broken_seals_roguelike/game/player/DisplayEntity.gd

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GDScript3
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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 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 (float) var MOUSE_SENSITIVITY : float = 0.05
export (String) var map_path : String
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 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 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 last_mouse_over : Entity = null
func _ready() -> void:
camera = $CameraPivot/Camera as Camera
camera_pivot = $CameraPivot as Spatial
animation_tree = get_character_skeleton().get_animation_tree()
if animation_tree != null:
anim_node_state_machine = animation_tree["parameters/playback"]
set_process(true)
func _physics_process(delta : float) -> void:
if not _on:
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()
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
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()
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.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
moved()
else:
dir = Vector3()
moving = 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
# vel = move_and_slide(vel, Vector3(0,1,0), false, 4, deg2rad(MAX_SLOPE_ANGLE))
if get_tree().network_peer:
if get_tree().is_network_server():
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rset_position(get_body().position, get_body().rotation)
else:
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rpc("set_position", get_body().position, get_body().rotation)
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_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_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 target(position : Vector2):
var from = camera.project_ray_origin(position)
var to = from + camera.project_ray_normal(position) * ray_length
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var space_state = get_body().get_world_2d().direct_space_state
var result = space_state.intersect_ray(from, to, [], 2)
if result:
print(result)
if result.collider and result.collider is Entity:
var ent : Entity = result.collider as Entity
crequest_target_change(ent.get_path())
return
crequest_target_change(NodePath())
else:
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
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var space_state = get_body().get_world_2d().direct_space_state
var result = space_state.intersect_ray(from, to, [], 2)
if result:
if result.collider and result.collider is Entity:
var mo : Entity = result.collider 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, touchpad):
if touchpad.padname == "TouchPad":
touchpad_dir = vector
touchpad_dir.x *= -1
elif touchpad.padname == "TargetPad":
#try to target
return
func queue_camera_rotation(rot : Vector2) -> void:
queued_camera_rotaions += rot
remote func rset_position(pposition : Vector2, protation : float) -> void:
if get_tree().is_network_server():
rpc("set_position", pposition, protation)
func _moved() -> void:
if sis_casting():
sfail_cast()
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func _con_target_changed(entity: Node, old_target: Node) -> 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_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