Inventory, Weapons and refactoring

This commit is contained in:
anyreso 2024-05-07 14:21:10 +00:00
parent f43056d251
commit 6df677eda7
70 changed files with 1812 additions and 3895 deletions

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@ -0,0 +1,16 @@
[gd_scene load_steps=3 format=3 uid="uid://qb5sf7awdeui"]
[ext_resource type="Script" path="res://entities/components/explosive_damage_component.gd" id="1_alx3x"]
[sub_resource type="SphereShape3D" id="SphereShape3D_1htx7"]
radius = 5.0
[node name="ExplosiveDamage" type="Area3D"]
collision_mask = 13
script = ExtResource("1_alx3x")
[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
shape = SubResource("SphereShape3D_1htx7")
[connection signal="area_shape_entered" from="." to="." method="_on_area_shape_entered"]
[connection signal="body_entered" from="." to="." method="_on_body_entered"]

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@ -14,26 +14,39 @@
# along with this program. If not, see <https://www.gnu.org/licenses/>.
class_name ExplosiveDamageComponent extends Area3D
## Emitted when the scale tween is finished
signal finished
@export var damage : int = 35
@export var impulse_force : int = 1000
var damage_dealer : MatchParticipantComponent
var _damaged_objects : Dictionary= {
"bodies": [],
"areas": []
}
func _ready() -> void:
# this component only scans to apply explosion damage/impulse
# at the moment layers: 1 Object, 3 Damage, 4 Objective
monitorable = false
monitoring = true
collision_mask = 0b10000000_00000000_00000000_00001101
# scale explosive damage aoe
var tween : Tween = get_tree().create_tween()
tween.set_trans(Tween.TRANS_SINE)
tween.tween_property($CollisionShape3D,
"scale", Vector3.ONE, .3).from(Vector3.ZERO)
tween.tween_property($CollisionShape3D,
"scale", Vector3.ZERO, .1).from(Vector3.ONE)
tween.finished.connect(func() -> void: finished.emit(); queue_free())
func _physics_process(_delta : float) -> void:
for body in get_overlapping_bodies():
if body is RigidBody3D:
var center_of_mass_global_position : Vector3 = body.center_of_mass + body.global_position
var direction : Vector3 = ( center_of_mass_global_position - global_position).normalized()
body.apply_central_impulse(direction * impulse_force)
func _on_body_entered(body: Node3D) -> void:
if body is RigidBody3D and body not in _damaged_objects["bodies"]:
var center_of_mass_global_position : Vector3 = body.center_of_mass + body.global_position
var direction : Vector3 = ( center_of_mass_global_position - global_position).normalized()
body.apply_central_impulse(direction * impulse_force)
_damaged_objects["bodies"].append(body)
for area in get_overlapping_areas():
if area is HealthComponent and is_multiplayer_authority():
(area as HealthComponent).damage.rpc(damage, damage_dealer.player_id, damage_dealer.team_id)
set_physics_process(false)
func _on_area_shape_entered(_area_rid: RID, area: Area3D, _area_shape_index: int, _local_shape_index: int) -> void:
if area is HealthComponent and area not in _damaged_objects["areas"]:
if not is_multiplayer_authority():
return
assert(damage_dealer)
area.damage.rpc(damage, damage_dealer.player_id, damage_dealer.team_id)
_damaged_objects["areas"].append(area)

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@ -29,7 +29,7 @@ func _ready() -> void:
collision_layer = 0b00000000_00000000_00000000_00000100
monitoring = false
collision_mask = 0
heal_full()
call_deferred("heal_full")
@rpc("call_local", "reliable")
func damage(amount : float, damage_dealer_player_id : int, damage_dealer_team_id : int) -> void:

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@ -0,0 +1,74 @@
# This file is part of open-fpsz.
#
# This program is free software: you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation, either version 3 of the License, or
# (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program. If not, see <https://www.gnu.org/licenses/>.
## This component allows its entity to interact with pickable nodes
class_name Inventory extends Node3D
const _max_items = 3
## This is the total capacity of inventory.
@export_range(0, _max_items) var capacity : int = _max_items:
set(value):
capacity = clamp(value, 1, _max_items)
@export var selected : Node3D
signal selection_changed(selected : Node3D, index : int)
func _ready() -> void:
# make sure a child is selected if any
if not selected and get_child_count() > 0:
selected = get_child(0)
# make sure this inventory is linked to its owner
if not owner.inventory:
owner.inventory = self
## This method overrides [method Node.add_child] method to make sure not to exceed the inventory capacity
func _add_child(node: Node, force_readable_name: bool = false, internal: InternalMode = InternalMode.INTERNAL_MODE_DISABLED) -> void:
if get_child_count() <= capacity:
super.add_child(node, force_readable_name, internal)
else:
push_warning("inventory is full")
## This method cycles through the items in the inventory. If an item is already
## [member selected], it hides the current item, shifts by the specified number
## of items, and shows the new selected item. If no item is selected, it selects
## the first item. If the inventory is empty, it displays a warning message.
func cycle(shift : int = 1) -> void:
var child_count : int = get_child_count()
if selected:
selected.hide()
var index : int = wrapi(selected.get_index() + shift, 0, child_count)
selected = get_child(index)
selection_changed.emit(selected, index)
selected.show()
elif child_count > 0:
selected = get_child(0)
selection_changed.emit(selected, 0)
selected.show()
else:
push_warning("inventory is empty")
## This method moves the [member selected] cursor to a specific inventory item.
func select(index : int) -> void:
if selected:
selected.hide()
selected = get_child(index)
if selected:
selection_changed.emit(selected, index)
selected.show()
else:
selected = get_child(index)
if selected:
selection_changed.emit(selected, index)
selected.show()

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@ -13,7 +13,7 @@ signal nickname_changed(new_nickname : String)
player_id_changed.emit(player_id)
@export var team_id : int = 1
func _ready() -> void:
func _enter_tree() -> void:
root_path = "."
replication_config = SceneReplicationConfig.new()
for prop : String in ["player_id", "team_id", "nickname"]:

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@ -0,0 +1,31 @@
# This file is part of open-fpsz.
#
# This program is free software: you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation, either version 3 of the License, or
# (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program. If not, see <https://www.gnu.org/licenses/>.
class_name ProjectileSpawner extends Node3D
@export_category("Projectile")
@export var PROJECTILE : PackedScene
@export_range(0., 1., .01) var inheritance : float = .5 # ratio
func new_projectile(
projectile_type : Object,
owner_velocity : Vector3,
shooter : MatchParticipantComponent
) -> Node3D:
return projectile_type.new_projectile(
self,
owner_velocity * inheritance,
shooter,
PROJECTILE
)