Files
net-gunner/scripts/player.gd

226 lines
5.8 KiB
GDScript

class_name Player extends CharacterBody3D
const trap_template = preload("res://templates/trap.tscn")
const remove_trap_modal = preload("res://templates/remove_trap_modal.tscn")
const disarm_trap_modal = preload("res://templates/disarm_trap_modal.tscn")
@export var speed : float = 10
@onready var body = $Body
@onready var data : PlayerData = $Data
@onready var trap_sound : AudioStreamPlayer3D = $TrapSound
var button_actions : Dictionary[int, String]
var current_square : Vector3i
var detecting : bool = false
var detect_squares : Dictionary[Vector3i, bool] = {}
var input_locked : bool = false
var action_tween : Tween = null
var modal = null
signal trap_cycled(trap_index)
signal trap_quantity_changed(trap_index, quantity)
signal trap_list_changed(traps)
func _physics_process(delta: float) -> void:
var dir = Input.get_vector("west", "east", "north", "south")
dir = Vector3(dir.x, 0, dir.y)
if input_locked or modal != null:
dir = Vector3.ZERO
if dir.length_squared() > 0:
body.look_at(body.global_position - dir)
velocity = speed * dir
if detecting:
velocity /= 3
if !is_on_floor():
velocity += get_gravity()
move_and_slide()
elif !is_on_floor():
velocity = get_gravity()
move_and_slide()
if detecting:
update_detecting()
if !input_locked:
if modal:
var evt = InputEventAction.new()
var buttons = [
"lay trap",
"detect",
"attack",
"detonate"
]
for button in buttons:
if Input.is_action_just_pressed(button):
evt.action = button
evt.pressed = true
modal.button_pressed(evt)
else:
if Input.is_action_just_pressed("left cycle trap"):
cycle_active_trap(-1)
if Input.is_action_just_pressed("right cycle trap"):
cycle_active_trap(1)
if Input.is_action_just_pressed("detect"):
start_detecting()
elif Input.is_action_just_released("detect"):
stop_detecting()
if !detecting and Input.is_action_just_pressed("lay trap"):
try_lay_trap()
func try_lay_trap() -> void:
if !is_on_floor():
return
if data.traps[data.active_trap].quantity < 1:
return
var square : Vector3i = (global_position - Vector3.ONE * .5).round()
if !Game.level.is_valid_trap_square(square):
return
action_tween = create_tween()
input_locked = true
action_tween.tween_interval(.2)
action_tween.tween_callback(Callable(lay_trap).bind(square, data.active_trap))
action_tween.tween_interval(.25)
action_tween.tween_callback(clear_action)
func lay_trap(square : Vector3i, idx : int) -> void:
var type : Trap.Type = data.traps[idx].type
var trap = trap_template.instantiate()
trap.setup(type, Multiplayer.id)
trap.disarmed.connect(_on_trap_disarmed)
data.traps[idx].quantity -= 1
trap_quantity_changed.emit(idx, data.traps[idx].quantity)
Game.level.add_trap(trap, square)
trap_sound.play()
func clear_action() -> void:
input_locked = false
action_tween = null
func update_detecting() -> void:
var new_square : Vector3i = (global_position - Vector3.ONE * .5).round()
if new_square == current_square:
return
current_square = new_square
var new_squares : Dictionary[Vector3i, bool] = {}
for i in range(-2, 3):
for j in range(-2, 3):
for k in range(-2, 2):
if abs(i) + abs(j) < 3:
var sq = current_square + Vector3i(i, k, j)
new_squares[sq] = true
for sq in detect_squares.keys():
if !new_squares.has(sq):
Game.level.detect_square(sq, false)
var remove_list = []
for sq in new_squares.keys():
if detect_squares.has(sq):
continue
if !Game.level.detect_square(sq, true):
remove_list.append(sq)
detect_squares = new_squares
for key in remove_list:
detect_squares.erase(key)
var trap : Trap = Game.level.get_square_trap(current_square)
if trap != null:
if trap.trap_owner == Multiplayer.id:
show_remove_trap_modal()
else:
show_disarm_trap_modal()
func close_modal() -> void:
modal.queue_free()
modal = null
func show_remove_trap_modal() -> void:
stop_detecting()
modal = remove_trap_modal.instantiate()
modal.square = current_square
Game.level.add_child(modal)
func show_disarm_trap_modal() -> void:
stop_detecting()
modal = disarm_trap_modal.instantiate()
modal.difficulty = Game.level.difficulty
modal.square = current_square
Game.level.add_child(modal)
func start_detecting() -> void:
detecting = true
current_square = (global_position - Vector3.ONE * .5).round()
detect_squares = {}
for i in range(-2, 3):
for j in range(-2, 3):
for k in range(-2, 2):
if abs(i) + abs(j) < 3:
var sq = current_square + Vector3i(i, k, j)
detect_squares[sq] = true
var remove_list = []
for sq in detect_squares.keys():
if !Game.level.detect_square(sq, true):
remove_list.append(sq)
for key in remove_list:
detect_squares.erase(key)
var trap : Trap = Game.level.get_square_trap(current_square)
if trap != null:
if trap.trap_owner == Multiplayer.id:
show_remove_trap_modal()
func stop_detecting() -> void:
detecting = false
for sq in detect_squares.keys():
Game.level.detect_square(sq, false)
detect_squares = {}
func setup(traps) -> void:
$Data.traps = traps
Game.setup_player(self)
func remove_trap_at(square) -> void:
var trap : Trap = Game.level.traps[square]
for i in range(len(data.traps)):
var d = data.traps[i]
if d.type == trap.type:
d.quantity += 1
trap_quantity_changed.emit(i, d.quantity)
break
trap.queue_free()
Game.level.traps.erase(square)
func cycle_active_trap(dir) -> void:
var prev = data.active_trap
data.active_trap += dir
if data.active_trap < 0:
data.active_trap = 0
if data.active_trap >= len(data.traps):
data.active_trap = len(data.traps) - 1
if prev != data.active_trap:
trap_cycled.emit(data.active_trap)
func _on_trap_disarmed(type : Trap.Type) -> void:
for i in range(len(data.traps)):
var d = data.traps[i]
if d.type == type:
d.max -= 1
trap_quantity_changed.emit(i, d.quantity)
break