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