2019-12-21 02:07:43 +01:00
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extends Entity
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2019-12-22 22:47:22 +01:00
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# Copyright Péter Magyar relintai@gmail.com
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# MIT License, functionality from this class needs to be protable to the entity spell system
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2019-12-22 19:27:49 +01:00
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# Copyright (c) 2019 Péter Magyar
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2019-12-22 22:47:22 +01:00
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2019-12-22 19:27:49 +01:00
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# Permission is hereby granted, free of charge, to any person obtaining a copy
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# of this software and associated documentation files (the "Software"), to deal
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# in the Software without restriction, including without limitation the rights
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# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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# copies of the Software, and to permit persons to whom the Software is
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# furnished to do so, subject to the following conditions:
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2019-12-22 22:47:22 +01:00
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#
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2019-12-22 19:27:49 +01:00
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# The above copyright notice and this permission notice shall be included in all
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# copies or substantial portions of the Software.
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2019-12-22 22:47:22 +01:00
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2019-12-22 19:27:49 +01:00
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# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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# SOFTWARE.
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2019-12-21 02:07:43 +01:00
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export (float) var MOUSE_SENSITIVITY : float = 0.05
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export (String) var map_path : String
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const ray_length = 1000
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const ACCEL : float = 100.0
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const DEACCEL : float = 100.0
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const GRAVITY : float = -24.8
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const JUMP_SPEED : float = 3.8
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const MAX_SLOPE_ANGLE : float = 40.0
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const MOUSE_TARGET_MAX_OFFSET : int = 10
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var _on : bool = true
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var y_rot : float = 0.0
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var vel : Vector3 = Vector3()
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var dir : Vector3 = Vector3()
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var input_dir : Vector2 = Vector2()
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var mouse_dir : Vector2 = Vector2()
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var mouse_move_dir : Vector2 = Vector2()
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var mouse_left_down : bool = false
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var mouse_right_down : bool = false
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var touchpad_dir : Vector2 = Vector2()
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var mouse_down_delta : Vector2 = Vector2()
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var queued_camera_rotaions : Vector2 = Vector2()
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var key_left : bool = false
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var key_right : bool = false
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var key_up : bool = false
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var key_down : bool = false
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var cursor_grabbed : bool = false
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var last_cursor_pos : Vector2 = Vector2()
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var mouse_down_pos : Vector2 = Vector2()
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var total_down_mouse_delta : Vector2 = Vector2()
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var camera : Camera
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var camera_pivot : Spatial
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var animation_tree : AnimationTree
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var anim_node_state_machine : AnimationNodeStateMachinePlayback = null
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var animation_run : bool = false
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var moving : bool = false
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var casting_anim : bool = false
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var last_mouse_over : Entity = null
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func _ready() -> void:
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camera = $CameraPivot/Camera as Camera
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camera_pivot = $CameraPivot as Spatial
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animation_tree = get_character_skeleton().get_animation_tree()
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if animation_tree != null:
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anim_node_state_machine = animation_tree["parameters/playback"]
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set_process(true)
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func _physics_process(delta : float) -> void:
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if not _on:
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return
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process_input(delta)
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process_movement(delta)
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func process_input(delta: float) -> void:
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var key_dir : Vector2 = Vector2()
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if key_up:
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key_dir.y += 1
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if key_down:
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key_dir.y -= 1
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if key_left:
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key_dir.x += 1
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if key_right:
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key_dir.x -= 1
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input_dir = key_dir + mouse_dir + touchpad_dir + mouse_move_dir
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var state : int = getc_state()
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if state & EntityEnums.ENTITY_STATE_TYPE_FLAG_ROOT != 0 or state & EntityEnums.ENTITY_STATE_TYPE_FLAG_STUN != 0:
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input_dir = Vector2()
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return
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var input_length : float = input_dir.length_squared()
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if input_length > 0.1:
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if anim_node_state_machine != null and not animation_run:
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anim_node_state_machine.travel("run-loop")
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animation_run = true
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input_dir = input_dir.normalized()
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animation_tree["parameters/run-loop/blend_position"] = input_dir
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else:
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if anim_node_state_machine != null and animation_run:
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anim_node_state_machine.travel("idle-loop")
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animation_run = false
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if queued_camera_rotaions.length_squared() > 1:
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camera_pivot.rotate_delta(queued_camera_rotaions.x * 2.0, -queued_camera_rotaions.y)
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queued_camera_rotaions = Vector2()
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func process_movement(delta : float) -> void:
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var state : int = getc_state()
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if state & EntityEnums.ENTITY_STATE_TYPE_FLAG_ROOT != 0 or state & EntityEnums.ENTITY_STATE_TYPE_FLAG_STUN != 0:
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moving = false
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return
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if input_dir.x > 0.1 or input_dir.y > 0.1 or input_dir.x < -0.1 or input_dir.y < -0.1:
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var forward : Vector3 = Vector3(0, 0, 1).rotated(Vector3(0, 1, 0), deg2rad(y_rot))
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var right : Vector3 = forward.cross(Vector3(0, 1, 0)) * -input_dir.x
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forward *= input_dir.y #only potentially make it zero after getting the right vector
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dir = forward
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dir += right
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if dir.length_squared() > 0.1:
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dir = dir.normalized()
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moving = true
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moved()
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else:
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dir = Vector3()
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moving = false
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vel.y += delta * GRAVITY
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var hvel : Vector3 = vel
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hvel.y = 0
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var target : Vector3 = dir
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target *= get_speed().ccurrent
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var accel
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if dir.dot(hvel) > 0:
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accel = ACCEL
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else:
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accel = DEACCEL
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hvel = hvel.linear_interpolate(target, accel * delta) as Vector3
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vel.x = hvel.x
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vel.z = hvel.z
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# vel = move_and_slide(vel, Vector3(0,1,0), false, 4, deg2rad(MAX_SLOPE_ANGLE))
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if get_tree().network_peer:
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if get_tree().is_network_server():
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rset_position(position, rotation)
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else:
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rpc("set_position", position, rotation)
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func _input(event: InputEvent) -> void:
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if not cursor_grabbed:
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set_process_input(false)
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return
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if event is InputEventMouseMotion and event.device != -1:
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var s : float = ProjectSettings.get("display/mouse_cursor/sensitivity")
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var relx : float = event.relative.x * s
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var rely : float = event.relative.y * s
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mouse_down_delta.x += relx
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mouse_down_delta.y += rely
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total_down_mouse_delta.x += relx
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total_down_mouse_delta.y += rely
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get_tree().set_input_as_handled()
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func _unhandled_input(event: InputEvent) -> void:
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if event is InputEventKey:
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var ievkey : InputEventKey = event as InputEventKey
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if ievkey.scancode == KEY_W:
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key_up = ievkey.pressed
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if ievkey.scancode == KEY_S:
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key_down = ievkey.pressed
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if ievkey.scancode == KEY_A:
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key_left = ievkey.pressed
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if ievkey.scancode == KEY_D:
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key_right = ievkey.pressed
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if event is InputEventMouseMotion and not (mouse_right_down or mouse_left_down) and event.device != -1:
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cmouseover(event)
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if event is InputEventMouseButton:
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if event.button_index == BUTTON_LEFT and event.device != -1:
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mouse_left_down = event.pressed
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if mouse_left_down:
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mouse_down_delta = Vector2()
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mouse_down_pos = event.position
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if event.button_index == BUTTON_RIGHT and event.device != -1:
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mouse_right_down = event.pressed
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if mouse_left_down and mouse_right_down:
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mouse_move_dir.y = 1
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else:
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mouse_move_dir.y = 0
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if event.is_pressed() and event.device != -1:
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if event.button_index == BUTTON_WHEEL_UP:
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camera_pivot.camera_distance_set_delta(-0.2)
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if event.button_index == BUTTON_WHEEL_DOWN:
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camera_pivot.camera_distance_set_delta(0.2)
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if not event.pressed and event.button_index == BUTTON_LEFT and event.device != -1:
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if mouse_down_delta.length() < MOUSE_TARGET_MAX_OFFSET:
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target(event.position)
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if event is InputEventScreenTouch and event.pressed:
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target(event.position)
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update_cursor_mode()
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func update_cursor_mode():
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if mouse_left_down or mouse_right_down:
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if not cursor_grabbed:
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set_process_input(true)
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total_down_mouse_delta = Vector2()
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cursor_grabbed = true
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last_cursor_pos = get_viewport().get_mouse_position()
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Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
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else:
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if cursor_grabbed:
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set_process_input(false)
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cursor_grabbed = false
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Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
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get_viewport().warp_mouse(last_cursor_pos)
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if total_down_mouse_delta.length_squared() < 8:
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target(last_cursor_pos)
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func target(position : Vector2):
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var from = camera.project_ray_origin(position)
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var to = from + camera.project_ray_normal(position) * ray_length
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var space_state = get_world_2d().direct_space_state
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var result = space_state.intersect_ray(from, to, [], 2)
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if result:
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print(result)
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if result.collider and result.collider is Entity:
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var ent : Entity = result.collider as Entity
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crequest_target_change(ent.get_path())
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return
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crequest_target_change(NodePath())
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else:
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crequest_target_change(NodePath())
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func cmouseover(event):
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var from = camera.project_ray_origin(event.position)
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var to = from + camera.project_ray_normal(event.position) * ray_length
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var space_state = get_world_2d().direct_space_state
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var result = space_state.intersect_ray(from, to, [], 2)
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if result:
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if result.collider and result.collider is Entity:
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var mo : Entity = result.collider as Entity
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if last_mouse_over != null and last_mouse_over != mo:
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if is_instance_valid(last_mouse_over):
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last_mouse_over.onc_mouse_exit()
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last_mouse_over = null
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if last_mouse_over == null:
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mo.onc_mouse_enter()
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last_mouse_over = mo
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return
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if last_mouse_over != null:
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last_mouse_over.onc_mouse_exit()
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last_mouse_over = null
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func analog_force_change(vector, touchpad):
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if touchpad.padname == "TouchPad":
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touchpad_dir = vector
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touchpad_dir.x *= -1
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elif touchpad.padname == "TargetPad":
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#try to target
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return
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func queue_camera_rotation(rot : Vector2) -> void:
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queued_camera_rotaions += rot
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remote func rset_position(pposition : Vector2, protation : float) -> void:
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if get_tree().is_network_server():
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rpc("set_position", pposition, protation)
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func _moved() -> void:
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if sis_casting():
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sfail_cast()
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func _con_target_changed(entity: Entity, old_target: Entity) -> void:
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if is_instance_valid(old_target):
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old_target.onc_untargeted()
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if is_instance_valid(ctarget):
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ctarget.onc_targeted()
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if canc_interact():
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crequest_interact()
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func _con_cast_started(info):
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if anim_node_state_machine != null and not casting_anim:
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anim_node_state_machine.travel("casting-loop")
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casting_anim = true
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animation_run = false
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func _con_cast_failed(info):
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if anim_node_state_machine != null and casting_anim:
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anim_node_state_machine.travel("idle-loop")
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casting_anim = false
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if animation_run:
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anim_node_state_machine.travel("run-loop")
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func _con_cast_finished(info):
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if anim_node_state_machine != null:
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anim_node_state_machine.travel("cast-end")
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casting_anim = false
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if animation_run:
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anim_node_state_machine.travel("run-loop")
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func _con_spell_cast_success(info):
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if anim_node_state_machine != null:
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anim_node_state_machine.travel("cast-end")
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casting_anim = false
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if animation_run:
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anim_node_state_machine.travel("run-loop")
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func _son_level_up(level: int) -> void:
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if sentity_data == null:
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return
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var ecd : EntityClassData = sentity_data.entity_class_data
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if ecd == null:
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return
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sfree_spell_points += ecd.spell_points_per_level * level
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sfree_talent_points += level
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for i in range(Stat.MAIN_STAT_ID_COUNT):
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var st : int = sentity_data.entity_class_data.get_stat_data().get_level_stat_data().get_stat_diff(i, slevel - level, slevel)
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var statid : int = i + Stat.MAIN_STAT_ID_START
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var stat : Stat = get_stat_int(statid)
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var sm : StatModifier = stat.get_modifier(0)
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sm.base_mod += st
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