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Papay-Shooter/debug/test_level_builder.gd
T
2026-08-02 02:20:02 -04:00

423 lines
17 KiB
GDScript

extends Node3D
class_name TestLevelBuilder
## Builds a full test environment from code — parkour geometry, lighting, player, HUD.
## Attach to TestLevel root, press F5.
var _player: CharacterBody3D
func _ready() -> void:
# Hide mouse
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
_build_materials()
_build_geometry()
# Multiplayer Spawning
var spawner = MultiplayerSpawner.new()
spawner.name = "PlayerSpawner"
spawner.spawn_path = "." # Spawn directly as children of the level
spawner.spawn_function = _spawn_player
add_child(spawner)
var nm = get_node_or_null("/root/NetworkManager")
if nm and nm.multiplayer.is_server():
# Spawn existing players
for pid in nm.player_stats.keys():
spawner.spawn(pid)
# Spawn late joiners
nm.player_connected.connect(func(pid):
spawner.spawn(pid)
)
# Despawn on disconnect
nm.player_disconnected.connect(func(pid):
var p = get_node_or_null(str(pid))
if p:
p.queue_free()
)
func _build_materials() -> void:
pass
func _build_geometry() -> void:
_build_environment()
_build_floor()
_build_walls_arena()
_build_ramps()
_build_platforms()
_build_wall_run_corridor()
_build_speed_corridor()
_build_target_dummy()
_build_lighting()
_build_combat_area()
## The play volume, generous around the 80x80 arena. Subclasses that build a
## bigger map override this — dust2 has its own, and add_to() is a no-op if a
## CombatArea of the same name already exists.
func _build_combat_area() -> void:
CombatArea.add_to(self, Vector3(140, 80, 140), Vector3(0, 30, 0))
# ── Utility ───────────────────────────────────────────────────────────────────
func _box_static(pos: Vector3, size: Vector3, color: Color, node_name: String = "",
acoustic: String = "") -> StaticBody3D:
var body := StaticBody3D.new()
body.name = node_name if not node_name.is_empty() else "Static_%s" % str(pos)
body.position = pos
if acoustic != "":
body.set_meta("acoustic_material", acoustic)
add_child(body)
var shape := CollisionShape3D.new()
shape.shape = BoxShape3D.new()
shape.shape.size = size
body.add_child(shape)
var mesh := MeshInstance3D.new()
mesh.mesh = BoxMesh.new()
mesh.mesh.size = size
mesh.mesh.surface_set_material(0, LevelMaterials.tinted(color))
body.add_child(mesh)
return body
func _ramp_static(pos: Vector3, size: Vector3, rot_deg: Vector3, color: Color, node_name: String = "",
acoustic: String = "") -> StaticBody3D:
var body := _box_static(pos, size, color, node_name, acoustic)
body.rotation_degrees = rot_deg
return body
# ── Environment ───────────────────────────────────────────────────────────────
func _build_environment() -> void:
# Shared stylized environment (anime sky, bloom, cel color grade).
# Also creates the Sun/FillLight pair since none exists yet.
LevelEnvironment.add_to(self)
# ── Floor ─────────────────────────────────────────────────────────────────────
func _build_floor() -> void:
# Main arena floor (80x80)
_box_static(Vector3(0, -0.5, 0), Vector3(80, 1.0, 80), Color(0.22, 0.22, 0.25), "Floor_Main")
# ── Arena Walls ───────────────────────────────────────────────────────────────
func _build_walls_arena() -> void:
var wall_color := Color(0.35, 0.28, 0.22)
var wall_height := 10.0
# North
_box_static(Vector3(0, wall_height * 0.5, -40), Vector3(80, wall_height, 0.5), wall_color, "Wall_North", "brick")
# South
_box_static(Vector3(0, wall_height * 0.5, 40), Vector3(80, wall_height, 0.5), wall_color, "Wall_South", "brick")
# East
_box_static(Vector3(40, wall_height * 0.5, 0), Vector3(0.5, wall_height, 80), wall_color, "Wall_East", "brick")
# West
_box_static(Vector3(-40, wall_height * 0.5, 0), Vector3(0.5, wall_height, 80), wall_color, "Wall_West", "brick")
# ── Ramps ─────────────────────────────────────────────────────────────────────
func _build_ramps() -> void:
var ramp_color := Color(0.6, 0.35, 0.15) # Orange-brown
# Gentle ramp (15 degrees)
_ramp_static(Vector3(-25, 1.0, -25), Vector3(8, 0.4, 12), Vector3(15, 0, 0), ramp_color, "Ramp_Gentle")
# Medium ramp (30 degrees)
_ramp_static(Vector3(-25, 2.0, -15), Vector3(8, 0.4, 10), Vector3(30, 0, 0), ramp_color, "Ramp_Medium")
# Steep ramp (45 degrees)
_ramp_static(Vector3(-25, 3.0, -5), Vector3(8, 0.4, 8), Vector3(45, 0, 0), ramp_color, "Ramp_Steep")
# Quarter pipe (curved ramp approximation)
for i in range(6):
var angle := float(i) * 15.0
var x_off := sin(deg_to_rad(angle)) * 5.0
var y_off := (1.0 - cos(deg_to_rad(angle))) * 5.0
_ramp_static(
Vector3(-25 + x_off, y_off + 0.2, 8 + float(i) * 0.5),
Vector3(8, 0.3, 2),
Vector3(angle, 0, 0),
Color(0.7, 0.4, 0.2),
"QuarterPipe_%d" % i
)
# ── Platforms ─────────────────────────────────────────────────────────────────
func _build_platforms() -> void:
var plat_color := Color(0.2, 0.45, 0.55) # Teal
# Low platforms (jump height test)
_box_static(Vector3(10, 0.6, -20), Vector3(4, 1.2, 4), plat_color, "Plat_Low_1", "wood")
_box_static(Vector3(16, 0.6, -20), Vector3(4, 1.2, 4), plat_color, "Plat_Low_2", "wood")
_box_static(Vector3(22, 0.6, -20), Vector3(4, 1.2, 4), plat_color, "Plat_Low_3", "wood")
# Medium platforms (double jump required)
var med_color := Color(0.25, 0.5, 0.4)
_box_static(Vector3(10, 2.5, -28), Vector3(3, 0.5, 3), med_color, "Plat_Med_1", "wood")
_box_static(Vector3(16, 3.5, -28), Vector3(3, 0.5, 3), med_color, "Plat_Med_2", "wood")
_box_static(Vector3(22, 4.5, -28), Vector3(3, 0.5, 3), med_color, "Plat_Med_3", "wood")
_box_static(Vector3(28, 5.5, -28), Vector3(3, 0.5, 3), med_color, "Plat_Med_4", "wood")
# High tower
_box_static(Vector3(28, 4.0, -20), Vector3(5, 8.0, 5), Color(0.3, 0.3, 0.5), "Tower_1")
# Floating platforms (dash required)
var dash_color := Color(0.6, 0.2, 0.5) # Purple
_box_static(Vector3(10, 5.0, -35), Vector3(2.5, 0.3, 2.5), dash_color, "Plat_Dash_1", "metal")
_box_static(Vector3(18, 5.0, -35), Vector3(2.5, 0.3, 2.5), dash_color, "Plat_Dash_2", "metal")
_box_static(Vector3(26, 5.0, -35), Vector3(2.5, 0.3, 2.5), dash_color, "Plat_Dash_3", "metal")
# ── Wall Run Corridor ────────────────────────────────────────────────────────
func _build_wall_run_corridor() -> void:
var wall_color := Color(0.45, 0.25, 0.55) # Purple walls
# Two parallel walls — spaced for wall running
# Left wall
_box_static(Vector3(-5, 5, 15), Vector3(0.5, 10, 25), wall_color, "WallRun_Left", "metal")
# Right wall
_box_static(Vector3(5, 5, 15), Vector3(0.5, 10, 25), wall_color, "WallRun_Right", "metal")
# Obstacles in corridor to jump over
_box_static(Vector3(0, 0.75, 10), Vector3(10, 1.5, 1), Color(0.6, 0.3, 0.3), "Obstacle_1", "wood")
_box_static(Vector3(0, 0.75, 20), Vector3(10, 1.5, 1), Color(0.6, 0.3, 0.3), "Obstacle_2", "wood")
# Gap in floor (forces wall run)
# Just raise the floor slightly on each side with a gap
_box_static(Vector3(-3, -0.75, 25), Vector3(4, 0.5, 4), Color(0.22, 0.22, 0.25), "WallRun_Floor_L")
_box_static(Vector3(3, -0.75, 25), Vector3(4, 0.5, 4), Color(0.22, 0.22, 0.25), "WallRun_Floor_R")
# Label pillar at entrance
_box_static(Vector3(0, 2, 2), Vector3(1, 4, 1), Color(0.55, 0.35, 0.65), "WallRun_Marker")
# ── Speed Corridor ────────────────────────────────────────────────────────────
func _build_speed_corridor() -> void:
# Long straight for sprint→slide→bhop chains
var corridor_color := Color(0.2, 0.35, 0.2) # Dark green
# Side rails
_box_static(Vector3(30, 1.5, 0), Vector3(0.3, 3, 60), corridor_color, "SpeedRail_Left", "metal")
_box_static(Vector3(38, 1.5, 0), Vector3(0.3, 3, 60), corridor_color, "SpeedRail_Right", "metal")
# Speed bumps (small obstacles to hop over)
for i in range(-25, 26, 10):
_box_static(Vector3(34, 0.15, float(i)), Vector3(8, 0.3, 0.5), Color(0.8, 0.8, 0.2), "SpeedBump_%d" % i)
# ── Dummies ───────────────────────────────────────────────────────────────────
func _build_target_dummy() -> void:
var dummy = load("res://entities/target_dummy.gd").new()
dummy.name = "TargetDummy"
# Place it somewhat centrally in the main arena, but out of the immediate spawn area
dummy.position = Vector3(0, 0, -10)
add_child(dummy)
var killable = load("res://entities/killable_dummy.gd").new()
killable.name = "KillableDummy"
killable.position = Vector3(5, 0, -10)
add_child(killable)
var walking = load("res://entities/walking_dummy.gd").new()
walking.name = "WalkingDummy"
walking.position = Vector3(15, 0, -10)
walking.point_a = Vector3(15, 0, -10)
walking.point_b = Vector3(15, 0, 10)
add_child(walking)
# ── Lighting ──────────────────────────────────────────────────────────────────
func _build_lighting() -> void:
# Sun and fill are created by LevelEnvironment.add_to in _build_environment;
# kept as a hook for subclasses that re-style them (see dust2).
pass
# ── Player ────────────────────────────────────────────────────────────────────
func _spawn_player(pid: int) -> CharacterBody3D:
var player := CharacterBody3D.new()
player.name = str(pid)
player.set_multiplayer_authority(pid)
# Use a slightly random spawn position to avoid exact overlapping
player.position = Vector3(randf_range(-2, 2), 2.0, randf_range(-2, 2))
# Server Synchronizer (Host is the ground truth)
var server_sync = MultiplayerSynchronizer.new()
server_sync.name = "ServerSynchronizer"
server_sync.set_multiplayer_authority(1) # Host always controls these
var server_rep_config = SceneReplicationConfig.new()
server_rep_config.add_property(":health")
server_rep_config.add_property(":shield")
server_rep_config.add_property(":is_dead")
server_sync.replication_config = server_rep_config
player.add_child(server_sync)
# Client Synchronizer (Client dictates their aim and loadout setup)
var client_sync = MultiplayerSynchronizer.new()
client_sync.name = "MultiplayerSynchronizer" # Keep original name for compatibility if needed elsewhere
client_sync.set_multiplayer_authority(pid)
var client_rep_config = SceneReplicationConfig.new()
client_rep_config.add_property(":synced_position")
client_rep_config.add_property(":synced_velocity")
client_rep_config.add_property(":rotation")
client_rep_config.add_property("HeadPivot:rotation")
client_rep_config.add_property(":synced_movement_state")
client_rep_config.add_property(":synced_movement_speed")
client_rep_config.add_property(":synced_is_crouching")
client_rep_config.add_property(":synced_is_ads")
client_rep_config.add_property(":synced_wall_side")
client_rep_config.add_property(":synced_is_dancing")
# Which of the five emotes, so other players see the one that was chosen.
client_rep_config.add_property(":synced_dance_index")
client_rep_config.add_property(":synced_grapple_point")
client_rep_config.add_property(":synced_is_grapple_shooting")
client_rep_config.add_property(":synced_skin_id")
client_rep_config.add_property(":synced_weapon_path")
client_rep_config.add_property(":synced_loadout_p1")
client_rep_config.add_property(":synced_loadout_p2")
client_rep_config.add_property(":synced_loadout_sp")
client_rep_config.add_property(":synced_loadout_melee")
client_rep_config.add_property(":synced_loadout_ready")
client_rep_config.add_property(":synced_action")
client_rep_config.add_property(":synced_action_seq")
client_rep_config.add_property(":synced_is_targeting")
client_rep_config.add_property(":synced_homing_target_pos")
client_sync.replication_config = client_rep_config
player.add_child(client_sync)
# Collision shape
var col_shape := CollisionShape3D.new()
col_shape.name = "CollisionShape3D"
var capsule := CapsuleShape3D.new()
capsule.radius = 0.4
capsule.height = 1.8
col_shape.shape = capsule
player.add_child(col_shape)
# Apply movement controller script
var mover_script = preload("res://movement/player_movement_controller.gd")
if mover_script:
player.set_script(mover_script)
# Humanoid Model for Player (Shadows only locally, visible to others)
var humanoid = load("res://characters/humanoid_model.gd").new()
humanoid.name = "HumanoidModel"
humanoid.color = Color(0.2, 0.4, 0.8) # Blueish for player
humanoid.shadows_only = (pid == multiplayer.get_unique_id())
humanoid.position = Vector3(0, -0.9, 0) # Offset from center to feet
player.add_child(humanoid)
# Movement State Machine
var sm := Node.new()
sm.name = "MovementStateMachine"
player.add_child(sm)
var sm_script = preload("res://movement/movement_state_machine.gd")
if sm_script:
sm.set_script(sm_script)
# Add all movement states
var state_scripts := {
"ground": "res://movement/states/state_ground.gd",
"air": "res://movement/states/state_air.gd",
"wall_run": "res://movement/states/state_wall_run.gd",
"wall_cling": "res://movement/states/state_wall_cling.gd",
"slide": "res://movement/states/state_slide.gd",
"dash": "res://movement/states/state_dash.gd",
}
for state_name in state_scripts:
var st := Node.new()
st.name = "state_" + state_name
sm.add_child(st)
var st_script = load(state_scripts[state_name])
if st_script:
st.set_script(st_script)
# FPS Camera Rig (HeadPivot → Camera3D)
var head_pivot := Node3D.new()
head_pivot.name = "HeadPivot"
head_pivot.position = Vector3(0, 0.7, 0) # Eye height
player.add_child(head_pivot)
var camera := Camera3D.new()
camera.name = "Camera3D"
camera.current = (pid == multiplayer.get_unique_id())
camera.fov = 90.0
head_pivot.add_child(camera)
# ── Weapon Setup ────────────────────────────────────────────────────────────
var wmanager_script = preload("res://weapons/weapon_manager.gd")
if wmanager_script:
var wman = wmanager_script.new()
wman.name = "WeaponManager"
wman.player = player
wman.camera = camera
camera.add_child(wman)
var rig_script = preload("res://characters/player/fps_camera_rig.gd")
if rig_script:
head_pivot.set_script(rig_script)
# Store original capsule height
sm.original_capsule_height = capsule.height
# ── Dependencies ────────────────────────────────────────────────────────
# Set references before the node enters the tree. Godot will call _ready()
# automatically when MultiplayerSpawner adds the node to the scene.
sm.player = player
sm.params = player.params
head_pivot.params = player.params
# Authority configuration
var is_local = (pid == multiplayer.get_unique_id())
if is_local:
_player = player
player.set_physics_process(true)
player.set_process(true)
sm.set_physics_process(true)
else:
# Disable physics processing/input for remote players
# but keep _process enabled so synced state updates the HumanoidModel
player.set_physics_process(false)
player.set_process(true)
player.set_process_input(false)
sm.set_physics_process(false)
sm.set_process(false)
sm.set_process_input(false)
head_pivot.set_process_input(false)
head_pivot.set_process(false)
head_pivot.set_physics_process(false)
var wman = camera.get_node_or_null("WeaponManager")
if wman:
wman.set_process_input(false)
wman.set_process(false)
wman.set_physics_process(false)
wman.visible = false
var cv = wman.get("canvas_layer")
if cv:
cv.visible = false
return player
# ── HUD ───────────────────────────────────────────────────────────────
#
# There is no HUD here any more, and no _process to drive one. See the note in
# scenes/maps/level_runtime.gd: everything that describes A PLAYER belongs to
# ui/player_hud.gd, which that player spawns for itself.