255 lines
8.7 KiB
GDScript
255 lines
8.7 KiB
GDScript
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
|
|
}
|
|
|
|
var speed = 12
|
|
var walk = 12
|
|
var run = 24
|
|
var jump = 16
|
|
var gravity = 9.8
|
|
|
|
var game_settings
|
|
var client_settings
|
|
#var current_weapon = Weapons["knife"]
|
|
var can_shoot = true
|
|
var time_since_last_shot = 0
|
|
@onready var head = $Head
|
|
@onready var camera = $Head/Camera
|
|
@onready var playerCharacterBody = $"."
|
|
var HUD
|
|
var healthBar
|
|
var ammoLabel
|
|
var magazineLabel
|
|
var statusLabel
|
|
func set_properties(props):
|
|
properties = props
|
|
$"..".name = "player" + str(properties["internal_id"])
|
|
if (game_settings != null):
|
|
change_weapon(properties["current_weapon"]["number"])
|
|
|
|
func update_hud():
|
|
healthBar.value = properties["HP"]
|
|
ammoLabel.text = "Ammo: " + str(properties["current_weapon"]["ammo"])
|
|
magazineLabel.text = "Magazine: " + 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 = $"Head/Camera/Hand".get_children()
|
|
for weapon in weapons:
|
|
weapon.visible = false
|
|
weapons[new_weapon_number].visible = true
|
|
|
|
func find_weapon_by_number(number):
|
|
var found_weapon
|
|
for weapon in game_settings["weapons"].keys():
|
|
if (game_settings["weapons"][weapon]["number"] == number):
|
|
found_weapon = game_settings["weapons"][weapon].duplicate()
|
|
break
|
|
return found_weapon
|
|
|
|
func find_current_weapon_by_number(number):
|
|
var found_weapon
|
|
for weapon in Weapons.keys():
|
|
if (Weapons[weapon]["number"] == number):
|
|
found_weapon = Weapons[weapon]
|
|
break
|
|
return found_weapon
|
|
|
|
func _ready():
|
|
#if ($"..".name == "player"):
|
|
#properties["offline_mode"] = true
|
|
#properties["is_playable"] = true
|
|
#await Networking.StartServer("res://scenes/Map/OffisMi.tscn")
|
|
position = Vector3(0, 5, 0)
|
|
$"Head/Nickname".text = properties["nickname"]
|
|
if (!properties["is_playable"]): return
|
|
camera.make_current()
|
|
print("I am alive")
|
|
var hud = load("res://scenes/hud.tscn").instantiate()
|
|
add_child(hud)
|
|
HUD = $"HUD"
|
|
healthBar = HUD.get_node("HealthBar")
|
|
ammoLabel = HUD.get_node("AmmoDisplay/Ammo")
|
|
magazineLabel = HUD.get_node("AmmoDisplay/Magazine")
|
|
statusLabel = HUD.get_node("Status")
|
|
|
|
playerCharacterBody.up_direction = Vector3.UP;
|
|
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
|
|
|
|
|
|
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]
|
|
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
|
|
properties["reloading"] = false
|
|
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"]):
|
|
print("Succsessfully reloaded")
|
|
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 and !properties["offline_mode"]): return
|
|
if (game_settings == null): return
|
|
if (multiplayer.multiplayer_peer == null):
|
|
properties["is_playable"] = false
|
|
|
|
healthBar.value = properties["HP"]
|
|
if Input.is_action_pressed("shoot"):
|
|
try_shoot()
|
|
|
|
update_hud()
|
|
|
|
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 not is_on_floor():
|
|
velocity.y -= 4 * gravity * 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
|
|
if direction:
|
|
velocity.x = direction.x * speed
|
|
velocity.z = direction.z * speed
|
|
else:
|
|
velocity.x = lerp(velocity.x, direction.x * speed, delta * 4)
|
|
velocity.z = lerp(velocity.z, direction.z * speed, delta * 4)
|
|
else:
|
|
velocity.x = lerp(velocity.x, direction.x * speed, delta)
|
|
velocity.z = lerp(velocity.z, direction.z * speed, delta)
|
|
move_and_slide()
|
|
if (!multiplayer.is_server()):
|
|
if (!properties["offline_mode"]): 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):
|
|
print("Got new hp" + str(hp))
|
|
if (!properties["is_playable"]): return
|
|
properties["HP"] = hp
|
|
healthBar.value = properties["HP"]
|
|
|
|
@rpc ("authority", "call_remote", "reliable")
|
|
func set_game_settings(s):
|
|
if(!properties["is_playable"]): return
|
|
#print("Got settings from server: " + str(s))
|
|
game_settings = s
|
|
gravity = game_settings["moving"]["gravity"]
|
|
walk = game_settings["moving"]["walk"]
|
|
run = game_settings["moving"]["run"]
|
|
jump = game_settings["moving"]["jump"]
|
|
print("Game settings weapon list: "+ str(game_settings["weapons"]))
|
|
print("Changing weapon to " + str(properties["current_weapon"]["number"]))
|
|
change_weapon(properties["current_weapon"]["number"])
|
|
|
|
@rpc ("authority", "call_remote", "reliable")
|
|
func teleport(pos):
|
|
$".".position = pos
|
|
print("Teleporing to " + str(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("any_peer", "call_remote", "reliable")
|
|
#func shot_made():
|
|
#properties["current_weapon"]["magazine"] -= 1
|