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c8d11f8a54
| Author | SHA1 | Date | |
|---|---|---|---|
| c8d11f8a54 | |||
| 41c50a764e |
@ -3,4 +3,5 @@
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[ext_resource type="MapResource" uid="uid://c7n1tacc7a73t" path="res://maps/default_map.tres" id="1_glms7"]
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[node name="game_manager" type="GameManager" unique_id=1442044769]
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respawn_timer = 5.0
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maps = Array[MapResource]([ExtResource("1_glms7")])
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@ -8,13 +8,14 @@ glow_enabled = true
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[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_oh8vq"]
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[node name="player" type="LocalPlayer" unique_id=863055906 node_paths=PackedStringArray("camera", "soldier_mesh", "collider", "splorch")]
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[node name="player" type="LocalPlayer" unique_id=863055906 node_paths=PackedStringArray("camera", "soldier_mesh", "collider", "splorch", "dead_cam_target")]
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look_sensitivity = 1.5
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camera = NodePath("camera_3d")
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move_speed = 5.0
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soldier_mesh = NodePath("soldier_m")
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collider = NodePath("collision_shape_3d2")
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splorch = NodePath("splorch")
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dead_cam_target = NodePath("dead_camera_target")
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health = 100
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collision_mask = 4
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@ -33,3 +34,6 @@ shape = SubResource("CapsuleShape3D_oh8vq")
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[node name="splorch" parent="." unique_id=986677517 instance=ExtResource("2_ywmwa")]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.16157162, 1.4223524, 0)
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[node name="dead_camera_target" type="Node3D" parent="." unique_id=559969559]
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transform = Transform3D(1, 0, 0, 0, 0.9069022, 0.4213412, 0, -0.4213412, 0.9069022, 0, 2.3258846, 1.5254744)
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@ -9,7 +9,7 @@ use crate::{
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net::{
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network_manager::{
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NetworkManager,
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Package::{self, Kill, SelfSync, TakeDamage},
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Package::{self, Kill, SelfSync, SpawnPlayer, TakeDamage},
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PeerKind, SyncPackage,
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},
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util::NetVector3,
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@ -22,6 +22,9 @@ pub const GAME_MANAGER_GLOBAL: &str = "GameManagerGlobal";
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#[derive(GodotClass)]
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#[class(base=Node, init)]
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pub struct GameManager {
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#[export]
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pub respawn_timer: f64,
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pub game: Option<Gd<Game>>,
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base: Base<Node>,
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@ -51,6 +54,7 @@ impl GameManager {
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let mut game = Game::new_alloc();
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game.bind_mut().is_host = is_host;
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game.bind_mut().maps = self.maps.clone();
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game.bind_mut().respawn_timer = self.respawn_timer;
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self.run_deferred(|s| {
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if let Some(game) = &s.game {
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@ -78,6 +82,9 @@ impl GameManager {
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#[derive(GodotClass)]
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#[class(base=Node, init)]
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pub struct Game {
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#[export]
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pub respawn_timer: f64,
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pub selected_map_idx: u8,
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pub selected_map: Option<Gd<MapResource>>,
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pub maps: Array<Gd<MapResource>>,
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@ -143,6 +150,25 @@ impl INode for Game {
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}
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}
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}
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if let Some(peer) = &mut NetworkManager::singleton().bind_mut().peer {
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if let PeerKind::Server(peer, _) = peer {
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for player in self.players.clone() {
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if let Some(character) = player.character {
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if character.dyn_bind().dead_for() > self.respawn_timer {
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let character = self.spawn_player_server(player.id);
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if let Some(character) = character {
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peer.broadcast_reliable(SpawnPlayer(
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player.id,
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character.dyn_bind().get_transform(),
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));
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}
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}
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}
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}
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}
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}
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}
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}
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@ -272,64 +298,72 @@ impl Game {
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} else {
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self.run_deferred(|s| {
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for player in s.players.clone() {
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let player_id = player.id;
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if let Some(mut map) = s.current_map.clone() {
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let mut character = map.bind_mut().spawn_player(
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&player,
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player.id == s.self_id.unwrap_or(0),
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None,
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);
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if let Some(character) = &mut character {
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if let Ok(mut local_player) =
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character.clone().try_cast::<LocalPlayer>()
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{
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local_player
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.bind_mut()
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.signals()
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.on_die()
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.connect_other(s, move |s| s.on_death(player_id));
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local_player
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.bind_mut()
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.signals()
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.on_take_damage()
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.connect_other(s, move |s, damage| {
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s.on_take_damage(player_id, damage)
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});
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} else if let Ok(mut remote_player) =
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character.clone().try_cast::<RemotePlayer>()
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{
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remote_player
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.bind_mut()
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.signals()
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.on_die()
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.connect_other(s, move |s| s.on_death(player_id));
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remote_player
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.bind_mut()
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.signals()
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.on_take_damage()
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.connect_other(s, move |s, damage| {
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s.on_take_damage(player_id, damage)
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});
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}
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}
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if let Some(player) = s.find_player_mut(player_id) {
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player.character = character;
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}
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}
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s.spawn_player_server(player.id);
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}
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});
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}
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}
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}
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pub fn spawn_player_server(&mut self, id: u16) -> Option<DynGd<CharacterBody3D, dyn IPlayer>> {
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if let Some(player) = self.find_player_mut(id)
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&& let Some(character) = &mut player.character
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{
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// This is a respawn, remove old character
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character.queue_free();
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}
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if let Some(mut map) = self.current_map.clone() {
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let mut character =
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map.bind_mut()
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.spawn_player(id, id == self.self_id.unwrap_or(0), None);
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if let Some(character) = &mut character {
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if let Ok(mut local_player) = character.clone().try_cast::<LocalPlayer>() {
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local_player
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.bind_mut()
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.signals()
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.on_die()
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.connect_other(self, move |s| s.on_death(id));
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local_player
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.bind_mut()
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.signals()
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.on_take_damage()
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.connect_other(self, move |s, damage| s.on_take_damage(id, damage));
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} else if let Ok(mut remote_player) = character.clone().try_cast::<RemotePlayer>() {
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remote_player
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.bind_mut()
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.signals()
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.on_die()
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.connect_other(self, move |s| s.on_death(id));
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remote_player
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.bind_mut()
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.signals()
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.on_take_damage()
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.connect_other(self, move |s, damage| s.on_take_damage(id, damage));
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}
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}
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if let Some(player) = self.find_player_mut(id) {
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player.character = character.clone();
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}
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character
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} else {
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None
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}
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}
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// Method called on the client-side whenever a player has spawned
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pub fn spawn_player_client(&mut self, id: u16, transform: NetPlayerTransform) {
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if let Some(map) = &mut self.current_map {
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if let Some(player) = self.players.iter_mut().find(|p| p.id == id) {
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if let Some(character) = &mut player.character {
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// This is a respawn, delete old character
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character.queue_free();
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}
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let character = map.bind_mut().spawn_player(
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player,
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player.id,
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player.id == self.self_id.unwrap_or(0),
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Some(transform),
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);
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@ -410,7 +444,6 @@ impl Game {
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// Handle dying, from server to client
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pub fn handle_kill(&mut self, player_id: u16) {
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godot_print!("Got kill!");
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if let Some(player) = self.find_player_mut(player_id) {
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if let Some(character) = &mut player.character {
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character.dyn_bind_mut().kill();
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@ -34,14 +34,14 @@ impl Map {
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pub fn spawn_player(
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&mut self,
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player: &Player,
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player_id: u16,
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is_local: bool,
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transform: Option<NetPlayerTransform>,
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) -> Option<DynGd<CharacterBody3D, dyn IPlayer + 'static>> {
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if is_local {
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if let Some(local_player) = &self.local_player {
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let mut node = local_player.instantiate_as::<LocalPlayer>();
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node.bind_mut().player_id = Some(player.id);
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node.bind_mut().player_id = Some(player_id);
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self.base_mut().add_child(&node);
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if let Some(transform) = transform {
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node.bind_mut()
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@ -63,7 +63,7 @@ impl Map {
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}
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} else if let Some(remote_player) = &self.remote_player {
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let mut node = remote_player.instantiate_as::<RemotePlayer>();
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node.bind_mut().player_id = Some(player.id);
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node.bind_mut().player_id = Some(player_id);
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self.base_mut().add_child(&node);
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if let Some(transform) = transform {
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node.bind_mut()
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@ -48,6 +48,7 @@ pub trait IPlayer {
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fn take_damage(&mut self, damage: i32, kill: bool);
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fn is_dead(&self) -> bool;
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fn kill(&mut self);
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fn dead_for(&self) -> f64;
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}
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pub trait PlayerMovement {
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@ -94,6 +95,8 @@ pub struct LocalPlayer {
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#[export]
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splorch: Option<Gd<GpuParticles3D>>,
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#[export]
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dead_cam_target: Option<Gd<Node3D>>,
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#[export]
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health: i32,
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pub player_id: Option<u16>,
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@ -106,6 +109,7 @@ pub struct LocalPlayer {
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shoot_cd: f64,
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is_dead: bool,
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dead_for: f64,
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locked: bool,
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@ -199,6 +203,10 @@ impl IPlayer for LocalPlayer {
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self.is_dead
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}
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fn dead_for(&self) -> f64 {
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self.dead_for
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}
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fn kill(&mut self) {
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self.run_deferred(move |s| s.signals().on_die().emit());
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if let Some(mut mesh) = self.soldier_mesh.take() {
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@ -241,6 +249,10 @@ impl ICharacterBody3D for LocalPlayer {
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}
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fn process(&mut self, delta: f64) {
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if self.is_dead {
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self.dead_for += delta;
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}
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self.shoot_cd -= delta;
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let input_direction = if self.locked {
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@ -264,6 +276,15 @@ impl ICharacterBody3D for LocalPlayer {
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}
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self.player_update(delta);
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if self.is_dead
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&& let Some(target) = &self.dead_cam_target
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&& let Some(camera) = &mut self.camera
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{
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let camera_prev_pos = camera.get_global_position();
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let new_pos = camera_prev_pos.lerp(target.get_global_position(), 0.1);
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camera.set_global_position(new_pos);
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}
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}
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fn input(&mut self, event: Gd<InputEvent>) {
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@ -370,6 +391,7 @@ pub struct RemotePlayer {
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look_up: f32,
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is_dead: bool,
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dead_for: f64,
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shoot_cd: f64,
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@ -461,6 +483,10 @@ impl IPlayer for RemotePlayer {
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self.is_dead
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}
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fn dead_for(&self) -> f64 {
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self.dead_for
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}
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fn kill(&mut self) {
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self.run_deferred(move |s| s.signals().on_die().emit());
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if let Some(mut mesh) = self.soldier_mesh.take() {
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@ -488,6 +514,10 @@ impl ICharacterBody3D for RemotePlayer {
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}
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fn process(&mut self, delta: f64) {
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if self.is_dead {
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self.dead_for += delta;
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}
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self.player_update(delta);
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self.shoot_cd -= delta;
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