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10 Commits
gamemodes-
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master
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|
||||
script = ExtResource("1_trgm5")
|
|
@ -1,7 +1,7 @@
|
|||
[gd_scene load_steps=3 format=3 uid="uid://dvrv2bfmotivm"]
|
||||
|
||||
[ext_resource type="Texture2D" uid="uid://bmuo2tbe3r8ih" path="res://textures/logo/ammo.svg" id="1_p3k0o"]
|
||||
[ext_resource type="Script" path="res://scripts/kill_log_entry.gd" id="1_tki6n"]
|
||||
[ext_resource type="Script" path="res://scripts/KillLogEntry.gd" id="1_tki6n"]
|
||||
|
||||
[node name="kill_log_entry" type="HBoxContainer"]
|
||||
offset_right = 311.0
|
||||
|
|
|
@ -57,7 +57,7 @@ mesh = ExtResource("2_7hcoq")
|
|||
surface_material_override/0 = SubResource("StandardMaterial3D_0suq1")
|
||||
|
||||
[node name="raycast" type="RayCast3D" parent="Head/Camera/Hand/knife"]
|
||||
transform = Transform3D(1, -2.38419e-07, -1.49012e-08, -5.96046e-08, 1, 0, 0, -1.11759e-08, 1, -0.04988, 2.15182, 0.0228496)
|
||||
transform = Transform3D(-0.499475, -0.84915, -0.171667, 0.861274, -0.508089, 0.00733016, -0.0934463, -0.144191, 0.985128, -0.04988, 2.15182, 0.02285)
|
||||
|
||||
[node name="pistol" parent="Head/Camera/Hand" instance=ExtResource("2_nxbij")]
|
||||
transform = Transform3D(1, 0, -3.55271e-15, 0, 1, 0, 3.55271e-15, 0, 1, 2.38419e-07, -0.0344509, 0.118615)
|
||||
|
|
|
@ -0,0 +1,11 @@
|
|||
extends MeshInstance3D
|
||||
|
||||
func init(start, end):
|
||||
var draw_mesh = ImmediateMesh.new()
|
||||
mesh = draw_mesh
|
||||
draw_mesh.surface_begin(Mesh.PRIMITIVE_LINES, material_override)
|
||||
draw_mesh.surface_add_vertex(to_local(start))
|
||||
draw_mesh.surface_add_vertex(to_local(end))
|
||||
draw_mesh.surface_end()
|
||||
await get_tree().create_timer(1).timeout
|
||||
free()
|
|
@ -1,5 +1,6 @@
|
|||
extends Node
|
||||
|
||||
|
||||
var Weapons = {
|
||||
"knife" = {
|
||||
"number": 0,
|
||||
|
@ -18,9 +19,30 @@ var Weapons = {
|
|||
}
|
||||
}
|
||||
|
||||
var properties_example = {
|
||||
HP = 100,
|
||||
AP = 100,
|
||||
HACK = 1.0,
|
||||
class_type = 0,
|
||||
is_playable = false,
|
||||
internal_id = 0,
|
||||
nickname = "Unnamed",
|
||||
ready = false,
|
||||
current_weapon = Weapons["knife"].duplicate(),
|
||||
weapons = Weapons.duplicate(),
|
||||
last_shot = 0,
|
||||
reloading = false,
|
||||
position = Vector3(0, 5, 0)
|
||||
}
|
||||
|
||||
var client_settings
|
||||
var server_settings
|
||||
|
||||
func apply_weapon_settings(s: Dictionary): #game/weapons/weapon
|
||||
for weapon in s.values():
|
||||
Weapons[s.find_key(weapon)] = weapon
|
||||
print("New weapons: " + str(Weapons))
|
||||
|
||||
func _ready():
|
||||
read_settings()
|
||||
|
||||
|
@ -49,6 +71,7 @@ func read_settings():
|
|||
else:
|
||||
server_settings_file = FileAccess.open("./settings/server-settings.json", FileAccess.READ)
|
||||
server_settings = JSON.parse_string(server_settings_file.get_as_text())
|
||||
apply_weapon_settings(server_settings["game"]["weapons"])
|
||||
|
||||
func save_client_settings():
|
||||
var client_settings_file = FileAccess.open("./settings/client-settings.json", FileAccess.WRITE)
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
extends Node
|
||||
|
||||
var player_script := load("res://scripts/Player.gd")
|
||||
var player_script = load("res://scripts/Player.gd")
|
||||
var player_model = load("res://scenes/models/player.tscn")
|
||||
var peer = ENetMultiplayerPeer.new()
|
||||
var clients:Dictionary = {}
|
||||
|
@ -26,7 +26,7 @@ func _Peer_Connected(client_id):
|
|||
var internal_id = last_client_id + 1
|
||||
last_client_id += 1
|
||||
|
||||
clients[client_id] = player_script.new().properties.duplicate()
|
||||
clients[client_id] = GameData.properties_example.duplicate()
|
||||
var client = clients[client_id]
|
||||
client["position"] = Vector3(0, 10, 0)
|
||||
client["internal_id"] = internal_id
|
||||
|
@ -125,12 +125,15 @@ func shot(client_id):
|
|||
var client_playermodel = ServerUtils.find_playermodel_by_internal_id(internal_id)
|
||||
var raycast:RayCast3D = client_playermodel.get_node("Head/Camera/viewRaycast")
|
||||
var weapon_raycast:RayCast3D = client_playermodel.get_node("Head/Camera/Hand/" + str(current_weapon) + "/raycast")
|
||||
print("currect weapon: " + current_weapon)
|
||||
raycast.target_position.z = -current_weapon_settings["range"]
|
||||
raycast.force_raycast_update()
|
||||
raycast.force_update_transform()
|
||||
var target_point = raycast.get_collision_point()
|
||||
|
||||
weapon_raycast.target_position = weapon_raycast.to_local(target_point) * 1.1
|
||||
weapon_raycast.force_raycast_update()
|
||||
weapon_raycast.force_update_transform()
|
||||
weapon_raycast.rotation.y = atan((weapon_raycast.position.x - client_playermodel.position.x) / ((-current_weapon_settings["range"]) - (abs(weapon_raycast.position.z - client_playermodel.position.z))))
|
||||
|
||||
weapon_raycast.target_position.y += current_weapon_settings["spreading"] * randf() * sin(randf() * 2 * PI)
|
||||
|
@ -172,7 +175,7 @@ func shot(client_id):
|
|||
var client_team = 1 if client["class_type"] > 0 else -1
|
||||
|
||||
if (target_client_team == client_team):
|
||||
if (GameData.server_settings["game"]["gamemodes"][ServerUtils.gamemode]["firendlyfile"]):
|
||||
if (GameData.server_settings["game"]["gamemodes"][str(ServerUtils.gamemode)]["friendlyfire"]):
|
||||
target_client["HP"] -= damage
|
||||
else:
|
||||
target_client["HP"] -= damage
|
||||
|
@ -206,13 +209,10 @@ func change_weapon(client_id, new_weapon_number):
|
|||
var client = clients[client_id]
|
||||
client["reloading"] = false
|
||||
var internal_id = str(client["internal_id"])
|
||||
for weapon in GameData.Weapons.keys():
|
||||
if (GameData.server_settings["game"]["weapons"][weapon]["number"] == new_weapon_number):
|
||||
client["current_weapon"] = GameData.server_settings["game"]["weapons"][weapon].duplicate()
|
||||
break
|
||||
client["current_weapon"] = client["weapons"][ServerUtils.find_weapon_name_by_number(new_weapon_number)]
|
||||
var client_playermodel = ServerUtils.find_playermodel_by_internal_id(internal_id)
|
||||
client_playermodel.change_weapon(new_weapon_number)
|
||||
#NetUtils.send_everyone_except(client_id, ["change_weapon_puppet", internal_id, new_weapon_number])
|
||||
client_playermodel.change_weapon.rpc_id(client_id, new_weapon_number)
|
||||
NetUtils.send_everyone_except(client_id, [client_playermodel.change_weapon_puppet, internal_id, new_weapon_number])
|
||||
|
||||
@rpc("any_peer", "call_remote", "reliable")
|
||||
|
@ -234,6 +234,7 @@ func get_map(client_id):
|
|||
func choose_class(client_id, class_id):
|
||||
var client = clients[client_id]
|
||||
client["class_type"] = class_id
|
||||
#client["HP"] = GameData.settings["game"]["classes"][class_id]["HP"]
|
||||
#here are must be checks if the teams are balanced. WIP.
|
||||
if class_id > 0:
|
||||
ServerUtils.team_OS["members"].push_back(client)
|
||||
|
@ -303,7 +304,7 @@ func spawn_player():
|
|||
print(str(player_model))
|
||||
playermodel = player_model.instantiate()
|
||||
print(str(playermodel))
|
||||
var properties = player_script.new().properties.duplicate()
|
||||
var properties = GameData.properties_example.duplicate()
|
||||
|
||||
properties = player
|
||||
properties["is_playable"] = false
|
||||
|
|
|
@ -18,22 +18,7 @@ enum Class_type {
|
|||
|
||||
var Weapons = GameData.Weapons
|
||||
|
||||
var properties = {
|
||||
HP = 100,
|
||||
AP = 100,
|
||||
HACK = 1.0,
|
||||
class_type = 0,
|
||||
is_playable = false,
|
||||
internal_id = 0,
|
||||
nickname = "Unnamed",
|
||||
ready = false,
|
||||
current_weapon = null,
|
||||
current_weapon_number = 0,
|
||||
last_shot = 0,
|
||||
reloading = false,
|
||||
offline_mode = false,
|
||||
position = Vector3(0, 5, 0)
|
||||
}
|
||||
var properties
|
||||
|
||||
var speed = 12
|
||||
var walk = 12
|
||||
|
@ -61,6 +46,7 @@ var round_status = {
|
|||
@onready var camera: Camera3D = $Head/Camera
|
||||
@onready var playerCharacterBody = $"."
|
||||
@onready var collision_shapes = find_children("collision*","",false)
|
||||
|
||||
var HUD
|
||||
var healthLabel
|
||||
var armorLabel
|
||||
|
@ -77,6 +63,7 @@ var winnerLabel
|
|||
var killLogList
|
||||
|
||||
func set_properties(props):
|
||||
print("Got props from server: " + str(props))
|
||||
properties = props
|
||||
$"Head/Nickname".text = properties["nickname"]
|
||||
name = "player" + str(properties["internal_id"])
|
||||
|
@ -125,12 +112,32 @@ func update_hud():
|
|||
osScoreGameLabel.text = str(round_status["os_game_score"])
|
||||
|
||||
roundNumberLabel.text = "Round " + str(round_status["round_number"])
|
||||
|
||||
func find_weapon_name_by_number(number):
|
||||
var name = ""
|
||||
for weapon in game_settings["weapons"].keys():
|
||||
if (game_settings["weapons"][weapon].number == number):
|
||||
name = weapon
|
||||
return name
|
||||
|
||||
@rpc("authority", "call_local", "reliable")
|
||||
func change_weapon(new_weapon_number):
|
||||
properties["reloading"] = false
|
||||
var weapons = $"Head/Camera/Hand".get_children()
|
||||
for weapon in weapons:
|
||||
weapon.visible = false
|
||||
weapons[new_weapon_number].visible = true
|
||||
print("Changing weapon: " + str(new_weapon_number))
|
||||
#if (properties["is_playable"]):
|
||||
#properties["current_weapon"] = properties["weapons"][find_weapon_name_by_number(new_weapon_number)]
|
||||
#properties["reloading"] = false
|
||||
|
||||
func find_weapon_in_inventory(number):
|
||||
var found_weapon
|
||||
for weapon in properties["weapons"].values():
|
||||
if weapon["number"] == number:
|
||||
found_weapon = weapon
|
||||
break
|
||||
return found_weapon
|
||||
|
||||
func find_weapon_by_number(number):
|
||||
var found_weapon
|
||||
|
@ -175,7 +182,10 @@ func update_weapon_raycast():
|
|||
weapon_raycast.target_position = weapon_raycast.to_local(raycast.to_global(raycast.target_position) - weapon_raycast.position)
|
||||
|
||||
func try_shoot():
|
||||
var current_weapon = game_settings["weapons"].find_key(find_weapon_by_number(properties["current_weapon"]["number"]))
|
||||
print(str(properties["current_weapon"]))
|
||||
#var current_weapon = game_settings["weapons"].find_key(find_weapon_by_number(properties["current_weapon"]["number"]))
|
||||
var current_weapon = find_weapon_name_by_number(properties["current_weapon"]["number"])#game_settings["weapons"].find_key(find_weapon_by_number(properties["current_weapon"]["number"]))
|
||||
print("currect weapon: " + current_weapon)
|
||||
var current_weapon_settings = game_settings["weapons"][current_weapon]
|
||||
properties["reloading"] = false
|
||||
|
||||
|
@ -183,13 +193,33 @@ func try_shoot():
|
|||
return
|
||||
if Input.is_action_pressed("shoot") and current_weapon_settings["fireRate"] >= 0.5 and not Input.is_action_just_pressed("shoot"):
|
||||
return
|
||||
time_since_last_shot = (Time.get_ticks_msec() - properties["last_shot"]) / 1000.
|
||||
time_since_last_shot = (Time.get_ticks_msec() - properties["last_shot"]) / 1000.
|
||||
|
||||
if (time_since_last_shot > current_weapon_settings["fireRate"]):
|
||||
if (!properties["offline_mode"]): Networking.shot.rpc_id(1, multiplayer.get_unique_id())
|
||||
if (properties["current_weapon"]["magazine"] > 0):
|
||||
properties["current_weapon"]["magazine"] -= 1
|
||||
Networking.shot.rpc_id(1, multiplayer.get_unique_id())
|
||||
properties["current_weapon"]["magazine"] -= 1
|
||||
properties["last_shot"] = Time.get_ticks_msec()
|
||||
|
||||
var raycast:RayCast3D = get_node("Head/Camera/viewRaycast")
|
||||
var weapon_raycast:RayCast3D = get_node("Head/Camera/Hand/" + str(current_weapon) + "/raycast")
|
||||
raycast.target_position.z = -current_weapon_settings["range"]
|
||||
raycast.force_raycast_update()
|
||||
raycast.force_update_transform()
|
||||
var target_point = raycast.get_collision_point()
|
||||
|
||||
weapon_raycast.target_position = weapon_raycast.to_local(target_point) * 1.1
|
||||
weapon_raycast.force_raycast_update()
|
||||
weapon_raycast.force_update_transform()
|
||||
weapon_raycast.rotation.y = atan((weapon_raycast.position.x - position.x) / ((-current_weapon_settings["range"]) - (abs(weapon_raycast.position.z - position.z))))
|
||||
weapon_raycast.target_position.y += current_weapon_settings["spreading"] * randf() * sin(randf() * 2 * PI)
|
||||
weapon_raycast.target_position.z += current_weapon_settings["spreading"] * randf() * cos(randf() * 2 * PI)
|
||||
|
||||
weapon_raycast.force_raycast_update()
|
||||
weapon_raycast.force_update_transform()
|
||||
|
||||
var trace = preload("res://scenes/models/bullet_trace.tscn").instantiate()
|
||||
get_node("..").add_child(trace)
|
||||
trace.init((weapon_raycast.global_position), (weapon_raycast.get_collision_point()))
|
||||
|
||||
func reload():
|
||||
var current_weapon_instance = properties["current_weapon"]
|
||||
|
@ -210,16 +240,17 @@ func reload():
|
|||
func _unhandled_input(event):
|
||||
if (!properties["is_playable"]): return
|
||||
|
||||
var weapon_change = 0
|
||||
if Input.is_action_pressed("MWU"):
|
||||
var weapon_number = wrap(properties["current_weapon"]["number"] + 1, 0, game_settings["weapons"].size())
|
||||
properties["current_weapon"] = find_current_weapon_by_number(weapon_number)
|
||||
if (!properties["offline_mode"]): Networking.change_weapon.rpc_id(1, multiplayer.get_unique_id(), properties["current_weapon"]["number"])
|
||||
change_weapon(properties["current_weapon"]["number"])
|
||||
weapon_change = 1
|
||||
if Input.is_action_pressed("MWD"):
|
||||
var weapon_number = wrap(properties["current_weapon"]["number"] - 1, 0, game_settings["weapons"].size())
|
||||
properties["current_weapon"] = find_current_weapon_by_number(weapon_number)
|
||||
if (!properties["offline_mode"]): Networking.change_weapon.rpc_id(1, multiplayer.get_unique_id(), properties["current_weapon"]["number"])
|
||||
change_weapon(properties["current_weapon"]["number"])
|
||||
weapon_change = -1
|
||||
if (weapon_change != 0):
|
||||
var new_weapon_number = wrap(properties["current_weapon"]["number"] + weapon_change, 0, game_settings["weapons"].size())
|
||||
properties["current_weapon"] = find_weapon_in_inventory(new_weapon_number)
|
||||
|
||||
print(str(properties["current_weapon"]))
|
||||
Networking.change_weapon.rpc_id(1, multiplayer.get_unique_id(), properties["current_weapon"]["number"])
|
||||
|
||||
if event is InputEventMouseMotion:
|
||||
rotate_y(-event.relative.x * SENSETIVITY)
|
||||
|
@ -227,10 +258,6 @@ func _unhandled_input(event):
|
|||
camera.rotation.x = clamp(camera.rotation.x, deg_to_rad(-50), deg_to_rad(60))
|
||||
|
||||
func _physics_process(delta):
|
||||
#for shape:CollisionShape3D in collision_shapes:
|
||||
##shape.rotation = self.rotation
|
||||
#shape.rotate_y(head.rotation.y)
|
||||
#shapee.
|
||||
if (!properties["is_playable"]): return
|
||||
if (game_settings == null): return
|
||||
if (multiplayer.multiplayer_peer == null):
|
||||
|
@ -246,7 +273,7 @@ func _physics_process(delta):
|
|||
|
||||
if Input.is_action_just_pressed("reload"):
|
||||
var current_weapon = game_settings["weapons"].find_key(find_weapon_by_number(properties["current_weapon"]["number"]))
|
||||
if (!properties["offline_mode"]): Networking.client_reloading.rpc_id(1, multiplayer.get_unique_id())
|
||||
Networking.client_reloading.rpc_id(1, multiplayer.get_unique_id())
|
||||
properties["reloading"] = true
|
||||
get_tree().create_timer(game_settings["weapons"][current_weapon]["reload"]).connect("timeout", reload)
|
||||
|
||||
|
@ -314,6 +341,8 @@ func set_game_settings(s):
|
|||
acceleration = game_settings["moving"]["acceleration"]
|
||||
inertia = game_settings["moving"]["inertia"]
|
||||
change_weapon(properties["current_weapon"]["number"])
|
||||
GameData.apply_weapon_settings(game_settings["weapons"])
|
||||
Weapons = GameData.Weapons
|
||||
|
||||
@rpc ("authority", "call_remote", "reliable")
|
||||
func teleport(pos):
|
||||
|
@ -346,4 +375,6 @@ func end_round(result):
|
|||
@rpc("authority", "call_remote", "reliable")
|
||||
func kill_notification(killer, victim):
|
||||
var entry = load("res://scenes/models/kill_log_entry.tscn").instantiate()
|
||||
entry.get_node("killer").text = str(killer)
|
||||
entry.get_node("victim").text = str(victim)
|
||||
killLogList.add_child(entry)
|
||||
|
|
|
@ -12,10 +12,8 @@ func _ready():
|
|||
func _unhandled_input(event):
|
||||
if Input.is_action_pressed("MWU"):
|
||||
walk += walk / 5.
|
||||
print("UP " + str(walk))
|
||||
if Input.is_action_pressed("MWD"):
|
||||
walk -= walk / 5.
|
||||
print("DOWN " + str(walk))
|
||||
walk = clamp(walk, 0.01, 15)
|
||||
if event is InputEventMouseMotion:
|
||||
head.rotate_y(-event.relative.x * SENSETIVITY)
|
||||
|
|
|
@ -44,6 +44,13 @@ func check_gamemode_availability(gm):
|
|||
return true
|
||||
return false
|
||||
|
||||
func find_weapon_name_by_number(number):
|
||||
var name = ""
|
||||
for weapon in GameData.server_settings["game"]["weapons"].keys():
|
||||
if (GameData.server_settings["game"]["weapons"][weapon].number == number):
|
||||
name = weapon
|
||||
return name
|
||||
|
||||
func find_weapon_by_number(number):
|
||||
var found_weapon
|
||||
for weapon in GameData.server_settings["game"]["weapons"].keys():
|
||||
|
@ -152,6 +159,8 @@ func switch_map(new_map_path):
|
|||
team_CS["spawnpoints"].push_back(spawnpoint)
|
||||
elif spawnpoint.team > 0: # os
|
||||
team_OS["spawnpoints"].push_back(spawnpoint)
|
||||
var spectator = preload("res://scenes/models/spectator.tscn").instantiate()
|
||||
server_map.add_child(spectator)
|
||||
|
||||
func send_scores():
|
||||
NetUtils.send_everyone(["update_round_status", {
|
||||
|
|
|
@ -7,6 +7,13 @@
|
|||
"gamemode": "TDM"
|
||||
},
|
||||
"game": {
|
||||
"classes":{
|
||||
"class_1":{
|
||||
"HP": 1100000,
|
||||
"AP": 10000,
|
||||
"damage_mul": 0.0001
|
||||
}
|
||||
},
|
||||
"gamemodes":{
|
||||
"TDM": {
|
||||
"duration": 15,
|
||||
|
|
Loading…
Reference in New Issue