use std::{collections::HashSet, f32::consts::PI}; use godot::{ classes::{AudioStreamPlayer3D, GpuParticles3D}, prelude::*, }; use serde::{Deserialize, Serialize}; use crate::{ game_manager::Game, net::util::{cast_ray, shotgun_ray}, player::{DamageSource, shootable::Shootable}, replay::StandaloneReplayManager, }; pub trait Weapon { fn shoot( &mut self, player_rid: Rid, player_id: u16, from: Vector3, to: Vector3, up: Vector3, deal_damage: 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] 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, ) -> 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); } 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, dir.normalized(), ); }); } } } 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, cooldown_remaining: f64, 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, ) -> bool { if self.cooldown_remaining > 0. { return false; } if let Some(audio) = &mut self.sound_emitter { audio.play(); } if let Some(vfx) = &mut self.vfx { vfx.set_emitting(true); } let mut colliders = HashSet::new(); for result in shotgun_ray( from, to, up, &self.base().get_world_3d(), &Array::from_iter(vec![player]), 10, PI / 2., 10., ) { colliders.insert(result.collider); } if deal_damage { for collider in colliders { let collider_pos = if let Ok(node) = collider.clone().try_cast::() { node.get_global_position() } else { Vector3::ZERO }; let delta = collider_pos - 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 { 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) {} }