180 lines
5.3 KiB
GDScript
180 lines
5.3 KiB
GDScript
extends CharacterBody3D
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const SENSETIVITY = 0.009;
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enum Class_type {
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Spectator = 0,
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Astra = 1,
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BlackArch = 2,
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Kali = 3,
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Debian = 4,
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Arch = 5,
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Windows11 = -1,
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WindowsServer = -2,
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MacOS = -3,
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WindowsXP = -4,
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Windows10 = -5
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}
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var Weapons = GameData.Weapons
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var properties = {
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HP = 100,
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AP = 100,
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HACK = 1.0,
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class_type = 0,
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is_playable = false,
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internal_id = 0,
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nickname = "Unnamed",
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ready = false,
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current_weapon = 0,
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last_shot = 0
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}
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var speed = 0
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var walk = 0
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var run = 0
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var jump = 0
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var gravity = 0
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var game_settings
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var client_settings
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var current_weapon = Weapons["knife"]
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var can_shoot = true
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var time_since_last_shot = 0
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@onready var head = $Head
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@onready var camera = $Head/Camera
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@onready var playerCharacterBody = $"."
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var HUD
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var healthBar
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func set_properties(props):
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properties = props
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$"..".name = "player" + str(properties["internal_id"])
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func change_weapon(new_weapon):
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var weapons = $"Head/Camera/Hand".get_children()
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for weapon in weapons:
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weapon.visible = false
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weapons[new_weapon].visible = true
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func _ready():
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$"Head/Nickname".text = properties["nickname"]
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change_weapon(properties["current_weapon"])
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if (!properties["is_playable"]): return
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camera.make_current()
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var hud = load("res://scenes/hud.tscn").instantiate()
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add_child(hud)
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HUD = $"HUD"
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healthBar = HUD.get_node("HealthBar")
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playerCharacterBody.up_direction = Vector3.UP;
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Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
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func try_shoot():
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var current_weapon = Weapons.find_key(properties["current_weapon"])
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var current_weapon_settings = game_settings["weapons"][current_weapon]
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if Input.is_action_pressed("shoot") and current_weapon_settings["fireRate"] >= 0.5 and not Input.is_action_just_pressed("shoot"):
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return
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time_since_last_shot = (Time.get_ticks_msec() - properties["last_shot"]) / 1000.
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print("TSLS: " + str(time_since_last_shot) + " fireRate: " + str(current_weapon_settings["fireRate"]))
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if (time_since_last_shot > current_weapon_settings["fireRate"]):
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Networking.shot.rpc_id(1, multiplayer.get_unique_id())
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properties["last_shot"] = Time.get_ticks_msec()
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print("I am shooting")
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func _unhandled_input(event):
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if (!properties["is_playable"]): return
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if Input.is_action_pressed("MWU"):
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properties["current_weapon"] = wrap(properties["current_weapon"] + 1, 0, Weapons.size())
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Networking.change_weapon.rpc_id(1, multiplayer.get_unique_id(), properties["current_weapon"])
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if Input.is_action_pressed("MWD"):
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properties["current_weapon"] = wrap(properties["current_weapon"] - 1, 0, Weapons.size())
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Networking.change_weapon.rpc_id(1, multiplayer.get_unique_id(), properties["current_weapon"])
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change_weapon(properties["current_weapon"])
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#if(event.is_action_pressed("shoot")):
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#print(event.position)
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if event is InputEventMouseMotion:
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head.rotate_y(-event.relative.x * SENSETIVITY)
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camera.rotate_x(-event.relative.y * SENSETIVITY)
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camera.rotation.x = clamp(camera.rotation.x, deg_to_rad(-50), deg_to_rad(60))
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func _physics_process(delta):
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if (!properties["is_playable"]): return
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if (game_settings == null): return
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if (multiplayer.multiplayer_peer == null):
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properties["is_playable"] = false
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healthBar.value = properties["HP"]
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if Input.is_action_pressed("shoot"):
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try_shoot()
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var input_dir = Input.get_vector("left", "right", "forward", "backward")
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var direction = (head.transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
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if not is_on_floor():
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velocity.y -= 4 * gravity * delta
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if is_on_floor():
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if Input.is_action_just_pressed("jump"):
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velocity.y = jump
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if Input.is_action_pressed("run"):
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speed = run
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else:
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speed = walk
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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 = lerp(velocity.x, direction.x * speed, delta * 4)
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velocity.z = lerp(velocity.z, direction.z * speed, delta * 4)
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else:
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velocity.x = lerp(velocity.x, direction.x * speed, delta)
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velocity.z = lerp(velocity.z, direction.z * speed, delta)
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move_and_slide()
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if (!multiplayer.is_server()):
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Networking.sync_client.rpc_id(1, multiplayer.get_unique_id(), $".".position, {"y": head.rotation.y, "x": camera.rotation.x})
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#print("I am " + $"..".name +", belonging of " + str(multiplayer.get_unique_id()) + ", with internal ID: " + str(properties["internal_id"]))
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@rpc ("authority", "call_remote", "unreliable")
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func sync_puppet(i_id, p, rot):
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if(!properties["ready"]): return
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if(properties["is_playable"]): return
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if (int(i_id) == properties["internal_id"]):
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playerCharacterBody.position = p
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head.rotation.y = rot.y
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camera.rotation.x = rot.x
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@rpc ("authority", "call_remote", "reliable")
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func set_hp(hp):
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print("Got new hp" + str(hp))
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if (!properties["is_playable"]): return
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properties["HP"] = hp
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healthBar.value = properties["HP"]
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@rpc ("authority", "call_remote", "reliable")
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func set_game_settings(s):
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if(!properties["is_playable"]): return
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print("Got settings from server: " + str(s))
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game_settings = s
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gravity = game_settings["moving"]["gravity"]
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walk = game_settings["moving"]["walk"]
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run = game_settings["moving"]["run"]
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jump = game_settings["moving"]["jump"]
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@rpc ("authority", "call_remote", "reliable")
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func teleport(pos):
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$".".position = pos
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print("Teleporing to " + str(pos))
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@rpc ("authority", "call_remote", "reliable")
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func change_weapon_puppet(i_id, new_weapon):
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if (int(i_id) == properties["internal_id"]):
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change_weapon(new_weapon)
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