Extensive work on animations and partially functional level keys, new UI gears but needs rounding error correction. Particle preloader added.

This commit is contained in:
2026-04-07 06:43:12 -04:00
parent 86f655ff07
commit 39401ff04f
128 changed files with 42916 additions and 120860 deletions

View File

@@ -52,9 +52,9 @@ var poison_strength : int = 0
var poison_time_remaining : float = 0
var poison_pulse_timer : float
var melee_range : float = 3.0
var melee_range : float = 1.25
var can_melee : bool = false
var ranged_range : float = 6
var ranged_range : float = 7
var attack_timer : float = 0
var melee_recovery_time : float = .75
var ranged_recovery_time : float = 0.25
@@ -348,14 +348,16 @@ func check_attack_target() -> void:
var ranged_sq = ranged_range * ranged_range
var melee_sq = melee_range * melee_range
var space_state = get_world_3d().direct_space_state
var list = get_tree().get_nodes_in_group("combat")
combat_target = null
# use global coordinates, not local to node
for target : Node3D in get_tree().get_nodes_in_group("combat"):
if target == self:
continue
#Check to see if they're within the correct direction
var angle = abs(facing.angle_to(target.global_position - global_position))
var xz_diff = (target.global_position - global_position).normalized()
xz_diff.y = 0
var angle = abs(facing.angle_to(xz_diff))
if angle > PI / 4.0:
continue
#Determine if they're within shot range
@@ -364,8 +366,8 @@ func check_attack_target() -> void:
continue
#Raycast to see if they're a valid target
var start = global_position + Vector3(0,1,0)
var end = target.global_position + Vector3(0,1,0)
var start = global_position + Vector3(0,.5,0)
var end = target.global_position + Vector3(0,.5,0)
var query = PhysicsRayQueryParameters3D.create(start, end, 1|2, [self])
var result = space_state.intersect_ray(query)
if !result or (result.collider is not PawnController and result.collider is not CombatTarget):
@@ -384,6 +386,8 @@ func check_attack_target() -> void:
can_melee = false
if ranged_closest != null:
combat_target = ranged_closest
else:
combat_target = null
combat_target_changed.emit(melee_closest != null)
func try_install_hack() -> void:
@@ -629,6 +633,9 @@ func detonate() -> void:
for hack : Hack in switch_list:
hack.activate()
func can_poison() -> bool:
return true
func is_poisoned() -> bool:
return poison_time_remaining > 0
@@ -699,7 +706,8 @@ func _on_melee_hit(_body : Node3D) -> void:
#TODO: WRITE THE MELEE DAMAGE CODE
pass
func is_flung() -> bool:
return state == State.FLUNG
func is_attacking() -> bool:
return state == State.RANGED_ATTACKING or state == State.MELEE_ATTACKING
@@ -742,30 +750,34 @@ func add_hack(type : Hack.Type) -> void:
hack_list_changed.emit(data.hacks, data.active_hack)
func add_random_hack(advanced : bool) -> void:
#Get their current hack list
var choices : Dictionary = {
Hack.Type.DESTROY: true,
Hack.Type.PURGE: true,
Hack.Type.INFECT: true,
Hack.Type.REDIRECT: true,
Hack.Type.TRIGGER: true,
Hack.Type.CONTAIN: true
}
for hd : PawnLevelData.HackData in data.hacks:
if hd.max_quantity == 9:
choices.erase(hd.type)
var choice = choices.keys().pick_random()
add_hack.rpc(choice)
if !advanced:
#Get their current hack list
var choices : Dictionary = {
Hack.Type.DESTROY: true,
Hack.Type.PURGE: true,
Hack.Type.INFECT: true,
Hack.Type.REDIRECT: true,
Hack.Type.TRIGGER: true,
Hack.Type.CONTAIN: true
}
for hd : PawnLevelData.HackData in data.hacks:
if hd.max_quantity == 9:
choices.erase(hd.type)
var choice = choices.keys().pick_random()
add_hack.rpc(choice)
#Create a list of possible hacks, omitting any that they have the max in already
#Randomly pick one
#RPC Add hack to them
#TODO: Add random hack spawning using RPCs
pass
func collect_data_key() -> void:
Game.level.award_data_key.rpc(id)
func pickup(type : Pickup.Type) -> void:
func collect(type : Collectable.Type) -> void:
if id != Multiplayer.id:
return
match(type):
Pickup.Type.DATABLOCK: print("Datablock picked up!")
Pickup.Type.BASIC_HACK: add_random_hack(false)
Collectable.Type.DATAKEY: collect_data_key()
Collectable.Type.BASIC_HACK: add_random_hack(false)