190 lines
5.7 KiB
GDScript
190 lines
5.7 KiB
GDScript
extends Node3D
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class_name BaseProjectileWeapon
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@export var weapon_name: String = "Base Projectile"
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@export var fire_rate: float = 0.1
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@export var max_ammo: int = 30
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@export var reload_time: float = 1.5
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@export var base_damage: float = 10.0
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@export var min_damage: float = 5.0
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@export var falloff_start: float = 10.0
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@export var max_range: float = 200.0
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@export var automatic: bool = true
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@export var spread_angle: float = 0.01
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@export var recoil_amplitude: float = 0.05
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@export var projectile_speed: float = 50.0
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@export var projectile_gravity: float = 0.0
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## Reload choreography style (see ViewmodelAnim): mag, boltmag, break,
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## tube, cell, none.
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@export var reload_style: String = "tube"
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var current_ammo: int = 30
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var reloading: bool = false
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var reload_timer: float = 0.0
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var fire_cooldown: float = 0.0
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var is_firing: bool = false
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var _vm_kick: float = 0.0 # per-shot viewmodel recoil, decays in _process
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var player: CharacterBody3D
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var camera: Camera3D
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var muzzle_flash: OmniLight3D
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var fire_sound: AudioStreamPlayer3D
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var reload_sound: AudioStreamPlayer3D
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var model_root: Node3D
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func _ready() -> void:
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current_ammo = max_ammo
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set_process_input(true)
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set_process(true)
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model_root = Node3D.new()
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add_child(model_root)
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_build_model()
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if fire_sound:
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AudioManager.configure_player(fire_sound,
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AudioManager.weapon_sound_id(weapon_name))
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if reload_sound:
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AudioManager.configure_player(reload_sound, "shotgun_reload")
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func _build_model() -> void:
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pass
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func _process(delta: float) -> void:
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if fire_cooldown > 0.0:
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fire_cooldown -= delta
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if reloading:
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# The manual-of-arms animation runs via ViewmodelAnim; here we just
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# track the timer and hand the ammo over at the end.
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reload_timer -= delta
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if reload_timer <= 0.0:
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current_ammo = max_ammo
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reloading = false
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elif automatic and is_firing and fire_cooldown <= 0.0 and current_ammo > 0:
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_fire()
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# Per-shot recoil kick (launchers shove hard; see recoil_amplitude).
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if not reloading and _vm_kick > 0.001:
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_vm_kick = lerpf(_vm_kick, 0.0, 1.0 - exp(-14.0 * delta))
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ViewmodelAnim.apply_kick(self, _vm_kick, recoil_amplitude)
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func _input(event: InputEvent) -> void:
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if Input.get_mouse_mode() != Input.MOUSE_MODE_CAPTURED:
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return
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if event.is_action_pressed("fire"):
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is_firing = true
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if not automatic and fire_cooldown <= 0.0 and current_ammo > 0 and not reloading:
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_fire()
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elif current_ammo == 0 and not reloading:
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_start_reload()
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elif event.is_action_released("fire"):
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is_firing = false
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if event.is_action_pressed("reload"):
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if current_ammo < max_ammo and not reloading:
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_start_reload()
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func _start_reload() -> void:
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reloading = true
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reload_timer = reload_time
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is_firing = false
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_vm_kick = 0.0
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ViewmodelAnim.play_reload(self, reload_style, reload_time)
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if reload_sound:
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reload_sound.play()
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## Called by WeaponManager when this weapon is holstered mid-anything.
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func unequip() -> void:
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ViewmodelAnim.stop(self)
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_vm_kick = 0.0
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func _fire() -> void:
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if current_ammo <= 0 or reloading:
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return
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current_ammo -= 1
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fire_cooldown = fire_rate
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_vm_kick = minf(_vm_kick + 1.0, 1.4)
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_shoot_projectile()
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_play_muzzle_flash()
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if get_parent() and get_parent().has_method("add_recoil"):
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get_parent().add_recoil(recoil_amplitude, randf_range(-recoil_amplitude * 0.5, recoil_amplitude * 0.5))
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if fire_sound:
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fire_sound.pitch_scale = 1.0 + randf_range(-0.015, 0.015)
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fire_sound.play()
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if current_ammo == 0:
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_start_reload()
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## See BaseHitscanWeapon.world_muzzle(): in third person the viewmodel's muzzle
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## sits inside the player's head, so world effects must come off the gun the
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## character is actually holding.
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func world_muzzle() -> Node3D:
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if player and "third_person" in player and player.third_person \
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and player.has_method("get_visual_model"):
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var vis = player.get_visual_model()
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if vis and vis.has_method("get_muzzle_node"):
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var m: Node3D = vis.get_muzzle_node()
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if m:
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return m
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return muzzle_flash
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## Where OTHER clients should see this shot leave from — always the held gun.
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func remote_muzzle_position() -> Vector3:
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if player and player.has_method("get_visual_model"):
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var vis = player.get_visual_model()
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if vis and vis.has_method("get_muzzle_node"):
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var m: Node3D = vis.get_muzzle_node()
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if m:
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return m.global_position
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var own := world_muzzle()
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return own.global_position if own else global_position
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func _play_muzzle_flash() -> void:
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if not muzzle_flash:
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return
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var m := world_muzzle()
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ExplosionVFX.muzzle_flash(m.get_parent(), m.position)
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if m is OmniLight3D:
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var lit: OmniLight3D = m
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lit.light_energy = 8.0
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create_tween().tween_property(lit, "light_energy", 0.0, 0.05)
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if m != muzzle_flash:
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muzzle_flash.light_energy = 8.0
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create_tween().tween_property(muzzle_flash, "light_energy", 0.0, 0.05)
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func _shoot_projectile() -> void:
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if not camera: return
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var origin = camera.global_position
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var forward = -camera.global_transform.basis.z.normalized()
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var right = camera.global_transform.basis.x.normalized()
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var up = camera.global_transform.basis.y.normalized()
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# Calculate spread
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var r = sqrt(randf()) * spread_angle
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var theta = randf() * PI * 2.0
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var offset_dir = (right * cos(theta) + up * sin(theta)) * r
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var fire_dir = (forward + offset_dir).normalized()
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_spawn_custom_projectile(origin, fire_dir)
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if multiplayer.has_multiplayer_peer() and not(multiplayer.multiplayer_peer is OfflineMultiplayerPeer):
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# Remote viewers see our character, so the projectile must appear to
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# leave the held gun rather than our camera.
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player.server_play_fire_effects.rpc_id(1, remote_muzzle_position(),
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fire_dir, weapon_name, false)
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func _spawn_custom_projectile(_origin: Vector3, _fire_dir: Vector3) -> void:
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# Virtual method for custom projectiles (e.g., bouncing, homing)
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pass
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