liblast/Game/Assets/Weapons/Weapon.gd

128 lines
5.0 KiB
GDScript

extends Node3D
#Hand Camera Head Player
@onready var main = get_tree().root.get_node("Main")
@onready var hud = main.get_node("HUD")
@onready var score_rank = hud.get_node("ScoreRank")
@onready var player = get_parent().get_parent().get_parent().get_parent()
@onready var camera = get_parent().get_parent()
@onready var ejector = find_node("Ejector")
@onready var muzzle = find_node("Muzzle")
var casing = preload("res://Assets/Weapons/Handgun/Casing.tscn")
var flash = preload("res://Assets/Effects/MuzzleFlash.tscn")
var tracer = preload("res://Assets/Effects/BulletTracer.tscn")
var impact_wall = preload("res://Assets/Effects/ImpactSparks.tscn")
var impact_player = preload("res://Assets/Effects/ImpactBlood.tscn")
# accuracy
var spread_min = 1
var spread_max = 64
var spread_lerp = 0.01
var spread_boost = 16
var spread = spread_min
# Declare member variables here. Examples:
# var a = 2
# var b = "text"
#enum Trigger {TRIGGER_PRIMARY, TRIGGER_SECONDARY}
@rpc(any, sync, reliable) func shoot(spread_offset:=Vector3.ZERO):
var space_state = get_world_3d().direct_space_state
var from = camera.get_global_transform().origin
var aim = - camera.get_global_transform().basis[2]
var to = from + (aim * 1000) + spread_offset
var ray = space_state.intersect_ray(from, to, [player])
$"Handgun/SFX/Shoot A".play()
$"Handgun/SFX/Shoot B".play()
$"Handgun/SFX/Shoot C".play()
$Handgun/AnimationPlayer.play("Shoot", 0, 2.5)
var flash_effect = flash.instantiate()
var tracer_effect = tracer.instantiate()
get_parent().add_child(flash_effect)
get_tree().root.add_child(tracer_effect)
flash_effect.global_transform = muzzle.global_transform
tracer_effect.global_transform = muzzle.global_transform.looking_at(to)
var casing_instance = casing.instantiate()
get_tree().root.add_child(casing_instance)
casing_instance.global_transform = ejector.global_transform.translated(player.linear_velocity / 60) #approximating delta
casing_instance.linear_velocity = ejector.global_transform.basis[1] * randf_range(3.2, 4.5) + (player.linear_velocity / 2)
casing_instance.angular_velocity.y += randf_range(-10, 10)
casing_instance.angular_velocity.x += randf_range(-10, 10)
var impact_vfx
if ray: # did we hit anything?
if ray['collider'].has_method(&'damage'):
if is_multiplayer_authority(): #get_tree().multiplayer.get_multiplayer_unique_id() == 1: # make sure this can only run on the server
#print("SHOT HIT ", ray['collider'])
ray['collider'].damage(20) # apply damage
if main.player_list.get(ray['collider'].get_multiplayer_authority()).health <= 0: # if he ded
ray['collider'].rpc(&'die', self.get_multiplayer_authority())
main.player_list.players[player.get_multiplayer_authority()].score += 1 # give the killer a point
main.rpc(&'player_list_update', main.player_list.get(player.get_multiplayer_authority()).serialize(), player.get_multiplayer_authority())
hud.get_node("Crosshair").kill()
main.check_game_win_condition()
# check for firstblood
if main.player_list.players[player.get_multiplayer_authority()].score == 1:
var firstblood = true
for i in main.player_list.players.keys():
if i != player.get_multiplayer_authority() and main.player_list.players[i].score > 0:
firstblood = false
if firstblood:
main.get_node("Announcer").speak(main.get_node("Announcer").firstblood)
# check for revenge (payback) - don't play if this is a duel, it'd be silly
if main.player_list.players.size() > 2 and ray['collider'].get_multiplayer_authority() == player.revenge_pid:
main.get_node("Announcer").speak(main.get_node("Announcer").payback)
player.revenge_pid = -1 # reset revenge
else:
hud.get_node("Crosshair").hit()
# boardcast the new health value to all peers
main.rpc(&'player_list_update', main.player_list.get(ray['collider'].get_multiplayer_authority()).serialize(), ray['collider'].get_multiplayer_authority())
main.update_hud()
impact_vfx = impact_player.instantiate()
else:
impact_vfx = impact_wall.instantiate()
if impact_vfx != null:
impact_vfx.global_transform = impact_vfx.global_transform.looking_at(ray['normal'])
impact_vfx.global_transform.origin = ray['position']
get_tree().root.add_child(impact_vfx)
#print(ray)
func trigger(index: int, active: bool) -> void:
#print("Weapon " + str(name) + ", Trigger " + str(index) + ", active: " + str(active))
if index == 0 and active and $Handgun/AnimationPlayer.is_playing() == false:
spread = min(spread + spread_boost, spread_max)
var spread_offset = Vector3.ZERO
spread_offset.x = randf_range(-1,1)
spread_offset.y = randf_range(-1,1)
spread_offset.z = randf_range(-1,1)
spread_offset = spread_offset.normalized() * randf_range(spread_min, spread)
rpc(&'shoot', spread_offset)
# Called when the node enters the scene tree for the first time.
func _ready():
# align the sound source with the head to produce balanced stereo
pass #$Handgun/SFX/Shoot.global_transform = camera.global_transform