use std::{collections::HashMap, f32::consts::PI}; use godot::{ classes::{AudioStreamPlayer3D, GpuParticles3D, RandomNumberGenerator}, prelude::*, }; use serde::{Deserialize, Serialize}; use crate::{ game::Game, player::{DamageSource, shootable::Shootable}, replay::StandaloneReplayManager, util::{RaycastResult, cast_ray, shotgun_ray}, }; pub trait Weapon { fn shoot( &mut self, player_rid: Rid, player_id: u16, from: Vector3, to: Vector3, up: Vector3, deal_damage: bool, play_fx: bool, ) -> bool; fn get_type(&self) -> WeaponType; fn get_max_cd(&self) -> f64; fn get_remaining_cd(&self) -> f64; fn set_remaining_cd(&mut self, cd: f64); } #[derive(Debug, Clone, Copy, Deserialize, Serialize, PartialEq, PartialOrd)] pub enum WeaponType { Raygun, Shotgun, Ball, } #[derive(GodotClass)] #[class(base=Node3D, init)] pub struct Raygun { #[export] sound_emitter: Option>, #[export] bullet_prefab: Option>, #[export] bullet_source: Option>, #[export] decal: 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, _: Vector3, deal_damage: bool, play_fx: bool, ) -> bool { if self.cooldown_remaining > 0. { return false; } if let Some(emitter) = &mut self.sound_emitter && play_fx { emitter.play(); } if let Some(source) = self.bullet_source.clone() { let target = cast_ray( from, to, &self.base().get_world_3d(), &Array::from_iter(vec![player]), None, ); if play_fx { let target_clone = target.clone(); self.run_deferred(|s| { if let Some(target) = target_clone { add_decal(&target, s.decal.clone()); } }); } let beam_dir = (to - source.get_global_position()).normalized(); let beam_end = target .as_ref() .map(|r| r.position) .unwrap_or(source.get_global_position() + beam_dir * 100.); let delta = beam_end - source.get_global_position(); godot_print!("{}", delta); if let Some(prefab) = &self.bullet_prefab && play_fx { 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); } else if let Some(playback) = &mut StandaloneReplayManager::singleton().bind_mut().playback && let Some(map) = &mut playback.bind_mut().current_map { map.add_child(&bullet); } }); } if deal_damage && let Some(target) = target { if let Ok(mut shootable) = target.collider.clone().try_dynify::() { self.run_deferred(move |_| { shootable.dyn_bind_mut().on_shoot( DamageSource::Player(player_id), 100, delta, ); }); } } } self.cooldown_remaining = self.cooldown; true } fn get_type(&self) -> WeaponType { WeaponType::Raygun } fn get_max_cd(&self) -> f64 { self.cooldown } fn get_remaining_cd(&self) -> f64 { self.cooldown_remaining } fn set_remaining_cd(&mut self, cd: f64) { self.cooldown_remaining = cd; } } #[derive(GodotClass)] #[class(base=Node3D, init)] pub struct Shotgun { #[export] sound_emitter: Option>, #[export] vfx: Option>, #[export] cooldown: f64, #[export] decal: Option>, cooldown_remaining: f64, rng: Gd, base: Base, } #[godot_api] impl INode3D for Shotgun { fn process(&mut self, delta: f64) { self.cooldown_remaining -= delta; } } #[godot_dyn] impl Weapon for Shotgun { fn shoot( &mut self, player: Rid, player_id: u16, from: Vector3, to: Vector3, up: Vector3, deal_damage: bool, play_fx: bool, ) -> bool { if self.cooldown_remaining > 0. { return false; } if let Some(audio) = &mut self.sound_emitter && play_fx { audio.play(); } if let Some(vfx) = &mut self.vfx && play_fx { vfx.set_emitting(true); } let mut colliders: HashMap, Vec> = HashMap::new(); let results = shotgun_ray( from, to, up, &self.base().get_world_3d(), &Array::from_iter(vec![player]), 10, PI / 2., 10., None, ); if play_fx { let mut bullet_decal_results = Vec::new(); for _ in 0..10 { if let Some(result) = results .get(self.rng.randi_range(0, results.len() as i32 - 1) as usize) .cloned() { bullet_decal_results.push(result); } } for result in bullet_decal_results { self.run_deferred(move |s| { add_decal(&result, s.decal.clone()); }); } } for result in &results { if let Some(positions) = colliders.get_mut(&result.collider) { positions.push(result.position) } else { colliders.insert(result.collider.clone(), vec![result.position]); } } if deal_damage { for (collider, positions) in colliders { let position = positions.iter().sum::() / positions.len() as f32; let delta = position - from; if let Ok(mut shootable) = collider.clone().try_dynify::() { self.run_deferred(move |_| { shootable.dyn_bind_mut().on_shoot( DamageSource::Player(player_id), (500. / delta.length()) as i32, delta.normalized(), ); }); } } } self.cooldown_remaining = self.cooldown; true } fn get_type(&self) -> WeaponType { WeaponType::Shotgun } fn get_max_cd(&self) -> f64 { self.cooldown } fn get_remaining_cd(&self) -> f64 { self.cooldown_remaining } fn set_remaining_cd(&mut self, cd: f64) { self.cooldown_remaining = cd; } } #[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, _: Vector3, _: bool, _: bool, ) -> bool { true } fn get_type(&self) -> WeaponType { WeaponType::Ball } fn get_max_cd(&self) -> f64 { 0. } fn get_remaining_cd(&self) -> f64 { 0. } fn set_remaining_cd(&mut self, _: f64) {} } fn add_decal(result: &RaycastResult, prefab: Option>) { if let Some(mut game) = Game::singleton() && let Some(map) = &mut game.bind_mut().current_map && let Some(prefab) = prefab { let mut decal = prefab.instantiate_as::(); map.add_child(&decal); decal.set_global_position(result.position); let quat = Quaternion::from_rotation_arc(Vector3::UP, result.normal); decal.set_global_rotation(quat.get_euler()); } }