Make it so it's enough to walk to the goal with the ball

This commit is contained in:
Sofia 2026-08-08 20:30:28 +03:00
parent 2dba0d5d60
commit 8886a0d99d
2 changed files with 20 additions and 8 deletions

View File

@ -22,7 +22,7 @@ radius = 2.0
[node name="goal" type="Goal" unique_id=177528504 node_paths=PackedStringArray("mesh")]
mesh = NodePath("mesh_instance_3d")
collision_layer = 8
collision_mask = 8
collision_mask = 11
[node name="mesh_instance_3d" type="MeshInstance3D" parent="." unique_id=587608036]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0)

View File

@ -4,7 +4,9 @@ use godot::{
};
use crate::{
game::Game, net::network_manager::NetworkManager, player::ball::Ball,
game::Game,
net::network_manager::NetworkManager,
player::{IPlayer, ball::Ball, weapon::WeaponType},
replay::StandaloneReplayManager,
};
@ -55,10 +57,23 @@ impl Goal {
}
fn on_enter(&self, node: Gd<Node3D>) {
if let Ok(mut ball) = node.try_cast::<Ball>()
if !NetworkManager::singleton().bind().is_host() {
return;
}
let mut is_goal = None;
if let Ok(mut ball) = node.clone().try_cast::<Ball>()
&& !ball.bind().entered_goal
{
ball.bind_mut().entered_goal = true;
is_goal = Some(ball.bind().dropper.unwrap_or(0));
} else if let Ok(player) = node.clone().try_dynify::<dyn IPlayer>()
&& let Some(weapon) = player.dyn_bind().get_weapon()
&& weapon.dyn_bind().get_type() == WeaponType::Ball
{
is_goal = Some(player.dyn_bind().get_player_id().unwrap_or(0));
}
if let Some(player_id) = is_goal {
if let Some(mut game) = Game::singleton() {
let teams = game
.bind()
@ -68,11 +83,8 @@ impl Goal {
.map(|(id, _)| id as u8)
.filter(|id| *id != self.team)
.collect();
if NetworkManager::singleton().bind().is_host() {
game.bind_mut().respawn_ball();
game.bind_mut()
.handle_goal(ball.bind().dropper.unwrap_or(0), teams);
}
game.bind_mut().respawn_ball();
game.bind_mut().handle_goal(player_id, teams);
}
}
}