Possibly fix bugs with ball in replay

This commit is contained in:
Sofia 2026-07-27 01:27:38 +03:00
parent e259aacc01
commit 9a33403761
8 changed files with 50 additions and 26 deletions

View File

@ -1162,7 +1162,9 @@ impl Game {
if let Some(player) = self.find_player_mut(player_id) { if let Some(player) = self.find_player_mut(player_id) {
if let Some(character) = &mut player.character { if let Some(character) = &mut player.character {
character.dyn_bind_mut().take_damage(source, damage, false); character
.dyn_bind_mut()
.take_damage(source, damage, false, true);
} }
} }
} }
@ -1171,7 +1173,7 @@ impl Game {
pub fn handle_kill(&mut self, source: DamageSource, player_id: u16) { pub fn handle_kill(&mut self, source: DamageSource, player_id: u16) {
if let Some(player) = self.find_player_mut(player_id) { if let Some(player) = self.find_player_mut(player_id) {
if let Some(character) = &mut player.character { if let Some(character) = &mut player.character {
character.dyn_bind_mut().kill(source.clone()); character.dyn_bind_mut().kill(source.clone(), true);
self.on_kill(source, player_id); self.on_kill(source, player_id);
} }
} }

View File

@ -70,9 +70,12 @@ impl Killbox {
pub fn kill(&mut self, node: Gd<Node3D>) { pub fn kill(&mut self, node: Gd<Node3D>) {
if let Ok(mut player) = node.clone().try_dynify::<dyn IPlayer>() { if let Ok(mut player) = node.clone().try_dynify::<dyn IPlayer>() {
if NetworkManager::singleton().bind().is_host() { if NetworkManager::singleton().bind().is_host() {
player player.dyn_bind_mut().take_damage(
.dyn_bind_mut() DamageSource::Killbox(self.kind),
.take_damage(DamageSource::Killbox(self.kind), 1000, true); 1000,
true,
true,
);
} }
} else if let Ok(_) = node.try_cast::<Ball>() { } else if let Ok(_) = node.try_cast::<Ball>() {
if let Some(game) = &mut Game::singleton() { if let Some(game) = &mut Game::singleton() {

View File

@ -145,6 +145,7 @@ impl Map {
{ {
let mut ball = ball_prefab.instantiate_as::<Ball>(); let mut ball = ball_prefab.instantiate_as::<Ball>();
ball.bind_mut().dropper = player_id; ball.bind_mut().dropper = player_id;
ball.bind_mut().active = true;
self.base_mut().add_child(&ball); self.base_mut().add_child(&ball);
if let Some(transform) = transform { if let Some(transform) = transform {
ball.set_global_position(transform.location.into()); ball.set_global_position(transform.location.into());
@ -172,6 +173,7 @@ impl Map {
{ {
let mut ball = ball_prefab.instantiate_as::<Ball>(); let mut ball = ball_prefab.instantiate_as::<Ball>();
ball.bind_mut().dropper = player_id; ball.bind_mut().dropper = player_id;
ball.bind_mut().active = false;
self.base_mut().add_child(&ball); self.base_mut().add_child(&ball);
if let Some(transform) = transform { if let Some(transform) = transform {
ball.set_global_position(transform.location.into()); ball.set_global_position(transform.location.into());

View File

@ -12,6 +12,7 @@ use crate::{
#[class(base=RigidBody3D, init)] #[class(base=RigidBody3D, init)]
pub struct Ball { pub struct Ball {
pub dropper: Option<u16>, pub dropper: Option<u16>,
pub active: bool,
alive_for: f64, alive_for: f64,
@ -49,6 +50,9 @@ impl Ball {
} }
fn on_collision(&mut self, node: Gd<Node>) { fn on_collision(&mut self, node: Gd<Node>) {
if !self.active {
return;
}
if let Ok(player) = node.try_dynify::<dyn IPlayer>() if let Ok(player) = node.try_dynify::<dyn IPlayer>()
&& let Some(player_id) = player.dyn_bind().get_player_id() && let Some(player_id) = player.dyn_bind().get_player_id()
{ {

View File

@ -171,7 +171,7 @@ impl IPlayer for LocalPlayer {
fn apply_look_up(&mut self, _look: f32) {} fn apply_look_up(&mut self, _look: f32) {}
fn try_shoot(&mut self, to: Vector3, deal_damage: bool) -> bool { fn try_shoot(&mut self, to: Vector3, deal_damage: bool) -> bool {
if self.try_shoot_common(to, deal_damage) { if self.try_shoot_common(to, deal_damage, deal_damage) {
if let Some(game) = &mut Game::singleton() if let Some(game) = &mut Game::singleton()
&& let Some(recorder) = game.bind_mut().recorder() && let Some(recorder) = game.bind_mut().recorder()
{ {
@ -209,7 +209,7 @@ impl IPlayer for LocalPlayer {
} }
} }
fn take_damage(&mut self, source: DamageSource, damage: i32, kill: bool) { fn take_damage(&mut self, source: DamageSource, damage: i32, kill: bool, drop_ball: bool) {
self.run_deferred(move |s| { self.run_deferred(move |s| {
if s.can_take_damage(&source) { if s.can_take_damage(&source) {
let (signal, player, kind) = source.into_signal(); let (signal, player, kind) = source.into_signal();
@ -220,7 +220,7 @@ impl IPlayer for LocalPlayer {
}); });
s.health -= damage; s.health -= damage;
if kill && s.health <= 0 { if kill && s.health <= 0 {
s.kill(source); s.kill(source, drop_ball);
} }
} }
if let Some(health_label) = &mut s.health_label { if let Some(health_label) = &mut s.health_label {
@ -237,8 +237,10 @@ impl IPlayer for LocalPlayer {
self.dead_for self.dead_for
} }
fn kill(&mut self, source: DamageSource) { fn kill(&mut self, source: DamageSource, drop_ball: bool) {
self.drop_ball(false); if drop_ball {
self.drop_ball(false);
}
let (signal, player, kind) = source.into_signal(); let (signal, player, kind) = source.into_signal();
self.run_deferred(move |s| s.signals().on_die().emit(signal, player, kind)); self.run_deferred(move |s| s.signals().on_die().emit(signal, player, kind));
@ -719,6 +721,6 @@ impl LocalPlayer {
#[godot_dyn] #[godot_dyn]
impl Shootable for LocalPlayer { impl Shootable for LocalPlayer {
fn on_shoot(&mut self, source: DamageSource, damage: i32, _: Vector3) { fn on_shoot(&mut self, source: DamageSource, damage: i32, _: Vector3) {
self.take_damage(source, damage, true); self.take_damage(source, damage, true, true);
} }
} }

View File

@ -47,9 +47,15 @@ pub trait IPlayer {
fn jump(&mut self); fn jump(&mut self);
fn try_shoot(&mut self, to: Vector3, deal_damage: bool) -> bool; fn try_shoot(&mut self, to: Vector3, deal_damage: bool) -> bool;
fn try_punch(&mut self, to: Vector3, deal_damage: bool) -> bool; fn try_punch(&mut self, to: Vector3, deal_damage: bool) -> bool;
fn take_damage(&mut self, source_player: DamageSource, damage: i32, kill: bool); fn take_damage(
&mut self,
source_player: DamageSource,
damage: i32,
kill: bool,
drop_ball: bool,
);
fn is_dead(&self) -> bool; fn is_dead(&self) -> bool;
fn kill(&mut self, source_player: DamageSource); fn kill(&mut self, source_player: DamageSource, drop_ball: bool);
fn dead_for(&self) -> f64; fn dead_for(&self) -> f64;
fn swap_weapon(&mut self, weapon: WeaponType, drop_ball: bool); fn swap_weapon(&mut self, weapon: WeaponType, drop_ball: bool);
fn get_weapon(&self) -> Option<DynGd<Node3D, dyn Weapon>>; fn get_weapon(&self) -> Option<DynGd<Node3D, dyn Weapon>>;
@ -64,7 +70,7 @@ pub trait PlayerCommon {
fn drop_ball_common(&mut self, with_velocity: bool) -> bool; fn drop_ball_common(&mut self, with_velocity: bool) -> bool;
fn get_look_dir(&self) -> Vector3; fn get_look_dir(&self) -> Vector3;
fn can_take_damage(&self, source: &DamageSource) -> bool; fn can_take_damage(&self, source: &DamageSource) -> bool;
fn try_shoot_common(&mut self, to: Vector3, deal_damage: bool) -> bool; fn try_shoot_common(&mut self, to: Vector3, deal_damage: bool, drop_ball: bool) -> bool;
fn try_punch_common(&mut self, to: Vector3, deal_damage: bool) -> bool; fn try_punch_common(&mut self, to: Vector3, deal_damage: bool) -> bool;
} }
@ -176,12 +182,12 @@ impl<T: IPlayer + ICharacterBody3D + WithBaseField> PlayerCommon for T {
true true
} }
fn try_shoot_common(&mut self, to: Vector3, deal_damage: bool) -> bool { fn try_shoot_common(&mut self, to: Vector3, deal_damage: bool, drop_ball: bool) -> bool {
if self.is_dead() { if self.is_dead() {
return false; return false;
} }
if self.drop_ball(true) { if drop_ball && self.drop_ball(true) {
return true; return true;
} }

View File

@ -126,7 +126,7 @@ impl IPlayer for RemotePlayer {
} }
fn try_shoot(&mut self, to: Vector3, deal_damage: bool) -> bool { fn try_shoot(&mut self, to: Vector3, deal_damage: bool) -> bool {
self.try_shoot_common(to, deal_damage) self.try_shoot_common(to, deal_damage, deal_damage)
} }
fn try_punch(&mut self, to: Vector3, deal_damage: bool) -> bool { fn try_punch(&mut self, to: Vector3, deal_damage: bool) -> bool {
@ -138,7 +138,7 @@ impl IPlayer for RemotePlayer {
} }
} }
fn take_damage(&mut self, source: DamageSource, damage: i32, kill: bool) { fn take_damage(&mut self, source: DamageSource, damage: i32, kill: bool, drop_ball: bool) {
self.run_deferred(move |s| { self.run_deferred(move |s| {
if s.can_take_damage(&source) { if s.can_take_damage(&source) {
let (signal, player, kind) = source.into_signal(); let (signal, player, kind) = source.into_signal();
@ -149,7 +149,7 @@ impl IPlayer for RemotePlayer {
}); });
s.health -= damage; s.health -= damage;
if kill && s.health <= 0 { if kill && s.health <= 0 {
s.kill(source); s.kill(source, drop_ball);
} }
} }
if let Some(health_bar) = &mut s.health_bar { if let Some(health_bar) = &mut s.health_bar {
@ -167,8 +167,10 @@ impl IPlayer for RemotePlayer {
self.dead_for self.dead_for
} }
fn kill(&mut self, source: DamageSource) { fn kill(&mut self, source: DamageSource, drop_ball: bool) {
self.drop_ball(false); if drop_ball {
self.drop_ball(false);
}
let (signal, player, kind) = source.into_signal(); let (signal, player, kind) = source.into_signal();
self.run_deferred(move |s| s.signals().on_die().emit(signal, player, kind)); self.run_deferred(move |s| s.signals().on_die().emit(signal, player, kind));
@ -286,6 +288,6 @@ impl RemotePlayer {
#[godot_dyn] #[godot_dyn]
impl Shootable for RemotePlayer { impl Shootable for RemotePlayer {
fn on_shoot(&mut self, source: DamageSource, damage: i32, _: Vector3) { fn on_shoot(&mut self, source: DamageSource, damage: i32, _: Vector3) {
self.take_damage(source, damage, true); self.take_damage(source, damage, true, true);
} }
} }

View File

@ -197,7 +197,7 @@ impl INode for ReplayPlayback {
match event { match event {
ReplayEvent::Death(damage_source, player_id) => { ReplayEvent::Death(damage_source, player_id) => {
if let Some(character) = self.player_characters.get_mut(player_id) { if let Some(character) = self.player_characters.get_mut(player_id) {
character.bind_mut().kill(*damage_source); character.bind_mut().kill(*damage_source, false);
} }
} }
ReplayEvent::Shoot(player_id, to) => { ReplayEvent::Shoot(player_id, to) => {
@ -234,9 +234,12 @@ impl INode for ReplayPlayback {
} }
ReplayEvent::TakeDamage(player_id, damage_source, damage) => { ReplayEvent::TakeDamage(player_id, damage_source, damage) => {
if let Some(character) = self.player_characters.get_mut(player_id) { if let Some(character) = self.player_characters.get_mut(player_id) {
character character.bind_mut().take_damage(
.bind_mut() *damage_source,
.take_damage(*damage_source, *damage, false); *damage,
false,
false,
);
} }
} }
} }