Files
Papay-Shooter/entities/killable_dummy.gd

186 lines
5.4 KiB
GDScript

extends StaticBody3D
class_name KillableDummy
var visual_node: Node3D
var col_shape: CollisionShape3D
var label: Label3D
var max_health: float = 100.0
var health: float = 100.0
var max_shield: float = 100.0
var shield: float = 100.0
var is_dead: bool = false
var time_since_last_damage: float = 0.0
var ragdoll_instance: Node3D = null
var pending_impulse: Vector3 = Vector3.ZERO
var recent_attackers: Dictionary = {}
func _ready() -> void:
add_to_group("enemies")
col_shape = CollisionShape3D.new()
col_shape.shape = CapsuleShape3D.new()
col_shape.shape.radius = 0.5
col_shape.shape.height = 2.0
col_shape.position = Vector3(0, 1.0, 0)
add_child(col_shape)
visual_node = load("res://characters/humanoid_model.gd").new()
visual_node.name = "HumanoidModel"
visual_node.color = Color(0.8, 0.5, 0.1) # Orange for killable
add_child(visual_node)
label = Label3D.new()
label.pixel_size = 0.01
label.billboard = BaseMaterial3D.BILLBOARD_ENABLED
label.position = Vector3(0, 2.3, 0)
label.modulate = Color(1, 1, 1)
add_child(label)
_update_label()
func _process(delta: float) -> void:
if is_dead:
return
time_since_last_damage += delta
if time_since_last_damage >= 5.0 and shield < max_shield:
shield += 20.0 * delta
if shield > max_shield:
shield = max_shield
_update_label()
func take_damage(amount: float, hit_position: Vector3, source: Node = null, _impulse: Vector3 = Vector3.ZERO) -> void:
if is_dead:
return
var attacker_id = 0
if source:
if source.has_method("get_multiplayer_authority"):
attacker_id = source.get_multiplayer_authority()
elif "owner_player" in source and source.owner_player:
attacker_id = int(str(source.owner_player.name))
elif source is CharacterBody3D:
attacker_id = int(str(source.name))
if attacker_id != 0:
recent_attackers[attacker_id] = Time.get_ticks_msec() / 1000.0
time_since_last_damage = 0.0
var dmg_taken = amount
if shield > 0:
if shield >= amount:
shield -= amount
amount = 0
else:
amount -= shield
shield = 0
if amount > 0:
health -= amount
_update_label()
if source and source.has_method("spawn_damage_number"):
source.spawn_damage_number(dmg_taken, hit_position)
if health <= 0:
_die(hit_position, source, dmg_taken)
var nm = get_node_or_null("/root/NetworkManager")
if nm and multiplayer.has_multiplayer_peer():
var killer_id = 0
var weapon_name = "Killed"
if source:
if source.has_method("get_multiplayer_authority"):
killer_id = source.get_multiplayer_authority()
elif "owner_player" in source and source.owner_player:
killer_id = int(str(source.owner_player.name))
elif source is CharacterBody3D:
killer_id = int(str(source.name))
if source.has_method("get_weapon_name"):
weapon_name = source.get_weapon_name()
var assist_ids: Array = []
var now = Time.get_ticks_msec() / 1000.0
for aid in recent_attackers.keys():
if now - recent_attackers[aid] <= 10.0:
assist_ids.append(aid)
nm.register_kill.rpc(-1, killer_id, weapon_name, "Target Dummy", assist_ids)
else:
_wiggle()
func _update_label() -> void:
label.text = "HP: %.0f / SH: %.0f" % [health, shield]
func apply_impulse(impulse: Vector3) -> void:
pending_impulse += impulse
func _die(_hit_position: Vector3, source: Node, damage_amount: float) -> void:
is_dead = true
visual_node.visible = false
col_shape.set_deferred("disabled", true)
label.visible = false
# Spawn ragdoll
var ragdoll_script = preload("res://characters/procedural_ragdoll.gd")
if ragdoll_script:
ragdoll_instance = ragdoll_script.new()
get_tree().current_scene.add_child(ragdoll_instance)
ragdoll_instance.global_position = global_position
ragdoll_instance.build_ragdoll(Color(0.8, 0.5, 0.1))
# Calculate impulse
var linear_vel = Vector3.ZERO
var impulse = Vector3.ZERO
if pending_impulse.length_squared() > 0.01:
# Scale down the massive direct impulse values to reasonable ragdoll velocities
linear_vel = pending_impulse * 0.25
impulse = pending_impulse * 0.2
pending_impulse = Vector3.ZERO
else:
var hit_dir = Vector3.BACK
# Try to get direction from the player's camera
if source and source is CharacterBody3D:
var cam = source.get_node_or_null("HeadPivot/Camera3D")
if cam:
hit_dir = (_hit_position - cam.global_position).normalized()
linear_vel = hit_dir * (damage_amount * 0.02)
impulse = hit_dir * (damage_amount * 0.5)
get_tree().create_timer(0.01).timeout.connect(_apply_ragdoll_velocity.bind(ragdoll_instance, linear_vel, impulse))
get_tree().create_timer(3.0).timeout.connect(_respawn)
func _apply_ragdoll_velocity(ragdoll: Node3D, l_vel: Vector3, imp: Vector3) -> void:
if is_instance_valid(ragdoll):
ragdoll.apply_initial_velocities(l_vel, imp)
func _respawn() -> void:
if is_instance_valid(ragdoll_instance):
ragdoll_instance.queue_free()
health = max_health
shield = max_shield
is_dead = false
visual_node.visible = true
col_shape.set_deferred("disabled", false)
label.visible = true
_update_label()
func _wiggle() -> void:
var tween = create_tween()
var orig_pos = Vector3.ZERO
var wiggle_dir = Vector3(randf_range(-0.1, 0.1), 0, randf_range(-0.1, 0.1))
tween.tween_property(visual_node, "position", orig_pos + wiggle_dir, 0.05)
tween.tween_property(visual_node, "position", orig_pos - wiggle_dir, 0.05)
tween.tween_property(visual_node, "position", orig_pos, 0.05)