Files
Papay-Shooter/weapons/base_hitscan_weapon.gd
2026-08-02 02:20:02 -04:00

247 lines
8.1 KiB
GDScript

extends Node3D
class_name BaseHitscanWeapon
@export var weapon_name: String = "Base Hitscan"
@export var fire_rate: float = 0.1 # Seconds between shots
@export var max_ammo: int = 30
@export var reload_time: float = 1.5
@export var base_damage: float = 10.0
@export var min_damage: float = 5.0
@export var falloff_start: float = 10.0
@export var max_range: float = 100.0
@export var automatic: bool = true
@export var spread_angle: float = 0.01
@export var recoil_amplitude: float = 0.05
@export var penetration_count: int = 0
@export var penetration_damage_penalty: float = 0.5
## Reload choreography style (see ViewmodelAnim): mag, boltmag, break,
## tube, cell, none.
@export var reload_style: String = "mag"
var current_ammo: int = 30
var reloading: bool = false
var reload_timer: float = 0.0
var fire_cooldown: float = 0.0
var is_firing: bool = false
var _vm_kick: float = 0.0 # per-shot viewmodel recoil, decays in _process
var player: CharacterBody3D
var camera: Camera3D
var muzzle_flash: OmniLight3D
var fire_sound: AudioStreamPlayer3D
var reload_sound: AudioStreamPlayer3D
var model_root: Node3D
func _ready() -> void:
current_ammo = max_ammo
set_process_input(true)
set_process(true)
model_root = Node3D.new()
add_child(model_root)
_build_model()
if fire_sound:
AudioManager.configure_player(fire_sound,
AudioManager.weapon_sound_id(weapon_name))
if reload_sound:
AudioManager.configure_player(reload_sound, "shotgun_reload")
func _build_model() -> void:
# Virtual method to be overridden
pass
func _process(delta: float) -> void:
if fire_cooldown > 0.0:
fire_cooldown -= delta
if reloading:
# The manual-of-arms animation runs via ViewmodelAnim; here we just
# track the timer and hand the ammo over at the end.
reload_timer -= delta
if reload_timer <= 0.0:
current_ammo = max_ammo
reloading = false
elif automatic and is_firing and fire_cooldown <= 0.0 and current_ammo > 0:
_fire()
# Per-shot recoil: the gun slides back into the grip and the muzzle kicks
# up, then springs back. Scaled by this weapon's recoil so an AWP slams
# while an MP7 chatters.
if not reloading and _vm_kick > 0.001:
_vm_kick = lerpf(_vm_kick, 0.0, 1.0 - exp(-14.0 * delta))
ViewmodelAnim.apply_kick(self, _vm_kick, recoil_amplitude)
func _input(event: InputEvent) -> void:
if Input.get_mouse_mode() != Input.MOUSE_MODE_CAPTURED:
return
if event.is_action_pressed("fire"):
is_firing = true
if not automatic and fire_cooldown <= 0.0 and current_ammo > 0 and not reloading:
_fire()
elif current_ammo == 0 and not reloading:
_start_reload()
elif event.is_action_released("fire"):
is_firing = false
if event.is_action_pressed("reload"):
if current_ammo < max_ammo and not reloading:
_start_reload()
func _start_reload() -> void:
reloading = true
reload_timer = reload_time
is_firing = false
_vm_kick = 0.0
ViewmodelAnim.play_reload(self, reload_style, reload_time)
if reload_sound:
reload_sound.play()
## Called by WeaponManager when this weapon is holstered mid-anything.
func unequip() -> void:
ViewmodelAnim.stop(self)
_vm_kick = 0.0
func _fire() -> void:
if current_ammo <= 0 or reloading:
return
current_ammo -= 1
fire_cooldown = fire_rate
_vm_kick = minf(_vm_kick + 1.0, 1.4)
_shoot_hitscan()
_play_muzzle_flash()
if get_parent() and get_parent().has_method("add_recoil"):
get_parent().add_recoil(recoil_amplitude, randf_range(-recoil_amplitude * 0.5, recoil_amplitude * 0.5))
if fire_sound:
# The event family already randomizes its recorded variations. Keep the
# player-level shift tiny so sustained fire stays like one weapon, not
# a row of differently sized cartoon rifles.
fire_sound.pitch_scale = 1.0 + randf_range(-0.015, 0.015)
fire_sound.play()
if current_ammo == 0:
_start_reload()
## The muzzle the WORLD should see this shot come from. In first person that is
## the viewmodel's own muzzle. In third person the viewmodel is parked at the
## camera, so its muzzle sits inside the player's head — the flash has to come
## off the gun the character is actually holding instead.
func world_muzzle() -> Node3D:
if player and "third_person" in player and player.third_person \
and player.has_method("get_visual_model"):
var vis = player.get_visual_model()
if vis and vis.has_method("get_muzzle_node"):
var m: Node3D = vis.get_muzzle_node()
if m:
return m
return muzzle_flash
func _play_muzzle_flash() -> void:
if not muzzle_flash:
return
var m := world_muzzle()
ExplosionVFX.muzzle_flash(m.get_parent(), m.position)
# Light whichever muzzle the world can see, so the flash actually throws
# light from the barrel rather than from behind the camera.
if m is OmniLight3D:
var lit: OmniLight3D = m
lit.light_energy = 8.0
create_tween().tween_property(lit, "light_energy", 0.0, 0.05)
if m != muzzle_flash:
muzzle_flash.light_energy = 8.0
create_tween().tween_property(muzzle_flash, "light_energy", 0.0, 0.05)
func _shoot_hitscan() -> void:
if not camera: return
var space_state = camera.get_world_3d().direct_space_state
var origin = camera.global_position
var forward = -camera.global_transform.basis.z.normalized()
var right = camera.global_transform.basis.x.normalized()
var up = camera.global_transform.basis.y.normalized()
# Calculate spread
var r = sqrt(randf()) * spread_angle
var theta = randf() * PI * 2.0
var offset_dir = (right * cos(theta) + up * sin(theta)) * r
var ray_dir = (forward + offset_dir).normalized()
var target = origin + ray_dir * max_range
var query = PhysicsRayQueryParameters3D.create(origin, target)
if player:
query.exclude = [player.get_rid()]
var hits_remaining = penetration_count + 1
var current_damage_mult = 1.0
var final_target = target
while hits_remaining > 0:
var result = space_state.intersect_ray(query)
if not result:
break # Nothing else in the way
var hit_dist = origin.distance_to(result.position)
var damage = base_damage * current_damage_mult
if hit_dist > falloff_start:
var falloff_factor = clampf((hit_dist - falloff_start) / (max_range - falloff_start), 0.0, 1.0)
damage = lerpf(base_damage * current_damage_mult, min_damage * current_damage_mult, falloff_factor)
if result.collider.has_method("take_damage"):
result.collider.take_damage(damage, result.position, player)
elif result.collider is StaticBody3D or result.collider is CSGShape3D:
# Not a target, spawn a bullet hole
ImpactSpawner.spawn(get_tree(), "bullet", result.position, result.normal, 0.1)
# Add this hit to exclude so next loop goes through it
var exc = query.exclude
exc.append(result.rid)
# If the collider has multiple shapes, we should really exclude the whole collision object
# but RID of the body should be enough.
query.exclude = exc
hits_remaining -= 1
current_damage_mult *= penetration_damage_penalty
final_target = result.position
_spawn_tracer(origin, final_target)
if multiplayer.has_multiplayer_peer() and not(multiplayer.multiplayer_peer is OfflineMultiplayerPeer):
# Everyone else sees our CHARACTER, never our viewmodel, so the tracer
# and the gunshot audio have to leave from the gun in its hands — the
# camera position we raycast from is inside our own head.
player.server_play_fire_effects.rpc_id(1, remote_muzzle_position(),
final_target, name, true)
func _spawn_tracer(_origin: Vector3, final_target: Vector3) -> void:
# Cel-styled cosmetic tracer from the barrel tip
HitscanTracer.spawn_bolt(get_tree().current_scene, muzzle_world_position(), final_target)
## World position the shot visually leaves from. Falls back to the weapon node
## when a weapon has no muzzle marker at all (the AWP).
func muzzle_world_position() -> Vector3:
var m := world_muzzle()
return m.global_position if m else global_position
## Where OTHER clients should see this shot leave from: always the gun in the
## character's hand, whatever view mode we happen to be in locally.
func remote_muzzle_position() -> Vector3:
if player and player.has_method("get_visual_model"):
var vis = player.get_visual_model()
if vis and vis.has_method("get_muzzle_node"):
var m: Node3D = vis.get_muzzle_node()
if m:
return m.global_position
return muzzle_world_position()