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liblast/Game/Assets/Weapons/Weapon.gd

191 lines
6.9 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 flyby_sound = preload("res://Assets/Audio/BulletFlyBySoundPlayer.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_peer, call_local, 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 physics_ray_query_parameters_3d = PhysicsRayQueryParameters3D.new()
physics_ray_query_parameters_3d.from = from
physics_ray_query_parameters_3d.to = to
physics_ray_query_parameters_3d.exclude = [player]
var ray = space_state.intersect_ray(physics_ray_query_parameters_3d)
$"SFX/Shoot A".play()
$"SFX/Shoot B".play()
$"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)
if ray:
if is_multiplayer_authority(): # only do this on the attacker's local instance of the game
give_damage(ray['collider'], ray['position'], ray['normal'], 20, self.global_transform.origin, Globals.DamageType.BULLET, 1.0)
### bullet flyby sounds
if ray: # if we hit something - use that to evaluate the flyby sound
to = ray['position']
var flyby_camera = get_tree().get_root().get_camera_3d()
if flyby_camera == camera: # don't spawn flyby sound for the shooter
return
var x := Vector3.ZERO
var A = from
var B = to
var C = flyby_camera.global_transform.origin
var d0 = (B - A).dot(A - C)
var d1 = (B - A).dot(B - C)
if d0 < 0 and d1 < 0:
print("Firing away from the camera")
elif d0 > 0 and d1 > 0:
print("Bullet hit before passing by")
else:
var X = d0/(d0-d1)
var flyby = flyby_sound.instantiate()
get_tree().root.add_child(flyby)
flyby.global_transform.origin = A + X * (B - A)
#print("===")
#print(X)
#print("===")
#flyby.global_transform.origin = A + x * (B - A)
# TODO - spawn
return # skip the rest - it's deprecated code
####################### DEPRACATED ↓↓↓↓↓↓↓↓
var impact_vfx
if ray: # did we hit anything?
if ray['collider'].has_method(&'receive_damage') && is_multiplayer_authority():
ray['collider'].rpc(&'damage', 20, get_multiplayer_authority(), global_transform.origin) # apply damage
return
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'].rpc(&'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()
ray['collider'].rpc(&'moan')
# 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()
pass
# 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)
####################### DEPRACATED ↑↑↑↑↑↑↑↑
func give_damage(target: Node, hit_position: Vector3, hit_normal: Vector3, damage: int, source_position: Vector3, type: Globals.DamageType, push: float):
if target.has_method(&'take_damage'): # we've hit a player or something else - the ywill handle everything like effects etc.
target.rpc(&'take_damage', get_multiplayer_authority(), hit_position, hit_normal, damage, source_position, type, push)
else:
# TODO take data from the material of the target and spawn an appropriate hit effect
var impact_vfx = impact_wall.instantiate()
impact_vfx.global_transform = impact_vfx.global_transform.looking_at(hit_normal)
impact_vfx.global_transform.origin = hit_position
get_tree().root.add_child(impact_vfx)
func trigger(index: int, active: bool) -> void:
#print("Weapon " + str(name) + ", Trigger " + str(index) + ", active: " + str(active))
if index == 0 and active and $Handgun/AnimationPlayer.is_playing() == false:
spread = min(spread + spread_boost, spread_max)
var spread_offset = Vector3.ZERO
spread_offset.x = randf_range(-1,1)
spread_offset.y = randf_range(-1,1)
spread_offset.z = randf_range(-1,1)
spread_offset = spread_offset.normalized() * randf_range(spread_min, spread)
rpc(&'shoot', spread_offset)
# Called when the node enters the scene tree for the first time.
func _ready():
# align the sound source with the head to produce balanced stereo
pass #$SFX/Shoot.global_transform = camera.global_transform