broken_seals_2d/game/player/Player.gd

413 lines
11 KiB
GDScript

extends "PlayerGDBase.gd"
class_name PlayerGD
# Copyright Péter Magyar relintai@gmail.com
# MIT License, functionality from this class needs to be protable to the entity spell system
# Copyright (c) 2019 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 world_path : String = ".."
export(NodePath) var model_path : NodePath = "Rotation_Helper/Model"
const ray_length = 1000
const ACCEL : float = 100.0
const DEACCEL : float = 100.0
const MOUSE_TARGET_MAX_OFFSET : int = 10
var _on : bool = true
var y_rot : float = 0.0
var vel : Vector2 = Vector2()
var dir : Vector2 = Vector2()
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 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 : Camera2D
var animation_run : bool = false
var moving : bool = false
var casting_anim : bool = false
var last_mouse_over : Entity = null
var world : Node2D = null
func _ready() -> void:
camera = $Body/Camera as Camera2D
world = get_node(world_path) as Node2D
func _physics_process(delta : float) -> void:
if world.initial_generation:
return
process_input(delta)
process_movement(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 = 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()
dir = input_dir.normalized()
if input_length > 0.1:
#handle_graphic_facing(abs(dir.dot(Vector2(0, 1))) > 0.9)
get_character_skeleton().update_facing(dir)
get_character_skeleton().get_animation_tree().set("parameters/walking/blend_amount", input_dir.length())
func process_movement(delta : float) -> void:
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 (input_dir.length_squared() > 0.1):
moving = true
moved()
else:
moving = false
var hvel = vel
var target = dir
target *= get_speed().ccurrent
var accel
if dir.dot(hvel) > 0:
accel = ACCEL
else:
accel = DEACCEL
hvel = hvel.linear_interpolate(target, accel*delta)
vel = hvel
vel = get_body().move_and_slide(vel)
if multiplayer.has_network_peer():
if not multiplayer.is_network_server():
rpc_id(1, "sset_position", get_body().position)
else:
sset_position(get_body().position)
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()
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_dir = (event.position - get_body().get_viewport_rect().size / 2).normalized()
else:
mouse_dir = Vector2()
# 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.pressed and event.button_index == BUTTON_RIGHT and event.device != -1:
target(event.position)
if event is InputEventScreenTouch and event.pressed:
target(event.position)
if event is InputEventMouseMotion and mouse_left_down and event.device != -1:
mouse_dir = (event.position - get_body().get_viewport_rect().size / 2).normalized()
func target(position : Vector2):
var space_state = get_body().get_world_2d().direct_space_state
var results = space_state.intersect_point(world.make_canvas_position_local(position), 32, [], get_body().get_collision_layer())
#var results = space_state.intersect_point(position, 32, [], 2)
if results:
for result in results:
if result.collider and result.collider.owner is Entity:
crequest_target_change((result.collider.owner as Node).get_path())
return
crequest_target_change(NodePath())
else:
crequest_target_change(NodePath())
func cmouseover(event):
var space_state = get_body().get_world_2d().direct_space_state
var results = space_state.intersect_point(world.make_canvas_position_local(get_body().position), 32, [], get_body().get_collision_layer())
#var results = space_state.intersect_point(position, 32, [], 2)
if results:
for result in results:
if result.collider and result.collider.owner is Entity:
var mo : Entity = result.collider.owner as Entity
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: Vector2, touchpad) -> void:
if touchpad.padname == "TouchPad":
touchpad_dir = vector
touchpad_dir.y *= -1
elif touchpad.padname == "TargetPad":
#try to target
return
remote func sset_position(pposition : Vector2) -> void:
if get_network_master() != 1:
print(str(get_network_master()) + "psset")
if multiplayer.network_peer and multiplayer.is_network_server():
vrpc("cset_position", pposition)
cset_position(pposition)
remote func cset_position(pposition : Vector2) -> void:
if get_network_master() != 1:
print(str(get_network_master()) + " pcset")
get_body().position = pposition
func _moved() -> void:
if sis_casting():
sfail_cast()
func _setup():
setup_actionbars()
func _con_target_changed(entity: Entity, old_target: Entity) -> void:
if is_instance_valid(old_target):
old_target.onc_untargeted()
if is_instance_valid(ctarget):
ctarget.onc_targeted()
if canc_interact():
crequest_interact()
#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 _son_xp_gained(value : int) -> void:
if not Entities.get_xp_data().can_level_up(gets_level()):
return
var xpr : int = Entities.get_xp_data().get_xp(gets_level());
if xpr <= sxp:
slevelup(1)
sxp = 0
func _son_level_up(level: int) -> void:
if sentity_data == null:
return
var ecd : EntityClassData = sentity_data.entity_class_data
if ecd == null:
return
sfree_spell_points += ecd.spell_points_per_level * level
sfree_talent_points += level
for i in range(Stat.MAIN_STAT_ID_COUNT):
var st : int = sentity_data.entity_class_data.get_stat_data().get_level_stat_data().get_stat_diff(i, slevel - level, slevel)
var statid : int = i + Stat.MAIN_STAT_ID_START
var stat : Stat = get_stat_int(statid)
var sm : StatModifier = stat.get_modifier(0)
sm.base_mod += st
#func _con_xp_gained(value):
# print(value)
func _scraft(id):
if not hass_craft_recipe_id(id):
return
var recipe : CraftRecipe = gets_craft_recipe_id(id)
if recipe == null:
return
for i in range(recipe.required_tools_count):
var mat : CraftRecipeHelper = recipe.get_required_tool(i)
if mat == null:
continue
if not sbag.has_item(mat.item, mat.count):
return
for i in range(recipe.required_materials_count):
var mat : CraftRecipeHelper = recipe.get_required_material(i)
if mat == null:
continue
if not sbag.has_item(mat.item, mat.count):
return
#ok, player has everything
for i in range(recipe.required_materials_count):
var mat : CraftRecipeHelper = recipe.get_required_material(i)
if mat == null:
continue
sbag.remove_items(mat.item, mat.count)
var item : ItemInstance = recipe.item.item.create_item_instance()
sbag.add_item(item)
func _from_dict(dict):
._from_dict(dict)
randomize()
sseed = randi()