extends Entity # 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. #export (String) var map_path : String 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 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 var _on : bool = true var y_rot : float = 0.0 var vel : Vector3 = Vector3() var dir : Vector3 = Vector3() var target_movement_direction : Vector2 = Vector2() var animation_tree : AnimationTree var anim_node_state_machine : AnimationNodeStateMachinePlayback = null var animation_run : bool = false var moving : bool = false var sleep : bool = false var dead : bool = false var death_timer : float = 0 var _world : VoxelWorld = null func _ready() -> void: animation_tree = get_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) ai_state = EntityEnums.AI_STATE_PATROL func _enter_tree(): _world = get_node("..") as VoxelWorld set_process(true) set_physics_process(true) func _process(delta : float) -> void: if dead: death_timer += delta if death_timer > 60: queue_free() 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 - get_body().translation dstv.y = 0 var dst : float = dstv.length_squared() if dst > max_visible_distance_squared: if get_body().visible: get_body().hide() return else: # var lod_level : int = int(dst / max_visible_distance_squared * 3.0) if dst < 400: #20^2 get_character_skeleton().set_lod_level(0) elif dst > 400 and dst < 900: #20^2, 30^2 get_character_skeleton().set_lod_level(1) else: get_character_skeleton().set_lod_level(2) if not get_body().visible: get_body().show() func _physics_process(delta : float) -> void: if not _on: return if sentity_data == null: return if dead: return if _world != null: if not _world.is_position_walkable(get_body().transform.origin): return process_movement(delta) func process_movement(delta : float) -> void: if starget != null: get_body().look_at(starget.get_body().translation, Vector3(0, 1, 0)) var state : int = 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 *= get_speed().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 = get_body().move_and_slide(vel, Vector3(0,1,0), false, 4, deg2rad(MAX_SLOPE_ANGLE)) sset_position(get_body().translation, get_body().rotation) if vel.length_squared() < 0.12: sleep = true if get_body().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 stake_damage(sdi) func rotate_delta(x_delta : float) -> void: y_rot += x_delta if y_rot > 360: y_rot = 0 if y_rot < 0: y_rot = 360 get_body().rotation_degrees = Vector3(0.0, y_rot, 0.0) func sstart_attack(entity : Entity) -> void: ai_state = EntityEnums.AI_STATE_ATTACK starget = entity func _onc_mouse_enter() -> void: if centity_interaction_type == EntityEnums.ENITIY_INTERACTION_TYPE_LOOT: Input.set_default_cursor_shape(Input.CURSOR_CROSS) else: Input.set_default_cursor_shape(Input.CURSOR_MOVE) func _onc_mouse_exit() -> void: Input.set_default_cursor_shape(Input.CURSOR_ARROW) func _son_death(): if dead: return if starget == null: queue_free() return #warning-ignore:unused_variable for i in range(gets_aura_count()): removes_aura(gets_aura(0)) dead = true var ldiff : float = scharacter_level - starget.scharacter_level + 10.0 if ldiff < 0: ldiff = 0 if ldiff > 15: ldiff = 15 ldiff /= 10.0 starget.adds_xp(int(5.0 * scharacter_level * ldiff)) starget = null sentity_interaction_type = EntityEnums.ENITIY_INTERACTION_TYPE_LOOT ai_state = EntityEnums.AI_STATE_OFF anim_node_state_machine.travel("dead") # set_process(false) 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 _son_damage_dealt(data): if ai_state != EntityEnums.AI_STATE_ATTACK and data.dealer != self: sstart_attack(data.dealer) func _con_damage_dealt(info : SpellDamageInfo) -> void: # if info.dealer == WorldNumbers.damage(get_body().translation, 1.6, info.damage, info.crit) func _con_heal_dealt(info : SpellHealInfo) -> void: WorldNumbers.heal(get_body().translation, 1.6, info.heal, info.crit) func _moved() -> void: if sis_casting(): sfail_cast() func set_max_visible_distance(var value : float) -> void: max_visible_distance_squared = value * value max_visible_distance = value #func _setup(): # sentity_name = sentity_data.text_name func _son_xp_gained(value : int) -> void: if not ESS.get_resource_db().get_xp_data().can_character_level_up(gets_character_level()): return var xpr : int = ESS.get_resource_db().get_xp_data().get_character_xp(gets_character_level()); if xpr <= scharacter_xp: scharacter_levelup(1) scharacter_xp = 0 func _son_class_level_up(value: int): ._son_class_level_up(value) refresh_spells(value) func _son_character_level_up(value: int) -> void: ._son_character_level_up(value) refresh_spells(value) func refresh_spells(value: int): if gets_free_spell_points() == 0 and gets_free_talent_points() == 0: return var ecd : EntityClassData = sentity_data.entity_class_data if ecd == null: return var arr : Array = Array() for i in range(ecd.get_num_spells()): arr.append(ecd.get_spell(i)) randomize() arr.shuffle() for _v in range(value): for i in range(arr.size()): var spell : Spell = arr[i] if not hass_spell(spell): var spnum :int = gets_spell_count() crequest_spell_learn(spell.id) if spnum != gets_spell_count(): break if sfree_spell_points == 0: break if sfree_spell_points == 0: break func sset_position(position : Vector3, rotation : Vector3) -> void: if multiplayer.network_peer and multiplayer.is_network_server(): # cset_position(position, rotation) vrpc("cset_position", position, rotation) remote func cset_position(position : Vector3, rotation : Vector3) -> void: get_body().translation = position get_body().rotation = rotation