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