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This commit is contained in:
parent
547c97bfba
commit
97c8292858
257 changed files with 7309 additions and 4637 deletions
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@ -1,16 +0,0 @@
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[gd_scene load_steps=3 format=3 uid="uid://qb5sf7awdeui"]
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[ext_resource type="Script" path="res://entities/components/explosive_damage/explosive_damage_component.gd" id="1_alx3x"]
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[sub_resource type="SphereShape3D" id="SphereShape3D_1htx7"]
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radius = 5.0
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[node name="ExplosiveDamage" type="Area3D"]
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collision_mask = 13
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script = ExtResource("1_alx3x")
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[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
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shape = SubResource("SphereShape3D_1htx7")
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[connection signal="area_shape_entered" from="." to="." method="_on_area_shape_entered"]
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[connection signal="body_entered" from="." to="." method="_on_body_entered"]
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@ -1,52 +0,0 @@
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# This file is part of open-fpsz.
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#
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# This program is free software: you can redistribute it and/or modify
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# it under the terms of the GNU General Public License as published by
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# the Free Software Foundation, either version 3 of the License, or
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# (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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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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class_name ExplosiveDamageComponent extends Area3D
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## Emitted when the scale tween is finished
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signal finished
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@export var damage : float = 89
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@export var impulse_force : int = 1000
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var damage_dealer : MatchParticipant
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var _damaged_objects : Dictionary= {
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"bodies": [],
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"areas": []
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}
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func _ready() -> void:
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# scale explosive damage aoe
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var tween : Tween = get_tree().create_tween()
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tween.set_trans(Tween.TRANS_SINE)
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tween.tween_property($CollisionShape3D,
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"scale", Vector3.ONE, .3).from(Vector3.ZERO)
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tween.tween_property($CollisionShape3D,
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"scale", Vector3.ZERO, .1).from(Vector3.ONE)
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tween.finished.connect(func() -> void: finished.emit(); queue_free())
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func _on_body_entered(body: Node3D) -> void:
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if body is RigidBody3D and body not in _damaged_objects["bodies"]:
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var center_of_mass_global_position : Vector3 = body.center_of_mass + body.global_position
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var direction : Vector3 = ( center_of_mass_global_position - global_position).normalized()
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body.apply_central_impulse(direction * impulse_force)
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_damaged_objects["bodies"].append(body)
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func _on_area_shape_entered(_area_rid: RID, area: Area3D, _area_shape_index: int, _local_shape_index: int) -> void:
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if area is HealthComponent and area not in _damaged_objects["areas"]:
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if not is_multiplayer_authority():
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return
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assert(damage_dealer)
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area.damage.rpc(damage, damage_dealer.player_id, damage_dealer.team_id)
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_damaged_objects["areas"].append(area)
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@ -15,40 +15,35 @@
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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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@export var max_throw_speed : float = 10.0
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@export var throw_force : int = 12
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@export var mesh : Node3D
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var _carried_flag : Flag
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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 = 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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var _flag : Flag
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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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if flag.state < Flag.FlagState.TAKEN:
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show()
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_flag = flag
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flag.grabbed.emit(self)
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func drop(dropper : Player) -> void:
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_release(Vector3.ZERO, 0.0, dropper)
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func drop(inherited_velocity : Vector3 = Vector3.ZERO) -> void:
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_release(inherited_velocity, 0)
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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 throw(inherited_velocity : Vector3 = Vector3.ZERO, _force: int = throw_force) -> void:
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_release(inherited_velocity, _force)
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func _release(inherited_velocity : Vector3, throw_speed : float, dropper : Player) -> void:
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if not _is_carrying() or !is_inside_tree():
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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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func _release(inherited_velocity : Vector3 = Vector3.ZERO, _force: int = throw_force) -> void:
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if not _flag or !is_inside_tree(): return
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_flag.dropped.emit(self)
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var impulse : Vector3 = _flag.mass * (inherited_velocity + global_basis.z * _force)
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_flag.apply_central_impulse(impulse) # wake up the flag
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# @NOTE: throw the flag from some distance in front of the player to avoid regrabbing mid-air
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# @FIXME: there is a small chance to send the flag under the map
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_flag.global_position = global_position + (global_basis.z * 1.7)
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# rotate carried flag based on flag carry global rotation
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_flag.global_rotation = Vector3(.0, global_rotation.y, .0)
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# drop reference to flag
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_flag = null
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# hide carried flag mesh
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hide()
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59
entities/components/health.gd
Normal file
59
entities/components/health.gd
Normal file
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@ -0,0 +1,59 @@
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# This file is part of open-fpsz.
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#
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# This program is free software: you can redistribute it and/or modify
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# it under the terms of the GNU General Public License as published by
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# the Free Software Foundation, either version 3 of the License, or
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# (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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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 class defines a Health component for entities.
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class_name Health extends Area3D
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## An entity with this component can be either dead or alive.
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enum HealthState { DEAD, ALIVE }
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## Emitted when a peer damaged this component too much.
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signal killed(by_peer_id:int)
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## Emitted when value is exhausted.
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signal exhausted()
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## Emitted when the value is updated.
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signal updated(new_value:int)
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## Emitted when the health component is damaged.
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signal damaged(source: Node, target: Node, amount: int)
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@export var collider:CollisionShape3D
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@export var max_value:int = 255
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@export var value:int = 255:
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set = set_value
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@export var state : HealthState = HealthState.ALIVE
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func _ready() -> void:
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# only collide with the layer 3 named "Damage", disable monitoring completely
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collision_layer = 0b00000000_00000000_00000000_00000100
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collision_mask = 0
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monitoring = false
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func set_value(new_value:int) -> void:
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value = clampi(new_value, 0, max_value)
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updated.emit(value)
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@rpc("authority", "call_local", "reliable")
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func damage(amount:int, by_peer_id:int) -> void:
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value -= amount
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if value == 0 and state != HealthState.DEAD:
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state = HealthState.DEAD
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killed.emit(by_peer_id)
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exhausted.emit(owner)
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@rpc("authority", "call_local", "reliable")
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func heal(amount:int = max_value) -> void:
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# add strictly positive amount to value
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value += clampi(amount, 1, max_value)
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state = HealthState.ALIVE
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@ -1,52 +0,0 @@
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# This file is part of open-fpsz.
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#
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# This program is free software: you can redistribute it and/or modify
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# it under the terms of the GNU General Public License as published by
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# the Free Software Foundation, either version 3 of the License, or
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# (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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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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class_name HealthComponent extends Area3D
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@export var match_participant : MatchParticipant
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@export var max_health : int = 255
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@export var health : int = 255:
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set(new_health):
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health = new_health
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health_changed.emit(new_health)
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signal health_zeroed(killer_id : int)
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signal health_changed(new_health : int)
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func _ready() -> void:
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# only collide with the "Damage" layer, disable monitoring completely
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collision_layer = 0b00000000_00000000_00000000_00000100
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monitoring = false
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collision_mask = 0
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call_deferred("heal_full")
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@rpc("call_local", "reliable")
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func damage(amount : int, damage_dealer_player_id : int, damage_dealer_team_id : int) -> void:
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if (damage_dealer_team_id == match_participant.team_id) and (damage_dealer_player_id != match_participant.player_id):
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return
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health = clampi(health - amount, 0, max_health)
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if health == 0:
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health_zeroed.emit(damage_dealer_player_id)
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@rpc("call_local", "reliable")
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func _heal(amount : int) -> void:
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health = clampi(health + amount, 0, max_health)
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func heal_full() -> void:
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if not is_multiplayer_authority():
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return
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_heal.rpc(max_health)
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@ -1,4 +1,5 @@
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# This file is part of open-fpsz.
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# copyright (c) 2024 - anyreso & open-fpsz contributors
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#
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# This program is free software: you can redistribute it and/or modify
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# it under the terms of the GNU General Public License as published by
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@ -12,63 +13,65 @@
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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 pickable nodes
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@tool
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## This component allows its entity to hold [Weapon] nodes.
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class_name Inventory extends Node3D
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signal selection_changed(index : int)
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signal selected(node: Node)
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signal unselected(node: Node)
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const _max_items = 3
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## This is the total capacity of inventory.
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@export_range(0, _max_items) var capacity : int = _max_items:
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set(value):
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capacity = clamp(value, 1, _max_items)
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@export var selected : Node3D
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@export_range(0, _max_items - 1) var cursor : int = 0:
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set = set_cursor
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signal selection_changed(selected : Node3D, index : int)
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# Function to set the cursor position in the inventory
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func set_cursor(new_cursor: int) -> void:
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# Ensure the cursor is within the valid range
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if new_cursor >= 0 and new_cursor < _max_items:
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# emit unselected signal
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_emit_child(unselected, cursor)
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# update cursor position
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cursor = new_cursor
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# emit selected signal
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_emit_child(selected, cursor)
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# helper function to emit the selected signal for the current cursor position
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func _emit_child(sig: Signal, idx: int) -> void:
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var child : Node = get_child(idx)
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if child:
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sig.emit(child)
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func _ready() -> void:
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# make sure a child is selected if any
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if not selected and get_child_count() > 0:
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selected = get_child(0)
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# make sure this inventory is linked to its owner
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if not owner.inventory:
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owner.inventory = self
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unselected.connect(_on_unselected)
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selected.connect(_on_selected)
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func _on_unselected(node: Node) -> void:
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node.hide()
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func _on_selected(node: Node) -> void:
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node.show()
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## This method overrides [method Node.add_child] method to make sure not to exceed the inventory capacity
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func _add_child(node: Node, force_readable_name: bool = false, internal: InternalMode = InternalMode.INTERNAL_MODE_DISABLED) -> void:
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## This method overrides [method Node.add_child] to make sure not to exceed
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## inventory capacity.
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func _add_child(node: Node, force_readable_name: bool = false,
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internal: InternalMode = InternalMode.INTERNAL_MODE_DISABLED) -> void:
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if get_child_count() <= capacity:
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super.add_child(node, force_readable_name, internal)
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else:
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push_warning("inventory is full")
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## This method cycles through the items in the inventory. If an item is already
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## [member selected], it hides the current item, shifts by the specified number
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## of items, and shows the new selected item. If no item is selected, it selects
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## the first item. If the inventory is empty, it displays a warning message.
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func cycle(shift : int = 1) -> void:
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var child_count : int = get_child_count()
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if selected:
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selected.hide()
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var index : int = wrapi(selected.get_index() + shift, 0, child_count)
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selected = get_child(index)
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selection_changed.emit(selected, index)
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selected.show()
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elif child_count > 0:
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selected = get_child(0)
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selection_changed.emit(selected, 0)
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selected.show()
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else:
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push_warning("inventory is empty")
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## This method moves the [member selected] cursor to a specific inventory item.
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## This method moves the [member selection] cursor to specified item index.
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func select(index : int) -> void:
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if selected:
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selected.hide()
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selected = get_child(index)
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if selected:
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selection_changed.emit(selected, index)
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selected.show()
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else:
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selected = get_child(index)
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if selected:
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selection_changed.emit(selected, index)
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selected.show()
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cursor = wrapi(index, 0, get_child_count())
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## This method cycles through items in the inventory.
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func cycle(shift : int = 1) -> void:
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select(cursor + shift)
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|
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@ -1,20 +0,0 @@
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class_name MatchParticipant extends Node
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signal player_id_changed(new_player_id : int)
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signal username_changed(new_username : String)
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signal team_id_changed(new_team_id : int)
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@export var username : String = "Newblood":
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set(value):
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username = value
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username_changed.emit(username)
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@export var player_id : int:
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set(value):
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player_id = value
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player_id_changed.emit(player_id)
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@export var team_id : int = 1:
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set(value):
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team_id = value
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team_id_changed.emit(team_id)
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@ -1,31 +0,0 @@
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|||
# 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/>.
|
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class_name ProjectileSpawner extends Node3D
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@export_category("Projectile")
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@export var PROJECTILE : PackedScene
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@export_range(0., 1., .01) var inheritance : float = .5 # ratio
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func new_projectile(
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projectile_type : Object,
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owner_velocity : Vector3,
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shooter : MatchParticipant
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) -> Node3D:
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return projectile_type.new_projectile(
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self,
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owner_velocity * inheritance,
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shooter,
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||||
PROJECTILE
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||||
)
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||||
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Reference in a new issue