skullball/rust/src/player/weapon.rs
2026-08-07 23:55:42 +03:00

396 lines
9.8 KiB
Rust

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<Gd<AudioStreamPlayer3D>>,
#[export]
bullet_prefab: Option<Gd<PackedScene>>,
#[export]
bullet_source: Option<Gd<Node3D>>,
#[export]
decal: Option<Gd<PackedScene>>,
#[export]
cooldown: f64,
cooldown_remaining: f64,
base: Base<Node3D>,
}
#[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::<Beam>();
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::<dyn Shootable>() {
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<Gd<AudioStreamPlayer3D>>,
#[export]
vfx: Option<Gd<GpuParticles3D>>,
#[export]
cooldown: f64,
#[export]
decal: Option<Gd<PackedScene>>,
cooldown_remaining: f64,
rng: Gd<RandomNumberGenerator>,
base: Base<Node3D>,
}
#[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<Gd<Object>, Vec<Vector3>> = 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::<Vector3>() / positions.len() as f32;
let delta = position - from;
if let Ok(mut shootable) = collider.clone().try_dynify::<dyn Shootable>() {
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<Vector3>,
pub target: Option<Vector3>,
distance: f32,
girth: f32,
base: Base<Node3D>,
}
#[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<Node3D>,
}
#[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<Gd<PackedScene>>) {
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::<Node3D>();
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());
}
}