Files
Papay-Shooter/weapons/weapon_manager.gd
T
Nicholas ButzkeandClaude Opus 5 986179854d feat(modes): matches now end, and something is at stake when they do
There was a string — `current_gamemode`, always "Deathmatch" — an OptionButton
with one entry in it, and a five-minute timer that counted to zero, set
`match_active = false`, and did nothing else. No winner was declared, no summary
appeared, the clock froze at 00:00, and players carried on shooting each other
in a match that had stopped counting. Nothing was tracked beyond a running kill
count. A match did not end so much as stop mattering, and everything a player
does in the last minute only matters if there is a last minute.

globals/game_mode.gd answers the three questions a mode has to answer — how you
score, when it ends, who won — for three modes:

  Deathmatch        25 frags or 10 minutes.
  Team Deathmatch   two squads to 50, teams balanced by COUNT on join (a 4v4
                    that loses three from one side must refill the short side;
                    round-robin on join order leaves it 4v1 forever), friendly
                    fire off and enforced on the server before damage is even
                    broadcast — a mode where the damage lands but the kill does
                    not count is worse than either.
  Gun Game          every kill promotes you a rung and swaps your weapon. The
                    score IS the rung and the limit IS the ladder's length, so
                    finishing the ladder and reaching the score limit are the
                    same event and only one win condition exists.

`check_win` is a pure function of the stats and the clock, deliberately, because
a win condition that can only be exercised by playing a whole match is one
nobody tests — and the previous one never was. debug/game_mode_check.gd runs 30
cases over it: a tie is a DRAW rather than a win for whoever came first out of
the dictionary; a team match is decided on the TEAM's total, which a per-player
check never reaches; every ladder rung names a weapon that exists, or that rung
softlocks the mode; and promoting past the top clamps, because the winning kill
promotes before the match-end RPC lands.

Tracking now covers score, team, current streak, best streak and ladder rung.
Score and kills are separate numbers because in Gun Game they coincide and in
anything with an objective they would not. The scoreboard ranks by score, shows
the mode's own noun for it, and puts the limit on the top line — a win condition
players cannot see is one they cannot play toward.

ui/match_summary.gd gives the ending somewhere to happen: who won, WHY (time and
frag limit are different stories about the same scoreline), team totals, full
standings, and a way out that is not alt-F4. Play Again is host-only on a server.

Three bugs found on the way, all of which only became bugs once matches could
actually end: loading a level reset the clock but not the scores, so the second
match on a server would have ended on its first kill; `.rpc()` on an offline
peer does not call locally, so singleplayer had no killfeed and no stat sync at
all; and a rocket already in the air at the whistle could change the result
after the summary was on screen.

spawn smoke 0, game modes 30/30, movement 11/11.

Co-Authored-By: Claude Opus 5 <[email protected]>
2026-07-28 12:28:32 -04:00

430 lines
16 KiB
GDScript

extends Node3D
class_name WeaponManager
var player: CharacterBody3D
var camera: Camera3D
var active_slot: int = 1 # 1: Primary 1, 2: Primary 2, 3: Special, 4: Melee
var weapons: Dictionary = {} # slot_index: Node3D
var canvas_layer: CanvasLayer
var sub_viewport: SubViewport
var vm_camera: Camera3D
func _ready() -> void:
set_process_input(true)
set_process(true)
_setup_viewmodel_viewport()
# Gun Game promotions arrive as a signal from the server.
var nm = get_node_or_null("/root/NetworkManager")
if nm and nm.has_signal("ladder_promoted"):
nm.ladder_promoted.connect(_on_ladder_promoted)
# Wait one frame for LoadoutManager to be fully ready if needed
await get_tree().process_frame
_build_loadout()
func _on_ladder_promoted(peer_id: int, _rung: int, weapon_id: String) -> void:
# Only the promoted player's own manager acts; every peer receives the
# signal because the killfeed uses it too.
if player == null or not player.is_multiplayer_authority():
return
if multiplayer.has_multiplayer_peer() and peer_id != multiplayer.get_unique_id():
return
equip_ladder_weapon(weapon_id)
func _setup_viewmodel_viewport() -> void:
if not camera: return
# Remove viewmodel layer (20) from main camera
camera.cull_mask &= ~(1 << 19)
canvas_layer = CanvasLayer.new()
canvas_layer.layer = 0 # On top of 3D, but below UI
add_child(canvas_layer)
var sv_container = SubViewportContainer.new()
sv_container.set_anchors_preset(Control.PRESET_FULL_RECT)
sv_container.stretch = true
sv_container.mouse_filter = Control.MOUSE_FILTER_IGNORE
canvas_layer.add_child(sv_container)
sub_viewport = SubViewport.new()
sub_viewport.transparent_bg = true
# Shared world so it renders main scene's objects that have layer 20
# (In Godot 4, own_world_3d is false by default, but let's be explicit)
sub_viewport.own_world_3d = false
sub_viewport.msaa_3d = Viewport.MSAA_4X # keep ink outlines crisp on the viewmodel
sv_container.add_child(sub_viewport)
vm_camera = Camera3D.new()
vm_camera.cull_mask = 1 << 19 # Only see layer 20
vm_camera.near = 0.01 # viewmodel sits close to the lens; avoid clipping
sub_viewport.add_child(vm_camera)
# Add a light specifically for the viewmodel in case main lights don't reach
var dir_light = DirectionalLight3D.new()
dir_light.layers = 1 << 19
dir_light.rotation_degrees = Vector3(-60, 45, 0)
dir_light.light_energy = 0.5
add_child(dir_light)
var _bob_timer: float = 0.0
var _current_slide_tilt_z: float = 0.0
var _current_slide_tilt_x: float = 0.0
var _current_slide_offset_x: float = 0.0
var _current_slide_offset_y: float = 0.0
var _recoil_pitch: float = 0.0
var _recoil_yaw: float = 0.0
var _target_drift_offset: Vector3 = Vector3.ZERO
var _current_drift_offset: Vector3 = Vector3.ZERO
var _swap_pitch: float = 0.0
var _reload_dip: float = 0.0
func add_recoil(pitch: float, yaw: float) -> void:
_recoil_pitch += pitch * 20.0 # Scale up for visual model recoil
_recoil_yaw += yaw * 20.0
func _process(_delta: float) -> void:
if is_instance_valid(vm_camera) and is_instance_valid(camera):
vm_camera.global_transform = camera.global_transform
var target_fov = 70.0
if is_instance_valid(player) and "velocity" in player:
var hspeed = Vector2(player.velocity.x, player.velocity.z).length()
if hspeed <= 11.0:
var speed_factor = hspeed / 11.0
target_fov = lerpf(70.0, 72.0, speed_factor)
else:
var over_speed_factor = clampf((hspeed - 11.0) / 19.0, 0.0, 1.0) # maxes out at 30 m/s
target_fov = lerpf(72.0, 80.0, over_speed_factor)
# Weapon Viewmodel Bobbing, Drift, and Slide Tilt
var is_sliding = player.has_method("get_node") and player.get_node_or_null("MovementStateMachine") and player.get_node("MovementStateMachine").current_state == "slide"
if is_sliding:
_bob_timer = 0.0
# Target tilt when sliding (inwards towards center, pitched slightly down)
# Assuming weapon is on right side (standard FPS), tilting left (positive Z rotation)
_current_slide_tilt_z = lerpf(_current_slide_tilt_z, deg_to_rad(15.0), 12.0 * _delta)
_current_slide_tilt_x = lerpf(_current_slide_tilt_x, 0.0, 12.0 * _delta)
# Move closer to center (negative X) and slightly down (negative Y)
_current_slide_offset_x = lerpf(_current_slide_offset_x, -0.15, 12.0 * _delta)
_current_slide_offset_y = lerpf(_current_slide_offset_y, -0.1, 12.0 * _delta)
else:
_current_slide_tilt_z = lerpf(_current_slide_tilt_z, 0.0, 10.0 * _delta)
_current_slide_tilt_x = lerpf(_current_slide_tilt_x, 0.0, 10.0 * _delta)
_current_slide_offset_x = lerpf(_current_slide_offset_x, 0.0, 10.0 * _delta)
_current_slide_offset_y = lerpf(_current_slide_offset_y, 0.0, 10.0 * _delta)
if player.is_on_floor() and hspeed > 1.0:
# Scale bobbing frequency by walk speed
_bob_timer += _delta * 12.0 * (hspeed / 11.0)
var bob_y = sin(_bob_timer) * 0.015
var bob_x = cos(_bob_timer * 0.5) * 0.01
vm_camera.translate_object_local(Vector3(bob_x, bob_y, 0))
else:
_bob_timer = 0.0
if not player.is_on_floor():
# Airborne Drift
# Convert player velocity into camera's local space
var local_vel = camera.global_transform.basis.inverse() * player.velocity
_target_drift_offset = Vector3(local_vel.x * 0.004, local_vel.y * 0.004, 0)
# Clamp the drift
_target_drift_offset.x = clampf(_target_drift_offset.x, -0.05, 0.05)
_target_drift_offset.y = clampf(_target_drift_offset.y, -0.05, 0.05)
else:
_target_drift_offset = Vector3.ZERO
# Smoothly apply drift so jumping/landing doesn't snap
_current_drift_offset = _current_drift_offset.lerp(_target_drift_offset, 15.0 * _delta)
vm_camera.translate_object_local(_current_drift_offset)
vm_camera.rotate_object_local(Vector3.UP, deg_to_rad(-_current_drift_offset.x * 30.0))
vm_camera.rotate_object_local(Vector3.RIGHT, deg_to_rad(_current_drift_offset.y * 30.0))
# Apply slide tilt and offset
if absf(_current_slide_tilt_z) > 0.001 or absf(_current_slide_offset_x) > 0.001:
vm_camera.translate_object_local(Vector3(_current_slide_offset_x, _current_slide_offset_y, 0))
vm_camera.rotate_object_local(Vector3.FORWARD, _current_slide_tilt_z)
vm_camera.rotate_object_local(Vector3.RIGHT, _current_slide_tilt_x)
# Visual Recoil
_recoil_pitch = lerpf(_recoil_pitch, 0.0, 15.0 * _delta)
_recoil_yaw = lerpf(_recoil_yaw, 0.0, 15.0 * _delta)
vm_camera.rotate_object_local(Vector3.RIGHT, deg_to_rad(_recoil_pitch))
vm_camera.rotate_object_local(Vector3.UP, deg_to_rad(_recoil_yaw))
# Add a slight backward kick along the local Z axis
vm_camera.translate_object_local(Vector3(0, 0, _recoil_pitch * 0.01))
# Swap Animation
_swap_pitch = lerpf(_swap_pitch, 0.0, 15.0 * _delta)
if _swap_pitch > 0.1:
vm_camera.rotate_object_local(Vector3.RIGHT, deg_to_rad(_swap_pitch))
vm_camera.translate_object_local(Vector3(0, -_swap_pitch * 0.005, 0))
# Reload animation: the weapon dips down-and-inward with a roll,
# holds through the reload, and rises as it completes.
var aw = weapons.get(active_slot)
if aw and "reloading" in aw and aw.reloading \
and "reload_timer" in aw and "reload_time" in aw and aw.reload_time > 0.0:
var t: float = clampf(1.0 - aw.reload_timer / aw.reload_time, 0.0, 1.0)
_reload_dip = lerpf(_reload_dip, sin(minf(t * 1.4, 1.0) * PI), 10.0 * _delta)
else:
_reload_dip = lerpf(_reload_dip, 0.0, 10.0 * _delta)
if _reload_dip > 0.01:
vm_camera.translate_object_local(Vector3(0.03 * _reload_dip, 0.14 * _reload_dip, 0))
vm_camera.rotate_object_local(Vector3.FORWARD, deg_to_rad(-14.0 * _reload_dip))
vm_camera.rotate_object_local(Vector3.RIGHT, deg_to_rad(9.0 * _reload_dip))
vm_camera.fov = lerpf(vm_camera.fov, target_fov, 10.0 * _delta)
func _build_loadout() -> void:
var is_auth = false
if player:
is_auth = player.is_multiplayer_authority()
else:
is_auth = is_multiplayer_authority()
print("DEBUG [", multiplayer.get_unique_id(), "]: _build_loadout is_auth=", is_auth, " player=", str(player.name) if player else "null")
if not is_auth:
return # Let the player_movement_controller's remote _process call _build_remote_loadout
# Clear existing weapons
for w in weapons.values():
if is_instance_valid(w):
w.queue_free()
weapons.clear()
var l = LoadoutManager.get_active_loadout()
print("DEBUG [", multiplayer.get_unique_id(), "]: Loadout primary1=", l["primary_1"])
if player:
player.synced_loadout_p1 = l["primary_1"]
player.synced_loadout_p2 = l["primary_2"]
player.synced_loadout_sp = l["special"]
if l.has("melee"):
player.synced_loadout_melee = l["melee"]
else:
player.synced_loadout_melee = ""
player.synced_loadout_ready = true
# Gun Game hands out the weapon, so the player's own loadout is ignored —
# the whole mode is "you get what your rung gives you". Checked here rather
# than in the mode so there is one place a loadout is built.
if _ladder_mode():
var nm = get_node_or_null("/root/NetworkManager")
var rung: int = int(nm.player_stats.get(multiplayer.get_unique_id(), {})
.get("rung", 0)) if nm else 0
equip_ladder_weapon(GameMode.ladder_weapon(rung))
return
_spawn_weapon(1, l["primary_1"])
_spawn_weapon(2, l["primary_2"])
_spawn_weapon(3, l["special"])
if l.has("melee"):
_spawn_weapon(4, l["melee"])
_equip_slot(1)
## Whether the current match issues weapons instead of letting players pick.
func _ladder_mode() -> bool:
var nm = get_node_or_null("/root/NetworkManager")
return nm != null and nm.current_gamemode == GameMode.GUN_GAME
## Replace everything in hand with one issued weapon. Gun Game's promotion.
func equip_ladder_weapon(weapon_id: String) -> void:
if weapon_id == "":
return
for w in weapons.values():
if is_instance_valid(w):
w.queue_free()
weapons.clear()
_spawn_weapon(1, weapon_id)
if player:
# Remote peers build their view of this player from the synced loadout,
# so a promotion has to move that too or everyone else keeps seeing the
# gun from the previous rung in their hands.
player.synced_loadout_p1 = weapon_id
player.synced_loadout_p2 = ""
player.synced_loadout_sp = ""
player.synced_loadout_melee = ""
player.synced_loadout_ready = true
_equip_slot(1)
func _build_remote_loadout(p1: String, p2: String, sp: String, melee: String) -> void:
for w in weapons.values():
if is_instance_valid(w):
w.queue_free()
weapons.clear()
_spawn_weapon(1, p1)
_spawn_weapon(2, p2)
_spawn_weapon(3, sp)
if melee != "":
_spawn_weapon(4, melee)
_equip_slot(1)
func _spawn_weapon(slot: int, weapon_id: String) -> void:
if weapon_id == "" or weapon_id == "none" or not LoadoutManager.weapon_db.has(weapon_id):
print("DEBUG [", multiplayer.get_unique_id(), "]: _spawn_weapon failed check for ", weapon_id)
return
var w_data = LoadoutManager.weapon_db[weapon_id]
var script_path = w_data["script"]
if script_path == "":
print("DEBUG [", multiplayer.get_unique_id(), "]: _spawn_weapon failed script path for ", weapon_id)
return
var script = load(script_path)
if script:
print("DEBUG [", multiplayer.get_unique_id(), "]: Successfully loaded script, adding weapon ", weapon_id)
var w = script.new()
w.name = "Weapon_" + str(slot) + "_" + weapon_id
# Assuming all weapons have player and camera vars
if "player" in w: w.player = player
if "camera" in w: w.camera = camera
add_child(w)
weapons[slot] = w
w.visible = false
w.set_process_input(false)
w.set_meta("script_path", script_path)
_add_procedural_arms(w)
# Cel-shade the view model + arms so the first-person weapon matches
# the world's look. No inverted-hull outline: FBX weapon models have
# hard-edged normals that make the hull tear into scratchy artifacts.
LevelMaterials.apply_toon_recursive(w, 0.0)
# Set weapons to viewmodel layer
_set_layer_recursive(w, 1 << 19)
func _set_layer_recursive(node: Node, layer_mask: int) -> void:
if node is VisualInstance3D:
if node is GeometryInstance3D:
node.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF
if node is Light3D:
# Lights (e.g. muzzle flash) illuminate both world and viewmodel
node.layers = 1 | layer_mask
else:
node.layers = layer_mask
for child in node.get_children():
_set_layer_recursive(child, layer_mask)
func _add_procedural_arms(weapon: Node3D) -> void:
# Attach to weapon instead of model_root so reload choreography can move
# the gun (model_root) and each hand (named pivots) independently.
# Hand points come from WeaponGrips so the third-person model reaches for
# exactly the same spots this viewmodel uses.
_build_arm(weapon, Vector3(0.25, -0.3, 0.5), WeaponGrips.GRIP, "ArmR")
if "weapon_name" in weapon and weapon.weapon_name != "Knife":
_build_arm(weapon, Vector3(-0.25, -0.3, 0.4), WeaponGrips.SUPPORT, "ArmL")
## A first-person arm styled after the character skin: dark detached sleeve,
## glowing cuff, bare hand — instead of the old featureless blue slab.
func _build_arm(weapon: Node3D, shoulder: Vector3, hand: Vector3, arm_name: String = "") -> void:
var sleeve_mat = StandardMaterial3D.new()
sleeve_mat.albedo_color = Color(0.10, 0.11, 0.14) # near-black sleeve
sleeve_mat.roughness = 0.8
var cuff_mat = StandardMaterial3D.new()
cuff_mat.albedo_color = Color(0.25, 0.95, 0.90) # signature teal cuff
cuff_mat.emission_enabled = true
cuff_mat.emission = Color(0.10, 0.55, 0.52)
var skin_mat = StandardMaterial3D.new()
skin_mat.albedo_color = Color(0.98, 0.88, 0.82) # skin
skin_mat.roughness = 0.9
var pivot = Node3D.new()
if arm_name != "":
pivot.name = arm_name
pivot.position = shoulder
pivot.look_at_from_position(shoulder, hand, Vector3.UP)
var sleeve = MeshInstance3D.new()
var sleeve_mesh = BoxMesh.new()
sleeve_mesh.size = Vector3(0.075, 0.075, 0.46)
sleeve_mesh.material = sleeve_mat
sleeve.mesh = sleeve_mesh
sleeve.position.z = -0.27
pivot.add_child(sleeve)
var cuff = MeshInstance3D.new()
var cuff_mesh = BoxMesh.new()
cuff_mesh.size = Vector3(0.085, 0.085, 0.05)
cuff_mesh.material = cuff_mat
cuff.mesh = cuff_mesh
cuff.position.z = -0.52
pivot.add_child(cuff)
var hand_box = MeshInstance3D.new()
var hand_mesh = BoxMesh.new()
hand_mesh.size = Vector3(0.06, 0.055, 0.12)
hand_mesh.material = skin_mat
hand_box.mesh = hand_mesh
hand_box.position.z = -0.60
pivot.add_child(hand_box)
weapon.add_child(pivot)
func _equip_slot(slot: int) -> void:
if weapons.has(active_slot):
var w = weapons[active_slot]
w.visible = false
w.set_process_input(false)
if "is_firing" in w:
w.is_firing = false
if w.has_method("unequip"):
w.unequip()
if active_slot != slot:
_swap_pitch = 60.0
active_slot = slot
if weapons.has(active_slot):
var w = weapons[active_slot]
w.visible = true
w.set_process_input(true)
# Sync 3rd person weapon on the visual model (skinned or procedural)
if player and w.has_meta("script_path"):
var visual = player.get_visual_model() if player.has_method("get_visual_model") else player.get_node_or_null("HumanoidModel")
if visual and visual.has_method("set_weapon"):
visual.set_weapon(w.get_meta("script_path"))
# Update the synced variable so remote peers pick it up
if "synced_weapon_path" in player:
player.synced_weapon_path = w.get_meta("script_path")
func _input(event: InputEvent) -> void:
if Input.get_mouse_mode() != Input.MOUSE_MODE_CAPTURED:
return
if event.is_action_pressed("weapon_1"):
_equip_slot(1)
elif event.is_action_pressed("weapon_2"):
_equip_slot(2)
elif event.is_action_pressed("weapon_3"):
_equip_slot(3)
elif event.is_action_pressed("weapon_4"):
_equip_slot(4)
elif event.is_action_pressed("melee"):
if active_slot != 4:
var prev = active_slot
_equip_slot(4)
if weapons.has(4):
if weapons[4].has_method("do_quick_melee"):
weapons[4].do_quick_melee(prev)