
moving = true
entity.moved()
else:
dir = Vector3()
moving = false
vel.y += delta * GRAVITY
var hvel : Vector3 = vel
hvel.y = 0
var target : Vector3 = dir
target *= entity.get_stat(speed_stat_id).ccurrent
var accel
if dir.dot(hvel) > 0:
accel = ACCEL
else:
accel = DEACCEL
hvel = hvel.linear_interpolate(target, accel * delta) as Vector3
vel.x = hvel.x
vel.z = hvel.z
vel = move_and_slide(vel, Vector3(0,1,0), true, 4, deg2rad(MAX_SLOPE_ANGLE))
if multiplayer.has_network_peer():
if not multiplayer.is_network_server():
rpc_id(1, "sset_position", translation, rotation)
else:
sset_position(translation, rotation)
func process_movement_mob(delta : float) -> void:
if entity.starget != null:
look_at(entity.starget.get_body().translation, Vector3(0, 1, 0))
var state : int = entity.getc_state()
if state & EntityEnums.ENTITY_STATE_TYPE_FLAG_ROOT != 0 or state & EntityEnums.ENTITY_STATE_TYPE_FLAG_STUN != 0:
moving = false
return
if target_movement_direction.length_squared() > 0.1:
if anim_node_state_machine != null and not animation_run:
anim_node_state_machine.travel("run-loop")
animation_run = true
target_movement_direction = target_movement_direction.normalized()
moving = true
else:
if anim_node_state_machine != null and animation_run:
anim_node_state_machine.travel("idle-loop")
animation_run = false
moving = false
if target_movement_direction.x > 0.1 or target_movement_direction.y > 0.1 or target_movement_direction.x < -0.1 or target_movement_direction.y < -0.1:
y_rot = Vector2(0, 1).angle_to(target_movement_direction)
var forward : Vector3 = Vector3(0, 0, 1).rotated(Vector3(0, 1, 0), deg2rad(y_rot))
var right : Vector3 = forward.cross(Vector3(0, 1, 0)) * -target_movement_direction.x
forward *= target_movement_direction.y #only potentially make it zero after getting the right vector
dir = forward
dir += right
if dir.length_squared() > 0.1:
dir = dir.normalized()
moving = true
else:
dir = Vector3()
moving = false
if not moving and sleep:
return
if moving and sleep:
sleep = false
vel.y += delta * GRAVITY
var hvel : Vector3 = vel
hvel.y = 0
var target : Vector3 = dir
target *= entity.get_stat(speed_stat_id).ccurrent
var accel
if dir.dot(hvel) > 0:
accel = ACCEL
else:
accel = DEACCEL
hvel = hvel.linear_interpolate(target, accel * delta) as Vector3
vel.x = hvel.x
vel.z = hvel.z
var facing : Vector3 = vel
facing.y = 0
vel = move_and_slide(vel, Vector3(0,1,0), false, 4, deg2rad(MAX_SLOPE_ANGLE))
sset_position(translation, rotation)
if vel.length_squared() < 0.12:
sleep = true
if translation.y < -50.0:
print("killed mob with fall damage")
var sdi : SpellDamageInfo = SpellDamageInfo.new()
sdi.damage_source_type = SpellDamageInfo.DAMAGE_SOURCE_UNKNOWN
sdi.damage = 999999999
entity.stake_damage(sdi)
func _input(event: InputEvent) -> void:
if not cursor_grabbed:
set_process_input(false)
return
if event is InputEventMouseMotion and event.device != -1:
var s : float = ProjectSettings.get("display/mouse_cursor/sensitivity")
var relx : float = event.relative.x * s
var rely : float = event.relative.y * s
mouse_down_delta.x += relx
mouse_down_delta.y += rely
total_down_mouse_delta.x += relx
total_down_mouse_delta.y += rely
get_tree().set_input_as_handled()
if (mouse_right_down or mouse_left_down) and event.device != -1:
if mouse_right_down:
camera_pivot.rotate_delta(0.0, -event.relative.y)
rotate_delta(-event.relative.x)
else:
camera_pivot.rotate_delta(-relx, -rely)
func _unhandled_input(event: InputEvent) -> void:
if event is InputEventKey:
var ievkey : InputEventKey = event as InputEventKey
if ievkey.scancode == KEY_W:
key_up = ievkey.pressed
if ievkey.scancode == KEY_S:
key_down = ievkey.pressed
if ievkey.scancode == KEY_A:
key_left = ievkey.pressed
if ievkey.scancode == KEY_D:
key_right = ievkey.pressed
if event is InputEventMouseMotion and not (mouse_right_down or mouse_left_down) and event.device != -1:
cmouseover(event)
if event is InputEventMouseButton:
if event.button_index == BUTTON_LEFT and event.device != -1:
mouse_left_down = event.pressed
if mouse_left_down:
mouse_down_delta = Vector2()
mouse_down_pos = event.position
if event.button_index == BUTTON_RIGHT and event.device != -1:
mouse_right_down = event.pressed
if mouse_right_down:
rotate_delta(camera_pivot.get_y_rot())
camera_pivot.set_y_rot(0.0)
if mouse_left_down and mouse_right_down:
mouse_move_dir.y = -1
else:
mouse_move_dir.y = 0
if event.is_pressed() and event.device != -1:
if event.button_index == BUTTON_WHEEL_UP:
camera_pivot.camera_distance_set_delta(-0.2)
if event.button_index == BUTTON_WHEEL_DOWN:
camera_pivot.camera_distance_set_delta(0.2)
if not event.pressed and event.button_index == BUTTON_LEFT and event.device != -1:
if mouse_down_delta.length() < MOUSE_TARGET_MAX_OFFSET:
target(event.position)
if event is InputEventScreenTouch and event.pressed:
target(event.position)
update_cursor_mode()
func update_cursor_mode():
if mouse_left_down or mouse_right_down:
if not cursor_grabbed:
set_process_input(true)
total_down_mouse_delta = Vector2()
cursor_grabbed = true
last_cursor_pos = get_viewport().get_mouse_position()
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
else:
if cursor_grabbed:
set_process_input(false)
cursor_grabbed = false
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
get_viewport().warp_mouse(last_cursor_pos)
if total_down_mouse_delta.length_squared() < 8:
target(last_cursor_pos)
func rotate_delta(x_delta : float) -> void:
y_rot += x_delta
while y_rot > 360:
y_rot -= 360
while y_rot < 0:
y_rot += 360
rotation_degrees = Vector3(0.0, y_rot, 0.0)
func target(position : Vector2):
var from = camera.project_ray_origin(position)
var to = from + camera.project_ray_normal(position) * ray_length
var space_state = get_world().direct_space_state
var result = space_state.intersect_ray(from, to, [], collision_mask)
if result:
if result.collider and result.collider.owner is Entity:
var ent : Entity = result.collider.owner as Entity
entity.crequest_target_change(ent.get_path())
return
entity.crequest_target_change(NodePath())
else:
entity.crequest_target_change(NodePath())
func cmouseover(event):
var from = camera.project_ray_origin(event.position)
var to = from + camera.project_ray_normal(event.position) * ray_length
var space_state = get_world().direct_space_state
var result = space_state.intersect_ray(from, to, [], collision_mask)
if result:
if result.collider:# and result.collider.owner is Entity:
var mo : Entity = result.collider.owner as Entity
if mo == null:
return
if last_mouse_over != null and last_mouse_over != mo:
if is_instance_valid(last_mouse_over):
last_mouse_over.onc_mouse_exit()
last_mouse_over = null
if last_mouse_over == null:
mo.onc_mouse_enter()
last_mouse_over = mo
return
if last_mouse_over != null:
last_mouse_over.onc_mouse_exit()
last_mouse_over = null
func analog_force_change(vector, touchpad):
if touchpad.padname == "TouchPad":
touchpad_dir = vector
touchpad_dir.y *= -1
elif touchpad.padname == "TargetPad":
#try to target
return
func queue_camera_rotation(rot : Vector2) -> void:
queued_camera_rotaions += rot
remote func sset_position(position : Vector3, rotation : Vector3) -> void:
if multiplayer.network_peer and multiplayer.is_network_server():
entity.vrpc("cset_position", position, rotation)
if _controlled:
cset_position(position, rotation)
remote func cset_position(position : Vector3, rotation : Vector3) -> void:
translation = position
rotation = rotation
func _con_cast_started(info):
if anim_node_state_machine != null and not casting_anim:
anim_node_state_machine.travel("casting-loop")
casting_anim = true
animation_run = false
func _con_cast_failed(info):
if anim_node_state_machine != null and casting_anim:
anim_node_state_machine.travel("idle-loop")
casting_anim = false
if animation_run:
anim_node_state_machine.travel("run-loop")
func _con_cast_finished(info):
if anim_node_state_machine != null:
anim_node_state_machine.travel("cast-end")
casting_anim = false
if animation_run:
anim_node_state_machine.travel("run-loop")
func _con_spell_cast_success(info):
if anim_node_state_machine != null:
anim_node_state_machine.travel("cast-end")
casting_anim = false
if animation_run:
anim_node_state_machine.travel("run-loop")
func on_c_controlled_changed(val):
#create camera and pivot if true
_controlled = val
if val:
var cam_scene : PackedScene = ResourceLoader.load("res://data/camera/CameraPivot.tscn")
camera_pivot = cam_scene.instance() as Spatial
add_child(camera_pivot)
camera = camera_pivot.get_node("Camera") as Camera
var uiscn : PackedScene = ResourceLoader.load("res://ui/player_ui/player_ui.tscn")
var ui = uiscn.instance()
add_child(ui)
set_process_input(true)
set_process_unhandled_input(true)
else:
if camera_pivot:
camera_pivot.queue_free()
camera_pivot = null
camera = null
set_process_input(false)
set_process_unhandled_input(false)
var nameplatescn : PackedScene = ResourceLoader.load("res://ui/nameplates/NamePlate.tscn")
var nameplate = nameplatescn.instance()
add_child(nameplate)
func on_sdied(entity):
if dead:
return
dead = true
anim_node_state_machine.travel("dead")
set_physics_process(false)
remote func set_position(position : Vector3, rotation : Vector3) -> void:
if get_tree().is_network_server():
rpc("set_position", position, rotation)
func set_max_visible_distance(var value : float) -> void:
max_visible_distance_squared = value * value
max_visible_distance = value