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✨ flag refactoring
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21 changed files with 389 additions and 198 deletions
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@ -12,51 +12,43 @@
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#
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# You should have received a copy of the GNU General Public License
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# along with this program. If not, see <https://www.gnu.org/licenses/>.
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## This component allows its entity to interact with flags
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class_name FlagCarryComponent extends Node3D
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## This component allows its entity to grab, carry and throw flags
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##
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## To work correctly the owner MUST set an attachment point for carried flags
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## and a sensor to detect when flags are within grab range
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@export var max_throw_speed : float = 10.0
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@export var sensor : Area3D
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@export var carrier : Player
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@export var mesh : Node3D
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var _carried_flag : Flag
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func _ready() -> void:
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sensor.body_entered.connect(_sensor_on_body_entered)
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func _physics_process(_delta : float) -> void:
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func _process(_delta : float) -> void:
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if _is_carrying():
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_carried_flag.global_position = global_position
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_carried_flag.global_rotation = global_rotation
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func _grab(flag : Flag) -> void:
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if not _is_carrying():
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flag.grab(carrier)
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_carried_flag = flag
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show()
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func _release(inherited_velocity : Vector3, throw_speed : float, dropper : Player) -> void:
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if _is_carrying():
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_carried_flag.drop(dropper)
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_carried_flag.rotation_degrees.x = 0.0
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_carried_flag.linear_velocity = inherited_velocity + (global_basis.z * throw_speed)
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# Throw the flag from some distance in front of the player to avoid regrabbing mid-air
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_carried_flag.global_position = carrier.global_position + (global_basis.z * 1.7)
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_carried_flag = null
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hide()
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_carried_flag.global_rotation = Vector3(.0, global_rotation.y, .0)
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func _is_carrying() -> bool:
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return _carried_flag != null
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func _sensor_on_body_entered(collider : Flag) -> void:
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if collider is Flag:
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_grab(collider)
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func grab(flag : Flag) -> void:
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if not _is_carrying():
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flag.grabbed.emit(owner)
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_carried_flag = flag
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show()
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func drop(dropper : Player) -> void:
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_release(Vector3.ZERO, 0.0, dropper)
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func throw(inherited_velocity : Vector3, dropper : Player) -> void:
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_release(inherited_velocity, max_throw_speed, dropper)
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func _release(inherited_velocity : Vector3, throw_speed : float, dropper : Player) -> void:
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if not _is_carrying():
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return
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# update carried flag global rotation based on component global rotation
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_carried_flag.global_rotation = Vector3(.0, global_rotation.y, .0)
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_carried_flag.linear_velocity = inherited_velocity + (global_basis.z * throw_speed)
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# Throw the flag from some distance in front of the player to avoid regrabbing mid-air
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_carried_flag.global_position = owner.global_position + (global_basis.z * 1.7)
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_carried_flag.dropped.emit(dropper)
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_carried_flag = null
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hide()
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