|
extends CharacterBody3D |
|
class_name Player |
|
|
|
enum PlayerState {IDLE, RUN} |
|
const SPEED : float = 5.0 |
|
const JUMP_VELOCITY : float = 4.5 |
|
|
|
@export var look_sensitivity: float = 0.005 |
|
@export var is_controlled: bool = false |
|
@export var reload_speed_ms := 500.0 |
|
|
|
@onready var camera_pivot : Node3D = $CameraPivot |
|
@onready var character : CharacterModel = $TbotModel |
|
@onready var first_person_camera : Camera3D = $CameraPivot/FirstPersonCamera3d |
|
@onready var third_person_camera : Camera3D = $CameraPivot/ThirdPersonCamera3d |
|
@onready var camera_raycast : RayCast3D = $CameraPivot/FirstPersonCamera3d/RayCast3D |
|
@onready var Proj = preload("res://projectile.tscn") |
|
@onready var ai_controller: AIController3D = $CameraPivot/AIController |
|
@onready var health_system = $HealthSystem |
|
|
|
# Get the gravity from the project settings to be synced with RigidBody nodes. |
|
var gravity = ProjectSettings.get_setting("physics/3d/default_gravity") |
|
var player_state := PlayerState.IDLE |
|
var input_dir : Vector2 |
|
var can_shoot := true |
|
var needs_respawn = false |
|
var human_control = false |
|
var team = -1 |
|
|
|
func _ready(): |
|
health_system.init(self) |
|
third_person_camera.current = is_controlled |
|
CameraManager.register_player(self) |
|
ai_controller.init(self) |
|
$PlayerHitBox._player = self |
|
|
|
func set_team(value): |
|
team = value |
|
# for detection of different team classes |
|
ai_controller.set_team(team) |
|
# update the material of the tbot model |
|
character.set_team(team) |
|
|
|
# update the collision mask |
|
if team == 0: |
|
$PlayerHitBox.collision_layer = $PlayerHitBox.collision_layer | 8 |
|
$PlayerHitBox.collision_mask = $PlayerHitBox.collision_mask | 8 |
|
elif team == 1: |
|
$PlayerHitBox.collision_layer = $PlayerHitBox.collision_layer | 16 |
|
$PlayerHitBox.collision_mask = $PlayerHitBox.collision_mask | 16 |
|
|
|
func respawn(): |
|
GameManager.respawn(self) |
|
camera_pivot.rotation.x = 0 |
|
health_system.reset() |
|
ai_controller.reset() |
|
needs_respawn = false |
|
|
|
func died(): |
|
ai_controller.done = true |
|
respawn() |
|
|
|
|
|
func _shoot(): |
|
if !can_shoot: |
|
return |
|
|
|
|
|
var hit_location = global_position + -camera_raycast.global_transform.basis.z * 100.0 |
|
|
|
if camera_raycast.is_colliding(): |
|
hit_location = camera_raycast.get_collision_point() |
|
|
|
var projectile = Proj.instantiate() |
|
add_child(projectile) |
|
projectile.set_as_top_level(true) |
|
|
|
projectile.shooter = self |
|
projectile.set_team(team) |
|
var info = character.get_gun_info() |
|
|
|
projectile.global_position = info |
|
projectile.look_at(hit_location) |
|
projectile.velocity = -projectile.transform.basis.z * projectile.speed |
|
|
|
can_shoot = false |
|
await get_tree().create_timer(reload_speed_ms/1000.0).timeout |
|
can_shoot = true |
|
|
|
func _unhandled_input(event): |
|
if !human_control and (!is_controlled or ai_controller.heuristic == "model"): |
|
return |
|
|
|
if event is InputEventMouseMotion: |
|
rotate_y(-event.relative.x * look_sensitivity) |
|
camera_pivot.rotate_x(-event.relative.y * look_sensitivity) |
|
camera_pivot.rotation.x = clamp(camera_pivot.rotation.x, deg_to_rad(-70), deg_to_rad(70)) |
|
character.set_camera_angle(camera_pivot.rotation.x) |
|
|
|
func _physics_process(delta): |
|
# Add the gravity. |
|
if not is_on_floor(): |
|
velocity.y -= gravity * delta |
|
|
|
if needs_respawn: |
|
respawn() |
|
|
|
if !is_controlled and ai_controller.heuristic == "human": |
|
return |
|
|
|
if Input.is_action_just_pressed("human_control"): |
|
human_control = !human_control |
|
# Handle Jump. |
|
var jump |
|
var shoot |
|
if human_control or ai_controller.heuristic == "human": |
|
jump = Input.is_action_just_pressed("jump") |
|
shoot = Input.is_action_just_pressed("shoot") |
|
input_dir = Input.get_vector("move_left", "move_right", "move_forward", "move_backward") |
|
else: |
|
jump = ai_controller.jump_action |
|
shoot = ai_controller.shoot_action |
|
input_dir = ai_controller.movement_action |
|
var look_dir = ai_controller.look_action |
|
|
|
rotate_y(-look_dir.x * look_sensitivity*4.0) |
|
camera_pivot.rotate_x(-look_dir.y * look_sensitivity*4.0) |
|
camera_pivot.rotation.x = clamp(camera_pivot.rotation.x, deg_to_rad(-70), deg_to_rad(70)) |
|
character.set_camera_angle(camera_pivot.rotation.x) |
|
|
|
if jump and is_on_floor(): |
|
velocity.y = JUMP_VELOCITY |
|
|
|
# if camera_raycast.is_colliding(): |
|
# var hit_location = camera_raycast.get_collision_point() |
|
# $HitDebug.global_position = hit_location |
|
# |
|
# |
|
# var muzzle_location = character.get_gun_info() + transform.basis.x*0.02 +transform.basis.y*0.02 |
|
# var midpoint = muzzle_location + (hit_location - muzzle_location)/2 |
|
# $LaserSight.global_position = muzzle_location |
|
# $LaserSight.look_at(hit_location) |
|
# $LaserSight.rotate_x(deg_to_rad(90)) |
|
# $LaserSight.global_position = midpoint |
|
# $LaserSight.mesh.height = (hit_location - muzzle_location).length() |
|
|
|
|
|
# Get the input direction and handle the movement/deceleration. |
|
# As good practice, you should replace UI actions with custom gameplay actions. |
|
|
|
var direction = (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized() |
|
if direction: |
|
velocity.x = direction.x * SPEED |
|
velocity.z = direction.z * SPEED |
|
else: |
|
velocity.x = move_toward(velocity.x, 0, SPEED) |
|
velocity.z = move_toward(velocity.z, 0, SPEED) |
|
|
|
if shoot: |
|
_shoot() |
|
move_and_slide() |
|
|
|
if Input.is_action_just_pressed("ui_cancel"): |
|
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED if Input.mouse_mode == Input.MOUSE_MODE_VISIBLE else Input.MOUSE_MODE_VISIBLE |
|
|
|
# State logic |
|
match player_state: |
|
PlayerState.IDLE: |
|
character.set_velocity(transform.basis.inverse() * velocity) |
|
if velocity.length() > 0.01 and is_on_floor(): |
|
player_state = PlayerState.RUN |
|
character.transition_to(character.States.RUN) |
|
|
|
PlayerState.RUN: |
|
if velocity.length() < 0.01 and is_on_floor(): |
|
player_state = PlayerState.IDLE |
|
velocity = Vector3.ZERO |
|
character.transition_to(character.States.IDLE) |
|
|
|
|
|
func hit_player(other_player): |
|
if other_player == self: |
|
#print("player hit self") |
|
return |
|
if team != -1 and other_player.team == team: |
|
return |
|
|
|
ai_controller.reward += 1.0 |
|
|
|
# Camera toggling, refactor to manager? |
|
func activate_first_person(): |
|
character.toggle_model_mesh(false) |
|
first_person_camera.make_current() |
|
|
|
func activate_third_person(): |
|
character.toggle_model_mesh(true) |
|
third_person_camera.make_current() |
|
|
|
func activate_control(): |
|
is_controlled = true |
|
return |
|
|
|
func deactivate_control(): |
|
is_controlled = false |
|
character.toggle_model_mesh(true) |
|
|
|
|
|
func _on_player_hit_box_area_entered(area): |
|
if area is Projectile and area.shooter != self: |
|
if team != -1 and area.shooter.team != team: |
|
health_system.take_damage(area.damage) |
|
|