Files
Papay-Shooter/entities/combat_area.gd
T

150 lines
4.6 KiB
GDScript

extends Area3D
class_name CombatArea
var out_of_bounds_players: Dictionary = {} # body -> { time_left: 5.0 }
var recovery_players: Dictionary = {} # body -> { time_safe: 0.0, time_left: float }
var _ui_layer: CanvasLayer = null
var _ui_label: Label = null
var _ui_overlay: ColorRect = null
var _is_local_player_out: bool = false
var _local_player_body: Node3D = null
func _ready() -> void:
collision_layer = 0
collision_mask = 4294967295 # All layers
body_exited.connect(_on_body_exited)
body_entered.connect(_on_body_entered)
set_process(false)
func _process(delta: float) -> void:
# Process players who are actively out of bounds
var to_kill: Array = []
for body in out_of_bounds_players.keys():
if "is_dead" in body and body.is_dead:
out_of_bounds_players.erase(body)
if body == _local_player_body:
_remove_ui()
continue
var data = out_of_bounds_players[body]
data.time_left -= delta
if data.time_left <= 0.0:
data.time_left = 0.0
to_kill.append(body)
if body == _local_player_body and _is_local_player_out and _ui_label and _ui_overlay:
_ui_label.text = "WARNING: RETURN TO COMBAT AREA\n%.1f" % data.time_left
_ui_overlay.color = Color(1.0, 0.0, 0.0, 0.8 * (1.0 - (data.time_left / 5.0)))
for body in to_kill:
_kill_player(body)
# Process players who returned but are recovering
var recovered: Array = []
for body in recovery_players.keys():
if "is_dead" in body and body.is_dead:
recovered.append(body)
continue
var data = recovery_players[body]
data.time_safe += delta
if data.time_safe >= 10.0:
recovered.append(body)
for body in recovered:
recovery_players.erase(body)
if out_of_bounds_players.is_empty() and recovery_players.is_empty():
set_process(false)
func _on_body_exited(body: Node3D) -> void:
if body is CharacterBody3D and body.has_method("take_damage") and str(body.name).is_valid_int():
if "is_dead" in body and body.is_dead:
return
if body.is_queued_for_deletion() or not is_inside_tree():
return
var start_time = 5.0
if recovery_players.has(body):
start_time = recovery_players[body].time_left
recovery_players.erase(body)
out_of_bounds_players[body] = { "time_left": start_time }
var is_local = false
if multiplayer.has_multiplayer_peer():
if body.get_multiplayer_authority() == multiplayer.get_unique_id():
is_local = true
if is_local:
_is_local_player_out = true
_local_player_body = body
_create_ui()
set_process(true)
func _on_body_entered(body: Node3D) -> void:
if out_of_bounds_players.has(body):
var time_left_val = out_of_bounds_players[body].time_left
out_of_bounds_players.erase(body)
if time_left_val < 5.0:
recovery_players[body] = { "time_left": time_left_val, "time_safe": 0.0 }
set_process(true)
if body == _local_player_body and _is_local_player_out:
_remove_ui()
_is_local_player_out = false
_local_player_body = null
func _create_ui() -> void:
if _ui_layer: return
_ui_layer = CanvasLayer.new()
_ui_layer.layer = 100 # Put it on top of everything
_ui_overlay = ColorRect.new()
_ui_overlay.set_anchors_preset(Control.PRESET_FULL_RECT)
_ui_overlay.color = Color(1.0, 0.0, 0.0, 0.0)
_ui_overlay.mouse_filter = Control.MOUSE_FILTER_IGNORE
_ui_layer.add_child(_ui_overlay)
_ui_label = Label.new()
_ui_label.set_anchors_preset(Control.PRESET_CENTER)
_ui_label.grow_horizontal = Control.GROW_DIRECTION_BOTH
_ui_label.grow_vertical = Control.GROW_DIRECTION_BOTH
_ui_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
_ui_label.add_theme_font_size_override("font_size", 48)
_ui_label.add_theme_color_override("font_color", Color(1, 0.2, 0.2))
_ui_label.add_theme_color_override("font_outline_color", Color(0, 0, 0))
_ui_label.add_theme_constant_override("outline_size", 8)
var display_time = 5.0
if out_of_bounds_players.has(_local_player_body):
display_time = out_of_bounds_players[_local_player_body].time_left
_ui_label.text = "WARNING: RETURN TO COMBAT AREA\n%.1f" % display_time
_ui_layer.add_child(_ui_label)
if get_tree().current_scene:
get_tree().current_scene.call_deferred("add_child", _ui_layer)
func _remove_ui() -> void:
if _ui_layer:
_ui_layer.queue_free()
_ui_layer = null
_ui_label = null
_ui_overlay = null
func _kill_player(body: Node3D) -> void:
if body:
if multiplayer.is_server():
if body.has_method("take_damage"):
body.take_damage(9999, Vector3.ZERO, null, Vector3.ZERO)
out_of_bounds_players.erase(body)
if body == _local_player_body and _is_local_player_out:
_remove_ui()
_is_local_player_out = false
_local_player_body = null