Implement Teams and disallow team damage in Rabbit

This commit is contained in:
Squinty 2024-04-26 15:49:43 +00:00
parent 1a19e5edfa
commit ac8bd2d07c
10 changed files with 46 additions and 23 deletions

View file

@ -27,6 +27,6 @@ func _physics_process(_delta : float) -> void:
for area in get_overlapping_areas():
if area is HealthComponent and is_multiplayer_authority():
area.damage.rpc(damage, damage_dealer.player_id)
(area as HealthComponent).damage.rpc(damage, damage_dealer.player_id, damage_dealer.team_id)
set_physics_process(false)

View file

@ -38,9 +38,9 @@ func _grab(flag : Flag) -> void:
_carried_flag = flag
show()
func _release(inherited_velocity : Vector3, throw_speed : float) -> void:
func _release(inherited_velocity : Vector3, throw_speed : float, dropper : Player) -> void:
if _is_carrying():
_carried_flag.drop()
_carried_flag.drop(dropper)
_carried_flag.rotation_degrees.x = 0.0
_carried_flag.linear_velocity = inherited_velocity + (global_basis.z * throw_speed)
# Throw the flag from some distance in front of the player to avoid regrabbing mid-air
@ -55,8 +55,8 @@ func _sensor_on_body_entered(collider : Flag) -> void:
if collider is Flag:
_grab(collider)
func drop() -> void:
_release(Vector3.ZERO, 0.0)
func drop(dropper : Player) -> void:
_release(Vector3.ZERO, 0.0, dropper)
func throw(inherited_velocity : Vector3) -> void:
_release(inherited_velocity, max_throw_speed)
func throw(inherited_velocity : Vector3, dropper : Player) -> void:
_release(inherited_velocity, max_throw_speed, dropper)

View file

@ -19,6 +19,7 @@ class_name HealthComponent extends Area3D
set(value):
health = value
health_changed.emit(value)
@export var _player : Player
signal health_zeroed(killer_id : int)
signal health_changed(value : float)
@ -26,13 +27,16 @@ signal health_changed(value : float)
func _ready() -> void:
heal_full()
@rpc("call_local")
func damage(amount : float, damage_dealer_id : int) -> void:
@rpc("call_local", "reliable")
func damage(amount : float, damage_dealer_id : int, damage_dealer_team_id : int) -> void:
if damage_dealer_team_id == _player.team_id:
return
health = clampf(health - amount, 0.0, max_health)
if health == 0.0:
health_zeroed.emit(damage_dealer_id)
@rpc("call_local")
@rpc("call_local", "reliable")
func _heal(amount : float) -> void:
health = clampf(health + amount, 0.0, max_health)