extends CharacterBody3D const SENSETIVITY = 0.009; enum Class_type { Spectator = 0, Astra = 1, BlackArch = 2, Kali = 3, Debian = 4, Arch = 5, Windows11 = -1, WindowsServer = -2, MacOS = -3, WindowsXP = -4, Windows10 = -5 } 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, #game_settings["weapons"]["knife"].duplicate(), current_weapon_number = 0, last_shot = 0, reloading = false, offline_mode = false, position = Vector3(0, 5, 0) } var speed = 12 var walk = 12 var run = 24 var jump = 16 var gravity = 9.8 var acceleration = 2.5 var inertia = 20 var climbing = false var game_settings var client_settings var can_shoot = true var time_since_last_shot = 0 @onready var head = $Head @onready var camera: Camera3D = $Head/Camera @onready var playerCharacterBody = $"." var HUD var healthLabel var armorLabel var ammoLabel var magazineLabel var statusLabel func set_properties(props): properties = props $"Head/Nickname".text = properties["nickname"] name = "player" + str(properties["internal_id"]) position = properties["position"] if (game_settings != null): change_weapon(properties["current_weapon"]["number"]) func set_property(key, value): properties[key] = value update_state() func update_hud(): healthLabel.text = str(properties["HP"]) armorLabel.text = str(properties["AP"]) ammoLabel.text = str(properties["current_weapon"]["ammo"]) magazineLabel.text = str(properties["current_weapon"]["magazine"]) if (properties["reloading"]): statusLabel.text = "Reloading..." else: statusLabel.text = "Reloaded" 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 func find_weapon_by_number(number): var found_weapon for weapon in game_settings["weapons"].keys(): if (game_settings["weapons"][weapon]["number"] == number): found_weapon = game_settings["weapons"][weapon].duplicate() break return found_weapon func find_current_weapon_by_number(number): var found_weapon for weapon in Weapons.keys(): if (Weapons[weapon]["number"] == number): found_weapon = Weapons[weapon] break return found_weapon func update_state(): camera.set_current(false) $"Head/Nickname".text = properties["nickname"] if (!properties["is_playable"]): return camera.set_current(true) if (HUD == null): var hud = load("res://scenes/HUD/hud.tscn").instantiate() add_child(hud) HUD = $"HUD" var healthAndAmmoDisplay = HUD.get_node("health_and_ammo_display") healthLabel = healthAndAmmoDisplay.get_node("healthdisplay/text") armorLabel = healthAndAmmoDisplay.get_node("armordisplay/text") ammoLabel = healthAndAmmoDisplay.get_node("ammodisplay/text") magazineLabel = healthAndAmmoDisplay.get_node("magazinedisplay/text") statusLabel = HUD.get_node("Status") playerCharacterBody.up_direction = Vector3.UP; Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED) func _ready(): update_state() func update_weapon_raycast(): var current_weapon_name = Weapons.find_key(properties["current_weapon"]) if(current_weapon_name == null): current_weapon_name = "knife" var raycast:RayCast3D = get_node("Head/Camera/viewRaycast") var weapon_raycast:RayCast3D = get_node("Head/Camera/Hand/" + str(current_weapon_name) + "/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"])) var current_weapon_settings = game_settings["weapons"][current_weapon] properties["reloading"] = false if (properties["current_weapon"]["magazine"] == 0): 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. 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 properties["last_shot"] = Time.get_ticks_msec() func reload(): var current_weapon_instance = properties["current_weapon"] var current_weapon = game_settings["weapons"].find_key(find_weapon_by_number(current_weapon_instance["number"])) var current_weapon_settings = game_settings["weapons"][current_weapon] var to_reload = current_weapon_settings["magazine"] - current_weapon_instance["magazine"] if (properties["reloading"]): if (to_reload <= current_weapon_instance["ammo"]): current_weapon_instance["magazine"] += to_reload current_weapon_instance["ammo"] -= to_reload else: current_weapon_instance["magazine"] += current_weapon_instance["ammo"] current_weapon_instance["ammo"] = 0 properties["reloading"] = false update_hud() func _unhandled_input(event): if (!properties["is_playable"]): return 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"]) 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"]) if event is InputEventMouseMotion: head.rotate_y(-event.relative.x * SENSETIVITY) camera.rotate_x(-event.relative.y * SENSETIVITY) camera.rotation.x = clamp(camera.rotation.x, deg_to_rad(-50), deg_to_rad(60)) func _physics_process(delta): if (!properties["is_playable"]): return if (game_settings == null): return if (multiplayer.multiplayer_peer == null): properties["is_playable"] = false if Input.is_action_pressed("shoot"): try_shoot() update_hud() update_weapon_raycast() 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()) properties["reloading"] = true get_tree().create_timer(game_settings["weapons"][current_weapon]["reload"]).connect("timeout", reload) var input_dir = Input.get_vector("left", "right", "forward", "backward") var direction = (head.transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized() if direction: velocity.x = lerp(velocity.x, direction.x * speed, delta * acceleration) velocity.z = lerp(velocity.z, direction.z * speed, delta * acceleration) if (climbing): print(str(input_dir)) velocity.y = -input_dir.y * jump / 2 if input_dir.x == 0 else abs(input_dir.x) * jump / 2 else: if is_on_floor(): velocity.x = lerp(velocity.x, direction.x * speed * 0.5, delta * inertia) velocity.z = lerp(velocity.z, direction.z * speed * 0.5, delta * inertia) elif not is_on_floor() and not climbing: velocity.x = lerp(velocity.x, direction.x * speed * 0.5, delta) velocity.z = lerp(velocity.z, direction.z * speed * 0.5, delta) if is_on_floor(): if Input.is_action_just_pressed("jump"): velocity.y = jump if Input.is_action_pressed("run"): speed = run else: speed = walk else: velocity.y -= 4 * gravity * delta velocity.x = lerp(velocity.x, direction.x * speed, delta) velocity.z = lerp(velocity.z, direction.z * speed, delta) move_and_slide() for index in get_slide_collision_count(): var collision := get_slide_collision(index) var body := collision.get_collider() if ("ladder" in body.name): climbing = true else: climbing = false #print("Collided with: " + body.name) if (!multiplayer.is_server()): Networking.sync_client.rpc_id(1, multiplayer.get_unique_id(), $".".position, {"y": head.rotation.y, "x": camera.rotation.x}) #print("I am " + $"..".name +", belonging of " + str(multiplayer.get_unique_id()) + ", with internal ID: " + str(properties["internal_id"])) @rpc ("authority", "call_remote", "unreliable") func sync_puppet(i_id, p, rot): if(!properties["ready"]): return if(properties["is_playable"]): return if (int(i_id) == properties["internal_id"]): playerCharacterBody.position = p head.rotation.y = rot.y camera.rotation.x = rot.x @rpc ("authority", "call_remote", "reliable") func set_hp(hp): if (!properties["is_playable"]): return properties["HP"] = hp @rpc ("authority", "call_remote", "reliable") func set_game_settings(s): game_settings = s gravity = game_settings["moving"]["gravity"] walk = game_settings["moving"]["walk"] run = game_settings["moving"]["run"] jump = game_settings["moving"]["jump"] acceleration = game_settings["moving"]["acceleration"] inertia = game_settings["moving"]["inertia"] change_weapon(properties["current_weapon"]["number"]) @rpc ("authority", "call_remote", "reliable") func teleport(pos): position = pos @rpc ("authority", "call_remote", "reliable") func change_weapon_puppet(i_id, new_weapon_number): if (int(i_id) == properties["internal_id"]): change_weapon(new_weapon_number) @rpc("authority", "call_remote", "reliable") func end_round(result): print("Result: %s" % str(result))