use godot::{classes::AudioStreamPlayer3D, prelude::*}; use serde::{Deserialize, Serialize}; use crate::{ ball::Ball, game_manager::{Game, GameOption}, net::util::cast_ray, player::{DamageSource, IPlayer}, }; pub trait Weapon { fn shoot( &mut self, player_rid: Rid, player_id: u16, from: Vector3, to: Vector3, deal_damage: bool, ) -> bool; fn get_type(&self) -> WeaponType; } #[derive(Debug, Clone, Copy, Deserialize, Serialize, PartialEq, PartialOrd)] pub enum WeaponType { Raygun, Ball, } #[derive(GodotClass)] #[class(base=Node3D, init)] pub struct Raygun { #[export] sound_emitter: Option>, #[export] bullet_prefab: Option>, #[export] bullet_source: Option>, #[export] cooldown: f64, cooldown_remaining: f64, base: Base, } #[godot_api] impl INode3D for Raygun { fn process(&mut self, delta: f64) { self.cooldown_remaining -= delta; } } #[godot_dyn] impl Weapon for Raygun { fn shoot( &mut self, player: Rid, player_id: u16, from: Vector3, to: Vector3, deal_damage: bool, ) -> bool { if self.cooldown_remaining > 0. { return false; } if let Some(emitter) = &mut self.sound_emitter { emitter.play(); } if let Some(source) = &self.bullet_source { let target = cast_ray( from, to, self.base().get_world_3d(), Array::from_iter(vec![player]), ); let dir = (to - source.get_global_position()).normalized(); let beam_end = target .as_ref() .map(|r| r.position) .unwrap_or(source.get_global_position() + dir * 100.); if let Some(prefab) = &self.bullet_prefab { let mut bullet = prefab.instantiate_as::(); bullet.bind_mut().source = Some(source.get_global_position()); bullet.bind_mut().target = Some(beam_end); self.run_deferred(move |_| { if let Some(mut game) = Game::singleton() && let Some(map) = &mut game.bind_mut().current_map { map.add_child(&bullet); } }); } if deal_damage && let Some(target) = target { if let Ok(mut player) = target.collider.clone().try_dynify::() { self.run_deferred(move |_| { if let Some(game) = Game::singleton() && game.bind().opts.is_true(GameOption::FriendlyFire) { player.dyn_bind_mut().take_damage( DamageSource::Player(player_id), 100, true, ); } }); } else if let Ok(mut ball) = target.collider.try_cast::() { let prev_velocity = ball.bind().base().get_linear_velocity(); ball.bind_mut() .base_mut() .set_linear_velocity(prev_velocity + dir * 10.); } } } self.cooldown_remaining = self.cooldown; true } fn get_type(&self) -> WeaponType { WeaponType::Raygun } } #[derive(GodotClass)] #[class(base=Node3D, init)] pub struct Beam { pub source: Option, pub target: Option, distance: f32, girth: f32, base: Base, } #[godot_api] impl INode3D for Beam { fn ready(&mut self) { if let (Some(target), Some(source)) = (self.target, self.source) { let midway_point = (target + source) / 2.; self.distance = source.distance_to(target); self.girth = 1.; self.scale(); self.base_mut().look_at_from_position(source, target); self.base_mut().set_global_position(midway_point); } } fn process(&mut self, _delta: f32) { self.girth = self.girth.lerp(0., 0.07); self.scale(); } } impl Beam { fn scale(&mut self) { let length = Vector3::BACK * self.distance; let girth_scale = (Vector3::UP + Vector3::RIGHT) * self.girth; self.base_mut().set_scale(length + girth_scale); if self.girth < 0.01 { self.base_mut().queue_free(); } } } #[derive(GodotClass)] #[class(base=Node3D, init)] pub struct BallWeapon { base: Base, } #[godot_dyn] impl Weapon for BallWeapon { fn shoot(&mut self, _: Rid, _: u16, _: Vector3, _: Vector3, _: bool) -> bool { true } fn get_type(&self) -> WeaponType { WeaponType::Ball } }