Make shotgun functional
This commit is contained in:
parent
f1ee0f0ddb
commit
678268642b
@ -4,7 +4,7 @@
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[ext_resource type="PackedScene" uid="uid://b8nwd3323kwlc" path="res://mesh/shotgun.tscn" id="3_0xpw2"]
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[ext_resource type="AudioStream" uid="uid://bq553wxrelpdr" path="res://raw_assets/sfx/LaserWithRecoveryEditedCompressed.mp3" id="3_8oj30"]
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[node name="shotgun" type="Raygun" unique_id=573018429 node_paths=PackedStringArray("sound_emitter", "bullet_source")]
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[node name="shotgun" type="Shotgun" unique_id=786130999 node_paths=PackedStringArray("sound_emitter", "bullet_source")]
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sound_emitter = NodePath("sound_emitter")
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bullet_prefab = ExtResource("1_0xpw2")
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bullet_source = NodePath("bullet_source")
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@ -8,7 +8,6 @@ use crate::{
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Announcement::{self, FirstBlood},
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Announcer,
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},
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ball::Ball,
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chat::{Chat, ChatMessage},
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map::Map,
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map_resource::MapResource,
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@ -20,7 +19,10 @@ use crate::{
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},
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util::NetVector3,
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},
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player::{DamageSource, IPlayer, LocalPlayer, NetTransform, RemotePlayer, weapon::WeaponType},
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player::{
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DamageSource, IPlayer, LocalPlayer, NetTransform, RemotePlayer, ball::Ball,
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weapon::WeaponType,
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},
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team_resource::TeamResource,
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};
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@ -3,7 +3,7 @@ use godot::{
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prelude::*,
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};
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use crate::{ball::Ball, game_manager::Game, net::network_manager::NetworkManager};
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use crate::{game_manager::Game, net::network_manager::NetworkManager, player::ball::Ball};
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#[derive(GodotClass)]
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#[class(base=Area3D, init)]
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@ -4,10 +4,9 @@ use godot::{
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};
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use crate::{
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ball::Ball,
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game_manager::Game,
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net::network_manager::NetworkManager,
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player::{DamageSource, IPlayer},
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player::{DamageSource, IPlayer, ball::Ball},
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};
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#[derive(GodotClass)]
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@ -1,7 +1,6 @@
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use godot::prelude::*;
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pub mod announcer;
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pub mod ball;
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pub mod chat;
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pub mod cli_parser;
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pub mod game_manager;
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@ -1,10 +1,9 @@
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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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player::{IPlayer, LocalPlayer, NetTransform, RemotePlayer, ball::Ball},
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};
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#[derive(GodotClass)]
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@ -30,8 +30,8 @@ impl From<NetVector3> for Vector3 {
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pub fn cast_ray(
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from: Vector3,
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to: Vector3,
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world: Option<Gd<World3D>>,
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exclude: Array<Rid>,
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world: &Option<Gd<World3D>>,
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exclude: &Array<Rid>,
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) -> Option<RaycastResult> {
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let ray = PhysicsRayQueryParameters3D::create(from, to);
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if let Some(mut ray) = ray {
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@ -62,6 +62,39 @@ pub fn cast_ray(
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}
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}
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pub fn shotgun_ray(
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from: Vector3,
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to: Vector3,
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up: Vector3,
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world: &Option<Gd<World3D>>,
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exclude: &Array<Rid>,
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density: u8,
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angle: f32,
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distance: f32,
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) -> Vec<RaycastResult> {
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let mut results = Vec::new();
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let original_dir = (to - from).normalized();
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let step = angle / density as f32;
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let up = up.normalized();
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let right = original_dir.cross(up).normalized();
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for y in 0..density {
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let y_rot = -(angle / 2.) + step * y as f32;
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for x in 0..density {
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let x_rot = -(angle / 2.) + step * x as f32;
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let dir = original_dir.rotated(up, x_rot).rotated(right, y_rot);
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let to = from + dir * distance;
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if let Some(res) = cast_ray(from, to, world, exclude) {
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results.push(res);
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}
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}
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}
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results
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}
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pub struct RaycastResult {
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pub position: Vector3,
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pub collider: Gd<Object>,
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@ -5,7 +5,7 @@ use godot::{
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use crate::{
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net::{network_manager::BallSync, util::NetVector3},
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player::{IPlayer, NetTransform},
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player::{DamageSource, IPlayer, NetTransform, shootable::Shootable},
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};
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#[derive(GodotClass)]
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@ -80,3 +80,12 @@ impl Ball {
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self.base_mut().set_linear_velocity(sync.velocity.into());
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}
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}
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#[godot_dyn]
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impl Shootable for Ball {
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fn on_shoot(&mut self, _: DamageSource, _: i32, dir: Vector3) {
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let prev_velocity = self.base().get_linear_velocity();
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self.base_mut()
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.set_linear_velocity(prev_velocity + dir * 10.);
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}
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}
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@ -23,14 +23,17 @@ use crate::{
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},
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player::{
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effects::PlayerEffects,
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shootable::Shootable,
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soldier_mesh::SoldierMesh,
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weapon::{BallWeapon, Raygun, Weapon, WeaponType},
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weapon::{BallWeapon, Raygun, Shotgun, Weapon, WeaponType},
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},
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ui::{chatbox::ChatBox, cli::CommandLinePanel, settings::SettingsPanel},
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};
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pub mod ball;
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pub mod effects;
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pub mod player_hand_remover;
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pub mod shootable;
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pub mod soldier_mesh;
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pub mod weapon;
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@ -307,6 +310,7 @@ impl IPlayer for LocalPlayer {
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self.player_id.unwrap_or(0),
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camera_origin.get_global_position(),
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to,
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camera_origin.get_global_basis().col_b(),
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deal_damage,
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)
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} else {
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@ -372,7 +376,7 @@ impl IPlayer for LocalPlayer {
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}
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WeaponType::Shotgun => {
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if let Some(raygun) = &mesh.bind().shotgun {
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self.spawn_weapon(raygun.instantiate_as::<Raygun>().into_dyn().upcast());
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self.spawn_weapon(raygun.instantiate_as::<Shotgun>().into_dyn().upcast());
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}
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}
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WeaponType::Ball => {
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@ -580,8 +584,8 @@ impl ICharacterBody3D for LocalPlayer {
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match cast_ray(
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camera.get_global_position(),
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camera.get_global_position() + forward,
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self.base().get_world_3d(),
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Array::from_iter(vec![self.base().get_rid()]),
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&self.base().get_world_3d(),
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&Array::from_iter(vec![self.base().get_rid()]),
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) {
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Some(res) => Some(res.position),
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None => Some(camera.get_global_position() + forward * 100.),
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@ -736,6 +740,13 @@ impl LocalPlayer {
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}
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}
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#[godot_dyn]
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impl Shootable for LocalPlayer {
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fn on_shoot(&mut self, source: DamageSource, damage: i32, _: Vector3) {
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self.take_damage(source, damage, true);
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}
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}
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#[derive(GodotClass)]
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#[class(base=CharacterBody3D, init)]
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pub struct RemotePlayer {
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@ -842,6 +853,7 @@ impl IPlayer for RemotePlayer {
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rid,
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self.player_id.unwrap_or(0),
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camera_origin.get_global_position(),
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camera_origin.get_basis().col_b(),
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to,
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deal_damage,
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)
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@ -978,6 +990,13 @@ impl RemotePlayer {
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pub fn on_take_damage(source: DamageSourceSignal, source_player: u16, damage: i32);
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}
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#[godot_dyn]
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impl Shootable for RemotePlayer {
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fn on_shoot(&mut self, source: DamageSource, damage: i32, _: Vector3) {
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self.take_damage(source, damage, true);
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}
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}
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#[derive(Clone, Copy, Debug, Serialize, Deserialize)]
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pub enum DamageSource {
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Player(u16),
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6
rust/src/player/shootable.rs
Normal file
6
rust/src/player/shootable.rs
Normal file
@ -0,0 +1,6 @@
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use crate::player::DamageSource;
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use godot::prelude::*;
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pub trait Shootable {
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fn on_shoot(&mut self, source: DamageSource, damage: i32, dir: Vector3);
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}
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@ -5,7 +5,7 @@ use godot::{
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use crate::player::{
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player_hand_remover::PlayerHandRemover,
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weapon::{BallWeapon, Raygun, Weapon},
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weapon::{BallWeapon, Raygun, Shotgun, Weapon},
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};
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#[derive(GodotClass)]
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@ -62,7 +62,7 @@ impl SoldierMesh {
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pub fn spawn_shotgun(&mut self) -> Option<DynGd<Node3D, dyn Weapon>> {
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if let Some(shotgun) = &self.shotgun {
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let node = shotgun.instantiate_as::<Raygun>();
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let node = shotgun.instantiate_as::<Shotgun>();
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self.spawn_weapon(node.into_dyn().upcast())
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} else {
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None
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@ -1,11 +1,12 @@
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use std::{collections::HashSet, f32::consts::PI};
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use godot::{classes::AudioStreamPlayer3D, prelude::*};
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use serde::{Deserialize, Serialize};
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use crate::{
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ball::Ball,
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game_manager::{Game, GameOption},
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net::util::cast_ray,
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player::{DamageSource, IPlayer},
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net::util::{cast_ray, shotgun_ray},
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player::{DamageSource, IPlayer, ball::Ball, shootable::Shootable},
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};
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pub trait Weapon {
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@ -15,6 +16,7 @@ pub trait Weapon {
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player_id: u16,
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from: Vector3,
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to: Vector3,
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up: Vector3,
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deal_damage: bool,
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) -> bool;
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fn get_type(&self) -> WeaponType;
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@ -60,6 +62,7 @@ impl Weapon for Raygun {
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player_id: u16,
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from: Vector3,
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to: Vector3,
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_: Vector3,
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deal_damage: bool,
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) -> bool {
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if self.cooldown_remaining > 0. {
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@ -74,8 +77,8 @@ impl Weapon for Raygun {
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let target = cast_ray(
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from,
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to,
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self.base().get_world_3d(),
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Array::from_iter(vec![player]),
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&self.base().get_world_3d(),
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&Array::from_iter(vec![player]),
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);
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let dir = (to - source.get_global_position()).normalized();
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@ -100,23 +103,15 @@ impl Weapon for Raygun {
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}
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if deal_damage && let Some(target) = target {
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if let Ok(mut player) = target.collider.clone().try_dynify::<dyn IPlayer>() {
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if let Ok(mut shootable) = target.collider.clone().try_dynify::<dyn Shootable>() {
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godot_print!("{}", target.collider);
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self.run_deferred(move |_| {
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if let Some(game) = Game::singleton()
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&& game.bind().opts.is_true(GameOption::FriendlyFire)
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{
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player.dyn_bind_mut().take_damage(
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DamageSource::Player(player_id),
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100,
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true,
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);
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}
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shootable.dyn_bind_mut().on_shoot(
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DamageSource::Player(player_id),
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100,
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dir.normalized(),
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);
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});
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} else if let Ok(mut ball) = target.collider.try_cast::<Ball>() {
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let prev_velocity = ball.bind().base().get_linear_velocity();
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ball.bind_mut()
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.base_mut()
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.set_linear_velocity(prev_velocity + dir * 10.);
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}
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}
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}
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@ -131,6 +126,81 @@ impl Weapon for Raygun {
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}
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}
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#[derive(GodotClass)]
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#[class(base=Node3D, init)]
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pub struct Shotgun {
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#[export]
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sound_emitter: Option<Gd<AudioStreamPlayer3D>>,
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#[export]
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bullet_prefab: Option<Gd<PackedScene>>,
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#[export]
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bullet_source: Option<Gd<Node3D>>,
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#[export]
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cooldown: f64,
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cooldown_remaining: f64,
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base: Base<Node3D>,
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}
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#[godot_dyn]
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impl Weapon for Shotgun {
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fn shoot(
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&mut self,
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player: Rid,
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player_id: u16,
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from: Vector3,
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to: Vector3,
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up: Vector3,
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deal_damage: bool,
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) -> bool {
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// TODO do effects
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let mut colliders = HashSet::new();
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for result in shotgun_ray(
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from,
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to,
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up,
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&self.base().get_world_3d(),
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&Array::from_iter(vec![player]),
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10,
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PI / 2.,
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10.,
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) {
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colliders.insert(result.collider);
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}
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if deal_damage {
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for collider in colliders {
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let collider_pos = if let Ok(node) = collider.clone().try_cast::<Node3D>() {
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node.get_global_position()
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} else {
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Vector3::ZERO
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};
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let delta = collider_pos - from;
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if let Ok(mut shootable) = collider.clone().try_dynify::<dyn Shootable>() {
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godot_print!("{} ({})", collider, delta.length());
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self.run_deferred(move |_| {
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shootable.dyn_bind_mut().on_shoot(
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DamageSource::Player(player_id),
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(500. / delta.length()) as i32,
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delta.normalized(),
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);
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});
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}
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}
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}
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true
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}
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fn get_type(&self) -> WeaponType {
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WeaponType::Shotgun
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}
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}
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#[derive(GodotClass)]
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#[class(base=Node3D, init)]
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pub struct Beam {
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@ -183,7 +253,7 @@ pub struct BallWeapon {
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#[godot_dyn]
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impl Weapon for BallWeapon {
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fn shoot(&mut self, _: Rid, _: u16, _: Vector3, _: Vector3, _: bool) -> bool {
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fn shoot(&mut self, _: Rid, _: u16, _: Vector3, _: Vector3, _: Vector3, _: bool) -> bool {
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true
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}
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