👽 interstellar delivery

This commit is contained in:
anyreso 2024-10-16 21:43:01 +00:00
parent 547c97bfba
commit 97c8292858
257 changed files with 7309 additions and 4637 deletions

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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/>.
class_name ArcProjectile extends ExplosiveProjectile
var _g: float = ProjectSettings.get_setting("physics/3d/default_gravity") # in m/s²
var _gravity: Vector3 = _g * ProjectSettings.get_setting("physics/3d/default_gravity_vector")
func _physics_process(delta : float) -> void:
# compute motion
var previous_global_position : Vector3 = global_position
# apply gravity
velocity += _gravity * delta
# compute new position
global_position += velocity * delta
# handle collision
if shape_cast:
shape_cast.target_position = to_local(previous_global_position)
if shape_cast.is_colliding():
destroy(shape_cast.collision_result[0].point)

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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/>.
## This class defines an explosive damage area.
##
## It detects nearby bodies within a radius defined by a child [CollisionShape3D]
## or [CollisionPolygon3D] and also initiates a blast that applies impulse and
## damages to detected bodies based on their distance from the explosion.
class_name ExplosiveDamage extends Area3D
## The base amount of damage.
@export var damage: int = 1
## The magnitude of blast force, in Newtons.
@export var blast_force: int = 1500
## A factor that determines how damage decreases with distance from the explosion center.
@export var falloff: Curve
## The entity responsible for dealing damage.
var source: Node = null
# The number of physics frames to process for blast detection.
var _blast_frames: int = 0
func _init() -> void:
if not body_shape_entered.is_connected(_on_body_shape_entered):
body_shape_entered.connect(_on_body_shape_entered)
# queue free area after processing few frames (enough for body detection)
func _physics_process(_delta: float) -> void:
_blast_frames += 1
if _blast_frames >= 2:
queue_free()
# overlapping bodies signal handler
func _on_body_shape_entered(_body_rid: RID, body: Node, _body_shape_idx: int, local_shape_idx: int) -> void:
# retrieve area shape
var shape : SphereShape3D = shape_owner_get_shape(
shape_find_owner(local_shape_idx), local_shape_idx)
# retrieve vector from current node origin to body global center of mass
var direction: Vector3 = (body.global_transform.origin + body.center_of_mass) - global_transform.origin
# sample curve texture if any to get falloff value at current distance
var weight := 1.0
if falloff:
weight = falloff.sample(direction.length() / shape.radius)
# handle blast
if body is RigidBody3D:
var impulse: Vector3 = direction.normalized() * (1000 * weight)
# apply body impulse based on distance from explosion origin
body.apply_impulse(impulse, global_transform.origin)
# handle blast damages
if body is Player:
# deal damage based on distance from explosion origin
body.damage.emit(source, body, damage * weight)

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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/>.
class_name ExplosiveProjectile extends Projectile
@export var EXPLOSION:PackedScene
func destroy(location:Vector3 = global_position) -> void:
var explosion : Node3D = EXPLOSION.instantiate()
add_sibling(explosion)
explosion.global_position = location
explosion.source = source
queue_free()

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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/>.
## This class defines a projectile.
class_name Projectile extends Node3D
# @NOTE: while it's the correct fundamental constant, we're really looking
# for « terminal velocity » here instead because earth is not a vacuum
const _speed_of_light := 299792458 # in m/s
## The initial speed when launched, measured in meters per second (m/s or mps).
@export_range(0, _speed_of_light) var speed : float = 42
## The time before it automatically self-destructs (never by default), measured in seconds (s).
@export var lifespan : float = 0.
## A knockback impulse applied to bodies it collides with, in Newtons.
@export var knockback: int
## The base amount of damage.
@export var damage: int
## The [param source] that launched this projectile.
var source: Node
var deflectable:bool = false
var inheritance:Vector3 = Vector3.ZERO
var shape_cast : ShapeCast3D = null
var velocity:Vector3 = Vector3.ZERO
func _init() -> void:
# do not inherit transform from parent
top_level = true
# ensure projectile has shape
ready.connect(func() -> void:
for child in get_children():
if child is ShapeCast3D:
shape_cast = child
assert(shape_cast)
if lifespan > 0:
get_tree().create_timer(lifespan).timeout.connect(destroy)
)
func destroy(_location: Vector3 = global_position) -> void:
queue_free()
func _physics_process(delta : float) -> void:
# compute motion
var previous_global_position : Vector3 = global_position
# compute new position
global_position += velocity * delta
# handle collision
if shape_cast:
shape_cast.target_position = to_local(previous_global_position)
if shape_cast.is_colliding():
destroy(shape_cast.collision_result[0].point)