skullball/rust/src/player/remote_player.rs
2026-07-27 19:07:47 +03:00

320 lines
8.2 KiB
Rust

use godot::{
classes::{
Camera3D, CharacterBody3D, CollisionShape3D, ICharacterBody3D, Label3D, Sprite3D,
TextureProgressBar,
},
obj::WithBaseField,
prelude::*,
};
use crate::{
game_manager::Game,
killbox::KillboxKind,
pickup::PickupKind,
player::{
DamageSource, DamageSourceSignal, IPlayer, NetTransform, PlayerCommon,
effects::PlayerEffects,
shootable::Shootable,
soldier_mesh::SoldierMesh,
weapon::{Weapon, WeaponType},
},
};
#[derive(GodotClass)]
#[class(base=CharacterBody3D, init)]
pub struct RemotePlayer {
#[export]
move_speed: f32,
#[export]
soldier_mesh: Option<Gd<SoldierMesh>>,
#[export]
collider: Option<Gd<CollisionShape3D>>,
#[export]
effects: Option<Gd<PlayerEffects>>,
#[export]
health: i32,
#[export]
punch_cooldown: f64,
#[export]
pub spectator_camera: Option<Gd<Camera3D>>,
#[export]
camera_origin: Option<Gd<Node3D>>,
#[export]
name_label: Option<Gd<Label3D>>,
#[export]
health_bar: Option<Gd<TextureProgressBar>>,
#[export]
health_bar_sprite: Option<Gd<Sprite3D>>,
pub player_id: Option<u16>,
pub player_name: String,
pub player_color: Color,
pub replay_mode: bool,
movement_dir: Vector3,
y_speed: f32,
look_up: f32,
is_dead: bool,
dead_for: f64,
punch_cd_remaining: f64,
base: Base<CharacterBody3D>,
}
#[godot_dyn]
impl IPlayer for RemotePlayer {
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) {
self.movement_dir = dir.into();
}
fn get_move_speed(&self) -> f32 {
self.move_speed
}
fn get_player_id(&self) -> Option<u16> {
self.player_id
}
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_position(&mut self, pos: Vector3) {
self.base_mut().set_global_position(pos);
}
fn apply_rotation(&mut self, rot: Vector3) {
self.base_mut().set_global_rotation(rot);
}
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();
}
}
}
fn get_look_up(&self) -> f32 {
self.look_up
}
fn apply_look_up(&mut self, look: f32) {
self.look_up = look;
}
fn try_shoot(&mut self, to: Vector3, deal_damage: bool) -> bool {
self.try_shoot_common(to, deal_damage)
}
fn try_punch(&mut self, to: Vector3, deal_damage: bool) -> bool {
if self.punch_cd_remaining <= 0. {
self.punch_cd_remaining = self.punch_cooldown;
self.try_punch_common(to, deal_damage)
} 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, kind) = source.into_signal();
s.run_deferred(move |s| {
s.signals()
.on_take_damage()
.emit(signal, player, kind, damage)
});
s.health -= damage;
if kill && s.health <= 0 {
s.kill(source);
}
}
if let Some(health_bar) = &mut s.health_bar {
let value = (s.health as f64 / 100.).clamp(0., 1.) * 100.;
health_bar.set_value(value);
}
});
}
fn is_dead(&self) -> bool {
self.is_dead
}
fn dead_for(&self) -> f64 {
self.dead_for
}
fn kill(&mut self, source: DamageSource) {
if !self.replay_mode {
self.drop_ball(false);
}
let (signal, player, kind) = source.into_signal();
self.run_deferred(move |s| s.signals().on_die().emit(signal, player, kind));
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 name) = self.name_label.take() {
name.queue_free();
}
if let Some(healthbar_sprit) = &mut self.health_bar_sprite {
healthbar_sprit.set_visible(false);
}
self.is_dead = true;
}
fn swap_weapon(&mut self, weapon: WeaponType, drop_ball: bool) {
if drop_ball {
self.drop_ball(true);
}
if let Some(mesh) = &mut self.soldier_mesh {
match weapon {
WeaponType::Raygun => mesh.bind_mut().spawn_raygun(),
WeaponType::Shotgun => mesh.bind_mut().spawn_shotgun(),
WeaponType::Ball => mesh.bind_mut().spawn_ball(),
};
}
}
fn get_weapon(&self) -> Option<DynGd<Node3D, dyn Weapon>> {
self.soldier_mesh
.as_ref()
.and_then(|m| m.bind().get_weapon())
}
fn take_weapon(&mut self) -> Option<DynGd<Node3D, dyn Weapon>> {
self.soldier_mesh
.as_mut()
.and_then(|m| m.bind_mut().take_weapon().cloned())
}
fn drop_ball(&mut self, with_velocity: bool) -> bool {
self.drop_ball_common(with_velocity)
}
fn get_camera_origin(&self) -> Option<Gd<Node3D>> {
self.camera_origin.clone()
}
fn is_replay_mode(&self) -> bool {
self.replay_mode
}
fn get_health(&self) -> i32 {
self.health
}
fn heal(&mut self, amount: i32) {
self.run_deferred(move |s| {
let delta = (s.health + amount).min(200) - s.health;
s.run_deferred(move |s| s.signals().on_heal().emit(delta));
s.health += delta;
});
}
fn on_pickup(&mut self, kind: PickupKind) {
match kind {
PickupKind::Health => self.heal(100),
}
}
}
#[godot_api]
impl ICharacterBody3D for RemotePlayer {
fn ready(&mut self) {
self.run_deferred(|s| {
if let Some(name_label) = &mut s.name_label {
name_label.set_text(&s.player_name);
name_label.set_modulate(s.player_color);
}
});
self.swap_weapon(WeaponType::Raygun, false);
}
fn process(&mut self, delta: f64) {
self.punch_cd_remaining -= delta;
if self.is_dead {
self.dead_for += delta;
}
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);
}
if let Some(ball_origin) = &mut self.camera_origin {
ball_origin.set_rotation(Vector3::RIGHT * self.look_up);
}
if self.movement_dir.length_squared() > 0.
&& self.base().is_on_floor()
&& !self.is_dead
&& let Some(effects) = &mut self.effects
{
effects.bind_mut().walk();
}
}
fn physics_process(&mut self, delta: f64) {
self.player_update(delta);
}
}
#[godot_api]
impl RemotePlayer {
#[signal]
pub fn on_die(source: DamageSourceSignal, player: u16, killbox_kind: KillboxKind);
#[signal]
pub fn on_take_damage(
source: DamageSourceSignal,
source_player: u16,
killbox_kind: KillboxKind,
damage: i32,
);
#[signal]
pub fn on_heal(amount: i32);
}
#[godot_dyn]
impl Shootable for RemotePlayer {
fn on_shoot(&mut self, source: DamageSource, damage: i32, _: Vector3) {
self.take_damage(source, damage, true);
}
}