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