mirror of
https://github.com/Relintai/broken_seals_roguelike.git
synced 2024-12-25 06:17:10 +01:00
413 lines
11 KiB
GDScript
413 lines
11 KiB
GDScript
extends "PlayerGDBase.gd"
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class_name PlayerGD
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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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# Copyright (c) 2019 Péter Magyar
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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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#
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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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# 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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export(String) var world_path : String = ".."
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export(NodePath) var model_path : NodePath = "Rotation_Helper/Model"
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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 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 : Vector2 = Vector2()
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var dir : Vector2 = Vector2()
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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 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 : Camera2D
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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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var world : Navigation2D = null
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func _ready() -> void:
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camera = $Camera as Camera2D
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world = get_node(world_path) as Navigation2D
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func _physics_process(delta : float) -> void:
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if world.initial_generation:
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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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dir = input_dir.normalized()
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if input_length > 0.1:
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#handle_graphic_facing(abs(dir.dot(Vector2(0, 1))) > 0.9)
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get_character_skeleton().update_facing(dir)
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get_character_skeleton().get_animation_tree().set("parameters/walking/blend_amount", input_dir.length())
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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.length_squared() > 0.1):
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moving = true
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moved()
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else:
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moving = false
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var hvel = vel
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var target = 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)
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vel = hvel
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vel = move_and_slide(vel)
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if multiplayer.has_network_peer():
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if not multiplayer.is_network_server():
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rpc_id(1, "sset_position", position)
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else:
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sset_position(position)
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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_dir = (event.position - get_viewport_rect().size / 2).normalized()
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else:
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mouse_dir = Vector2()
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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.pressed and event.button_index == BUTTON_RIGHT and event.device != -1:
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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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if event is InputEventMouseMotion and mouse_left_down and event.device != -1:
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mouse_dir = (event.position - get_viewport_rect().size / 2).normalized()
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func target(position : Vector2):
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var space_state = get_world_2d().direct_space_state
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var results = space_state.intersect_point(world.make_canvas_position_local(position), 32, [], 2)
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#var results = space_state.intersect_point(position, 32, [], 2)
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if results:
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for result in results:
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if result.collider and result.collider is Entity:
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crequest_target_change((result.collider as Node).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 space_state = get_world_2d().direct_space_state
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var results = space_state.intersect_point(world.make_canvas_position_local(position), 32, [], 2)
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#var results = space_state.intersect_point(position, 32, [], 2)
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if results:
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for result in results:
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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: Vector2, touchpad) -> void:
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if touchpad.padname == "TouchPad":
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touchpad_dir = vector
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touchpad_dir.y *= -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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remote func sset_position(pposition : Vector2) -> void:
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if get_network_master() != 1:
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print(str(get_network_master()) + "psset")
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if multiplayer.network_peer and multiplayer.is_network_server():
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vrpc("cset_position", pposition)
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cset_position(pposition)
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remote func cset_position(pposition : Vector2) -> void:
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if get_network_master() != 1:
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print(str(get_network_master()) + " pcset")
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position = pposition
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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 _setup():
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setup_actionbars()
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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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#
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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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#
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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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#
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# if animation_run:
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# anim_node_state_machine.travel("run-loop")
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func _son_xp_gained(value : int) -> void:
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if not Entities.get_xp_data().can_level_up(gets_level()):
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return
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var xpr : int = Entities.get_xp_data().get_xp(gets_level());
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if xpr <= sxp:
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slevelup(1)
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sxp = 0
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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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#func _con_xp_gained(value):
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# print(value)
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func _scraft(id):
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if not hass_craft_recipe_id(id):
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return
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var recipe : CraftRecipe = gets_craft_recipe_id(id)
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if recipe == null:
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return
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for i in range(recipe.required_tools_count):
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var mat : CraftRecipeHelper = recipe.get_required_tool(i)
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if mat == null:
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continue
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if not sbag.has_item(mat.item, mat.count):
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return
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for i in range(recipe.required_materials_count):
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var mat : CraftRecipeHelper = recipe.get_required_material(i)
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if mat == null:
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continue
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if not sbag.has_item(mat.item, mat.count):
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return
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#ok, player has everything
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for i in range(recipe.required_materials_count):
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var mat : CraftRecipeHelper = recipe.get_required_material(i)
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if mat == null:
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continue
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sbag.remove_items(mat.item, mat.count)
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var item : ItemInstance = recipe.item.item.create_item_instance()
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sbag.add_item(item)
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func _from_dict(dict):
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._from_dict(dict)
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randomize()
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sseed = randi()
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