Add throwing the ball
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179f10e449
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47194894ca
@ -3,7 +3,10 @@ use godot::{
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prelude::*,
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};
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use crate::player::{IPlayer, NetTransform};
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use crate::{
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net::util::NetVector3,
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player::{IPlayer, NetTransform},
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};
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#[derive(GodotClass)]
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#[class(base=RigidBody3D, init)]
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@ -41,6 +44,10 @@ impl Ball {
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}
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}
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pub fn get_velocity(&self) -> NetVector3 {
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self.base().get_linear_velocity().into()
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}
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fn on_collision(&mut self, node: Gd<Node>) {
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if let Ok(player) = node.try_dynify::<dyn IPlayer>()
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&& let Some(player_id) = player.dyn_bind().get_player_id()
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@ -303,15 +303,20 @@ impl Game {
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for player in s.players.clone() {
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s.spawn_player_server(player.id);
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}
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s.spawn_ball(None, None);
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s.spawn_ball(None, None, None);
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});
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}
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}
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}
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pub fn spawn_ball(&mut self, transform: Option<NetTransform>, player_id: Option<u16>) {
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pub fn spawn_ball(
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&mut self,
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transform: Option<NetTransform>,
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velocity: Option<NetVector3>,
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player_id: Option<u16>,
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) {
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if let Some(map) = &mut self.current_map {
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let ball = map.bind_mut().spawn_ball(transform, player_id);
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let ball = map.bind_mut().spawn_ball(transform, velocity, player_id);
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if let Some(ball) = &ball {
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self.world_ball = Some(ball.clone());
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ball.signals()
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@ -325,6 +330,7 @@ impl Game {
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{
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peer.broadcast_reliable(Package::SpawnBall(
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ball.bind().get_transform(),
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ball.bind().get_velocity(),
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player_id,
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));
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}
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@ -3,6 +3,7 @@ use godot::{classes::CharacterBody3D, prelude::*};
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use crate::{
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ball::Ball,
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game_manager::Game,
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net::util::NetVector3,
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player::{IPlayer, LocalPlayer, NetTransform, RemotePlayer},
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};
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@ -93,6 +94,7 @@ impl Map {
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pub fn spawn_ball(
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&mut self,
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transform: Option<NetTransform>,
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velocity: Option<NetVector3>,
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player_id: Option<u16>,
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) -> Option<Gd<Ball>> {
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if let Some(ball_spawner) = self.ball_spawner.clone()
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@ -107,6 +109,9 @@ impl Map {
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} else {
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ball.set_global_position(ball_spawner.get_global_position());
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}
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if let Some(velocity) = velocity {
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ball.set_linear_velocity(velocity.into());
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}
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Some(ball)
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} else {
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None
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@ -258,9 +258,13 @@ impl INode for NetworkManager {
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.handle_kill(source_player_id, target_player_id);
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}
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}
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Package::SpawnBall(transform, player_id) => {
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Package::SpawnBall(transform, velocity, player_id) => {
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if let Some(game) = &mut Game::singleton() {
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game.bind_mut().spawn_ball(Some(transform), player_id);
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game.bind_mut().spawn_ball(
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Some(transform),
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Some(velocity),
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player_id,
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);
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}
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}
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Package::DespawnBall => {
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@ -594,7 +598,7 @@ pub enum Package {
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Shoot(u16, NetVector3, NetTransform, f32),
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TakeDamage(DamageSource, u16, i32),
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Kill(DamageSource, u16),
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SpawnBall(NetTransform, Option<u16>),
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SpawnBall(NetTransform, NetVector3, Option<u16>),
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DespawnBall,
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SwapWeapon(u16, WeaponType),
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}
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@ -58,6 +58,7 @@ pub trait IPlayer {
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pub trait PlayerMovement {
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fn player_update(&mut self, delta: f64);
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fn drop_ball_common(&mut self, with_velocity: bool) -> bool;
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fn get_look_dir(&self) -> Vector3;
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}
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impl<T: IPlayer + ICharacterBody3D + WithBaseField> PlayerMovement for T {
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@ -87,7 +88,7 @@ impl<T: IPlayer + ICharacterBody3D + WithBaseField> PlayerMovement for T {
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if let Some(weapon) = self.get_weapon()
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&& let Ok(_) = weapon.try_cast::<BallWeapon>()
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{
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self.run_deferred(|s| {
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self.run_deferred(move |s| {
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if let Some(peer) = &mut NetworkManager::singleton().bind_mut().peer
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&& let PeerKind::Server(peer, _) = peer
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{
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@ -98,11 +99,18 @@ impl<T: IPlayer + ICharacterBody3D + WithBaseField> PlayerMovement for T {
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));
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if let Some(mut game) = Game::singleton() {
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if let Some(ball_origin) = &s.get_ball_origin() {
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let velocity = if with_velocity {
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s.get_look_dir() * 20.
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} else {
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Vector3::ZERO
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};
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game.bind_mut().spawn_ball(
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Some(NetTransform {
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location: ball_origin.get_global_position().into(),
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rotation: ball_origin.get_global_rotation().into(),
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}),
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Some(velocity.into()),
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s.get_player_id(),
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);
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}
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@ -114,6 +122,14 @@ impl<T: IPlayer + ICharacterBody3D + WithBaseField> PlayerMovement for T {
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false
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}
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}
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fn get_look_dir(&self) -> Vector3 {
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if let Some(ball_origin) = self.get_ball_origin() {
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ball_origin.get_global_basis().col_c().neg()
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} else {
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Vector3::ZERO
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}
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}
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}
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#[derive(GodotClass)]
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@ -663,6 +679,10 @@ impl ICharacterBody3D for RemotePlayer {
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mesh.bind_mut().update_y_look(self.look_up);
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}
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if let Some(ball_origin) = &mut self.ball_origin {
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ball_origin.set_rotation(Vector3::RIGHT * self.look_up);
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}
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}
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}
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