use std::{f32::consts::PI, ops::Neg}; use godot::{ classes::{ Button, Camera3D, CharacterBody3D, CollisionShape3D, ICharacterBody3D, Input, InputEvent, InputEventMouseMotion, Label, Panel, PanelContainer, input::MouseMode, }, obj::WithBaseField, prelude::*, }; use crate::{ game_manager::{Game, GameManager}, game_settings::{GameSettings, GameSettingsManager}, net::{ network_manager::{ NetworkManager, Package::{self, Jump, Shoot}, PeerKind, }, util::cast_ray, }, player::{ DamageSource, DamageSourceSignal, IPlayer, NetTransform, PlayerCommon, effects::PlayerEffects, remote_player::RemotePlayer, shootable::Shootable, soldier_mesh::SoldierMesh, weapon::{BallWeapon, Raygun, Shotgun, Weapon, WeaponType}, }, ui::{chatbox::ChatBox, cli::CommandLinePanel, settings::SettingsPanel}, }; #[derive(GodotClass)] #[class(base=CharacterBody3D, init)] pub struct LocalPlayer { #[export] look_sensitivity: f32, #[export] camera: Option>, #[export] move_speed: f32, #[export] soldier_mesh: Option>, #[export] collider: Option>, #[export] effects: Option>, #[export] dead_cam_target: Option>, #[export] respawn_label: Option>, #[export] camera_origin: Option>, #[export] weapon_node: Option>, #[export] pause_panel: Option>, #[export] exit_to_lobby: Option>, #[export] settings_panel: Option>, #[export] scoreboard: Option>, #[export] chatbox: Option>, #[export] health_label: Option>, #[export] health: i32, pub player_id: Option, pub weapon: Option>, movement_dir: Vector3, y_speed: f32, look_up: f32, is_dead: bool, dead_for: f64, killer_id: Option, time_passed: f64, locked: bool, base: Base, } #[godot_dyn] impl IPlayer for LocalPlayer { fn get_player_id(&self) -> Option { self.player_id } fn get_y_speed(&self) -> f32 { self.y_speed } fn set_y_speed(&mut self, speed: f32) { self.y_speed = speed; } fn get_movement_dir(&self) -> Vector3 { self.movement_dir } fn set_movement_dir(&mut self, _dir: Vector3) {} fn get_move_speed(&self) -> f32 { self.move_speed } fn apply_transform(&mut self, transform: NetTransform) { self.base_mut() .set_global_position(transform.location.into()); self.base_mut() .set_global_rotation(transform.rotation.into()); } fn apply_rotation(&mut self, _rot: Vector3) {} fn get_transform(&self) -> NetTransform { NetTransform { location: self.base().get_global_position().into(), rotation: self.base().get_global_rotation().into(), } } fn jump(&mut self) { if self.try_jump() { if let Some(effects) = &mut self.effects { effects.bind_mut().jump(); } if let Some(peer) = &mut NetworkManager::singleton().bind_mut().peer { match peer { PeerKind::Client(peer, addr) => peer.send_reliable(&addr, Jump(0)), PeerKind::Server(peer, _) => { peer.broadcast_reliable(Jump(self.player_id.unwrap_or(0))) } } } } } fn get_look_up(&self) -> f32 { self.look_up } fn apply_look_up(&mut self, _look: f32) {} fn try_shoot(&mut self, to: Vector3, deal_damage: bool) -> bool { if self.is_dead { return false; } if self.drop_ball(true) { return true; } let rid = self.base().get_rid(); if let Some(mut weapon) = self.get_weapon() && let Some(camera_origin) = &self.camera_origin { if weapon.dyn_bind_mut().shoot( rid, self.player_id.unwrap_or(0), camera_origin.get_global_position(), to, camera_origin.get_global_basis().col_b(), deal_damage, ) { weapon.set_rotation(Vector3::RIGHT * 0.3); true } else { false } } else { false } } fn take_damage(&mut self, source: DamageSource, damage: i32, kill: bool) { self.run_deferred(move |s| { if s.can_take_damage(&source) { let (signal, player) = source.into_signal(); s.run_deferred(move |s| s.signals().on_take_damage().emit(signal, player, damage)); s.health -= damage; if kill && s.health <= 0 { s.kill(source); } } if let Some(health_label) = &mut s.health_label { health_label.set_text(&s.health.max(0).to_string()); } }); } fn is_dead(&self) -> bool { self.is_dead } fn dead_for(&self) -> f64 { self.dead_for } fn kill(&mut self, source: DamageSource) { self.drop_ball(false); let (signal, player) = source.into_signal(); self.run_deferred(move |s| s.signals().on_die().emit(signal, player)); if let Some(mut mesh) = self.soldier_mesh.take() { mesh.queue_free(); } if let Some(mut collider) = self.collider.take() { collider.queue_free(); } if let Some(effects) = &mut self.effects { effects.bind_mut().death(); } if let Some(mut weapon) = self.weapon.take() { weapon.queue_free(); } self.is_dead = true; if let DamageSource::Player(player_id) = source { self.killer_id = Some(player_id); } } fn swap_weapon(&mut self, weapon: WeaponType, drop_ball: bool) { if drop_ball { self.drop_ball(true); } if let Some(mesh) = self.soldier_mesh.clone() { match weapon { WeaponType::Raygun => { if let Some(raygun) = &mesh.bind().raygun { self.spawn_weapon(raygun.instantiate_as::().into_dyn().upcast()); } } WeaponType::Shotgun => { if let Some(raygun) = &mesh.bind().shotgun { self.spawn_weapon(raygun.instantiate_as::().into_dyn().upcast()); } } WeaponType::Ball => { if let Some(ball) = &mesh.bind().ball { self.spawn_weapon(ball.instantiate_as::().into_dyn().upcast()); } } }; } } fn get_weapon(&self) -> Option> { self.weapon.clone() } fn take_weapon(&mut self) -> Option> { self.weapon.take() } fn drop_ball(&mut self, with_velocity: bool) -> bool { self.drop_ball_common(with_velocity) } fn get_camera_origin(&self) -> Option> { self.camera_origin.clone() } } #[godot_api] impl ICharacterBody3D for LocalPlayer { fn ready(&mut self) { self.update_settings(&GameSettingsManager::singleton().bind().settings); GameSettingsManager::singleton() .bind_mut() .signals() .on_settings_changed() .connect_other(self, |s| { s.update_settings(&GameSettingsManager::singleton().bind().settings) }); if !CommandLinePanel::singleton().bind().opened { self.set_lock(true); } CommandLinePanel::singleton() .signals() .on_open() .connect_other(self, |s| s.update_lock()); CommandLinePanel::singleton() .signals() .on_close() .connect_other(self, |s| { s.update_lock(); }); if let Some(chatbox) = self.chatbox.clone() { chatbox .signals() .on_opened() .connect_other(self, |s| s.update_lock()); chatbox .signals() .on_closed() .connect_other(self, |s| s.update_lock()); } self.swap_weapon(WeaponType::Raygun, false); if let Some(camera) = &mut self.camera { camera.set_current(true); } if let Some(mesh) = &mut self.soldier_mesh && let Some(remover) = &mut mesh.bind_mut().hand_remover { remover.bind_mut().active = true; } self.run_deferred(|s| { if let Some(exit_to_lobby) = &mut s.exit_to_lobby { exit_to_lobby.set_visible(NetworkManager::singleton().bind().is_host()); } }); } fn process(&mut self, delta: f64) { self.time_passed += delta; if self.is_dead { self.dead_for += delta; if let Some(label) = &mut self.respawn_label { let respawn_timer = if let Some(game) = Game::singleton() { game.bind().respawn_timer } else { 0. }; let time_remaining = respawn_timer - self.dead_for; label.set_text(&format!("Respawn in\n{:.2}", time_remaining)); } if let Some(camera) = &self.camera { if camera.is_current() && self.dead_for > 3. { if let Some(game) = Game::singleton() && let Some(killer_id) = self.killer_id { let game = game.bind(); let remote_player = game.find_player(killer_id); if let Some(remote_player) = &remote_player && let Some(remote_character) = remote_player.character.clone() && let Ok(mut remote_character) = remote_character.try_cast::() && let Some(camera) = &mut remote_character.bind_mut().spectator_camera { camera.set_current(true); } } } } } let input_direction = if self.locked { let input = Input::singleton(); if input.is_action_just_pressed("jump") { self.jump(); } Vector3::RIGHT * input.is_action_pressed("right") as u32 as f32 - Vector3::RIGHT * input.is_action_pressed("left") as u32 as f32 + Vector3::FORWARD * input.is_action_pressed("forward") as u32 as f32 - Vector3::FORWARD * input.is_action_pressed("backward") as u32 as f32 } else { Vector3::ZERO }; self.movement_dir = input_direction; if let Some(mesh) = &mut self.soldier_mesh { mesh.bind_mut() .update_movement(Vector2::new(self.movement_dir.x, -self.movement_dir.z)); mesh.bind_mut().update_y_look(self.look_up); } self.player_update(delta); if self.is_dead && let Some(target) = &self.dead_cam_target && let Some(camera) = &mut self.camera { let camera_prev_pos = camera.get_global_position(); let new_pos = camera_prev_pos.lerp(target.get_global_position(), 0.1); camera.set_global_position(new_pos); } if let Some(scoreboard) = &mut self.scoreboard { scoreboard.set_visible(Input::singleton().is_action_pressed("scoreboard")); } if self.movement_dir.length_squared() > 0. && self.base().is_on_floor() { if let Some(effects) = &mut self.effects { effects.bind_mut().walk(); } } if let Some(weapon) = &mut self.weapon { let (target_y, target_x) = if self.movement_dir.length_squared() > 0. { ( (self.time_passed * 8.).sin() / 30., (self.time_passed * 4.).sin() / 40., ) } else { (0., 0.) }; let done_cd_percent = if weapon.dyn_bind().get_max_cd() > 0. { 1. - (weapon.dyn_bind().get_remaining_cd() / weapon.dyn_bind().get_max_cd()) } else { 1. }; let new_weapon_rot = weapon .get_rotation() .lerp(Vector3::ZERO, 0.03 * done_cd_percent as f32); weapon.set_rotation(new_weapon_rot); let prev_weapon_pos = weapon.get_position(); let new_y = prev_weapon_pos.y.lerp(target_y as f32, 0.2); let new_x = prev_weapon_pos.x.lerp(target_x as f32, 0.2); let new_weapon_pos = Vector3 { y: new_y, x: new_x, ..prev_weapon_pos }; weapon.set_position(new_weapon_pos); } } fn input(&mut self, event: Gd) { if event.is_action_pressed("pause") { if let Some(pause_panel) = &mut self.pause_panel { let is_visible = pause_panel.is_visible(); pause_panel.set_visible(!is_visible); if !pause_panel.is_visible() { if let Some(settings_panel) = &mut self.settings_panel { settings_panel.set_visible(false); } } self.update_lock(); } } if self.locked { if event.is_action_pressed("shoot") { let pos = if let Some(camera) = &self.camera { let forward = camera.get_global_basis().col_c().neg(); match cast_ray( camera.get_global_position(), camera.get_global_position() + forward, &self.base().get_world_3d(), &Array::from_iter(vec![self.base().get_rid()]), ) { Some(res) => Some(res.position), None => Some(camera.get_global_position() + forward * 100.), } } else { None }; if let Some(pos) = pos { if let Some(peer) = &mut NetworkManager::singleton().bind_mut().peer { match peer { PeerKind::Client(peer, addr) => { if self.try_shoot(pos, false) { peer.send_reliable( addr, Shoot(0, pos.into(), self.get_transform(), self.look_up), ); } } PeerKind::Server(peer, _) => { if self.try_shoot(pos, true) { peer.broadcast_reliable(Shoot( 0, pos.into(), self.get_transform(), self.look_up, )); } } } } } } if let Some(peer) = &mut NetworkManager::singleton().bind_mut().peer { let weapon_type = if event.is_action_pressed("weapon_1") { Some(WeaponType::Raygun) } else if event.is_action_pressed("weapon_2") { Some(WeaponType::Shotgun) } else { None }; if let Some(weapon_type) = weapon_type { self.swap_weapon(weapon_type, true); match peer { PeerKind::Client(peer, socket_addr) => { peer.send_reliable(socket_addr, Package::SwapWeapon(0, weapon_type)); } PeerKind::Server(peer, _) => { if let Some(game) = &mut Game::singleton() && let Some(player) = game.bind_mut().find_player_mut(self.player_id.unwrap_or(0)) { player.last_held_weapon = weapon_type; } peer.broadcast_reliable(Package::SwapWeapon( self.player_id.unwrap_or(0), weapon_type, )); } } } } if let Ok(event) = event.try_cast::() { if !self.is_dead() { let x = event.get_relative().x * 0.001 * self.look_sensitivity; let y = event.get_relative().y * 0.001 * self.look_sensitivity; if let Some(camera) = self.camera.as_mut() { let curr_rotation = camera.get_rotation(); let x_rot = (curr_rotation.x - y * self.look_sensitivity).clamp(-PI / 2., PI / 2.); camera.set_rotation(Vector3::RIGHT * x_rot); self.look_up = x_rot; } let y_rot = -x * self.look_sensitivity; self.base_mut().rotate_y(y_rot); } } } } fn exit_tree(&mut self) { if let Some(game) = Game::singleton() && !game.bind().game_started { self.set_lock(false); } } } #[godot_api] impl LocalPlayer { #[signal] pub fn on_die(source: DamageSourceSignal, player: u16); #[signal] pub fn on_take_damage(source: DamageSourceSignal, source_player: u16, damage: i32); fn update_lock(&mut self) { self.run_deferred(|s| { let paused = if let Some(panel) = &s.pause_panel { panel.is_visible() } else { false }; let chat_visible = if let Some(chat) = &s.chatbox { chat.bind().is_editing() } else { false }; s.set_lock(!CommandLinePanel::singleton().bind().opened && !paused && !chat_visible); }); } fn set_lock(&mut self, locked: bool) { self.locked = locked; if self.locked { Input::singleton().set_mouse_mode(MouseMode::CAPTURED); } else { Input::singleton().set_mouse_mode(MouseMode::VISIBLE); } } fn spawn_weapon(&mut self, mut weapon: DynGd) { let prev_cd = if let Some(mut weapon) = self.weapon.take() { let prev_cd = weapon.dyn_bind().get_remaining_cd(); weapon.queue_free(); prev_cd } else { 0. }; if let Some(weapon_node) = &mut self.weapon_node { weapon.dyn_bind_mut().set_remaining_cd(prev_cd); weapon_node.add_child(&weapon); self.weapon = Some(weapon); } } #[func] pub fn exit_to_lobby(&mut self) { if let Some(game) = &mut Game::singleton() { game.bind_mut().finish_game(); } } #[func] pub fn exit(&mut self) { GameManager::singleton().bind_mut().exit_game(); NetworkManager::singleton().bind_mut().disconnect(); } pub fn update_settings(&mut self, settings: &GameSettings) { if let Some(camera) = &mut self.camera { camera.set_fov(settings.fov as f32); } } } #[godot_dyn] impl Shootable for LocalPlayer { fn on_shoot(&mut self, source: DamageSource, damage: i32, _: Vector3) { self.take_damage(source, damage, true); } }