# 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