skullball/rust/src/player/local_player.rs

744 lines
24 KiB
Rust

use std::{f32::consts::PI, ops::Neg};
use godot::{
classes::{
AudioStreamPlayer, Camera3D, CharacterBody3D, CollisionShape3D, ICharacterBody3D, Input,
InputEvent, InputEventMouseMotion, Label, input::MouseMode,
},
obj::WithBaseField,
prelude::*,
};
use crate::{
game_manager::{Game, GameManager},
game_settings::{GameSettings, GameSettingsManager},
killbox::KillboxKind,
net::{
network_manager::{
NetworkManager,
Package::{self, Jump, Punch, Shoot, ThrowTelegrenade},
PeerKind,
},
util::cast_ray,
},
pickup::PickupKind,
player::{
DamageSource, DamageSourceSignal, IPlayer, NetTransform, PlayerCommon,
effects::PlayerEffects,
remote_player::RemotePlayer,
shootable::Shootable,
soldier_mesh::SoldierMesh,
telegrenade::Telegrenade,
weapon::{BallWeapon, Raygun, Shotgun, Weapon, WeaponType},
},
replay::ReplayEvent,
ui::{cli::CommandLinePanel, hud::Hud},
};
#[derive(GodotClass)]
#[class(base=CharacterBody3D, init)]
pub struct LocalPlayer {
#[export]
look_sensitivity: f32,
#[export]
camera: Option<Gd<Camera3D>>,
#[export]
move_speed: f32,
#[export]
soldier_mesh: Option<Gd<SoldierMesh>>,
#[export]
collider: Option<Gd<CollisionShape3D>>,
#[export]
effects: Option<Gd<PlayerEffects>>,
#[export]
dead_cam_target: Option<Gd<Node3D>>,
#[export]
respawn_label: Option<Gd<Label>>,
#[export]
camera_origin: Option<Gd<Node3D>>,
#[export]
weapon_node: Option<Gd<Node3D>>,
#[export]
hud: Option<Gd<Hud>>,
#[export]
hit_sound: Option<Gd<AudioStreamPlayer>>,
#[export]
health: i32,
#[export]
punch_cooldown: f64,
pub player_id: Option<u16>,
pub weapon: Option<DynGd<Node3D, dyn Weapon>>,
movement_dir: Vector3,
y_speed: f32,
y_rot: f32,
look_up: f32,
is_dead: bool,
dead_for: f64,
killer_id: Option<u16>,
time_passed: f64,
locked: bool,
punch_cd_remaining: f64,
#[export]
telegrenade_cd: f64,
telegrenade: Option<Gd<Telegrenade>>,
telegrenade_cd_remaining: f64,
base: Base<CharacterBody3D>,
}
#[godot_dyn]
impl IPlayer for LocalPlayer {
fn get_player_id(&self) -> Option<u16> {
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_position(&mut self, pos: Vector3) {
self.base_mut().set_global_position(pos);
}
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(game) = &mut Game::singleton()
&& let Some(recorder) = game.bind_mut().recorder()
{
recorder
.bind_mut()
.record_event(ReplayEvent::Jump(self.player_id.unwrap_or(0)));
}
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_throw_telegrenade(&mut self, to: Vector3) -> bool {
if self.telegrenade_cd_remaining > 0. {
return false;
}
if self.throw_telegrenade_common(to) {
self.telegrenade_cd_remaining = self.telegrenade_cd;
true
} else {
false
}
}
fn try_shoot(&mut self, to: Vector3, deal_damage: bool) -> bool {
if self.try_shoot_common(to, deal_damage) {
if let Some(game) = &mut Game::singleton()
&& let Some(recorder) = game.bind_mut().recorder()
{
recorder
.bind_mut()
.record_event(ReplayEvent::Shoot(self.player_id.unwrap_or(0), to.into()));
}
true
} else {
false
}
}
fn try_punch(&mut self, to: Vector3, deal_damage: bool) -> bool {
if self.punch_cd_remaining <= 0. {
if let Some(weapon) = &mut self.weapon {
weapon.set_position(Vector3::FORWARD);
weapon.set_rotation(Vector3::UP);
}
self.punch_cd_remaining = self.punch_cooldown;
if self.try_punch_common(to, deal_damage) {
if let Some(game) = &mut Game::singleton()
&& let Some(recorder) = game.bind_mut().recorder()
{
recorder
.bind_mut()
.record_event(ReplayEvent::Punch(self.player_id.unwrap_or(0), to.into()));
}
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, 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);
}
}
});
}
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, 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 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::<Raygun>().into_dyn().upcast());
}
}
WeaponType::Shotgun => {
if let Some(raygun) = &mesh.bind().shotgun {
self.spawn_weapon(raygun.instantiate_as::<Shotgun>().into_dyn().upcast());
}
}
WeaponType::Ball => {
if let Some(ball) = &mesh.bind().ball {
self.spawn_weapon(ball.instantiate_as::<BallWeapon>().into_dyn().upcast());
}
}
};
}
}
fn get_weapon(&self) -> Option<DynGd<Node3D, dyn Weapon>> {
self.weapon.clone()
}
fn take_weapon(&mut self) -> Option<DynGd<Node3D, dyn Weapon>> {
self.weapon.take()
}
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 {
false
}
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),
}
}
fn set_telegrenade(&mut self, grenade: Option<Gd<Telegrenade>>) {
self.telegrenade = grenade;
}
fn get_telegrenade(&self) -> Option<Gd<Telegrenade>> {
self.telegrenade.clone()
}
fn telegrenade_teleport(&mut self, to: Vector3) {
self.telegrenade_teleport_common(to);
}
fn as_gd(&self) -> DynGd<CharacterBody3D, dyn IPlayer> {
self.to_gd().into_dyn().upcast()
}
}
#[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);
}
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;
}
if let Some(mut hud) = self.hud.clone() {
hud.bind_mut().player_id = self.player_id.unwrap_or(0);
hud.bind_mut()
.signals()
.on_lock_changed()
.connect_other(self, |s, lock| s.set_lock(lock));
}
}
fn process(&mut self, delta: f64) {
self.time_passed += delta;
self.punch_cd_remaining -= delta;
self.telegrenade_cd_remaining -= 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(mut game) = Game::singleton()
&& let Some(killer_id) = self.killer_id
{
let mut game = game.bind_mut();
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::<RemotePlayer>()
&& let Some(camera) = &mut remote_character.bind_mut().spectator_camera
{
camera.set_current(true);
}
game.start_playback(-5., killer_id);
}
}
}
}
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);
}
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 self.movement_dir.length_squared() > 0. && self.base().is_on_floor() && !self.is_dead {
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_z = prev_weapon_pos.z.lerp(0., 0.2);
let new_weapon_pos = Vector3 {
y: new_y,
x: new_x,
z: new_z,
};
weapon.set_position(new_weapon_pos);
}
}
fn input(&mut self, event: Gd<InputEvent>) {
if self.locked {
if event.is_action_pressed("throw_telegrenade") {
if let Some(pos) = self.raycast_from_camera() {
if let Some(peer) = &mut NetworkManager::singleton().bind_mut().peer {
match peer {
PeerKind::Client(peer, addr) => {
if self.try_throw_telegrenade(pos) {
peer.send_reliable(addr, ThrowTelegrenade(0, pos.into()));
}
}
PeerKind::Server(peer, _) => {
if self.try_throw_telegrenade(pos) {
peer.broadcast_reliable(ThrowTelegrenade(
self.player_id.unwrap_or(0),
pos.into(),
));
}
}
}
}
}
}
if event.is_action_pressed("shoot") {
if let Some(pos) = self.raycast_from_camera() {
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(
self.player_id.unwrap_or(0),
pos.into(),
self.get_transform(),
self.look_up,
));
}
}
}
}
}
}
if event.is_action_pressed("punch") {
if let Some(pos) = self.raycast_from_camera() {
if let Some(peer) = &mut NetworkManager::singleton().bind_mut().peer {
match peer {
PeerKind::Client(peer, addr) => {
if self.try_punch(pos, false) {
peer.send_reliable(
addr,
Punch(0, pos.into(), self.get_transform(), self.look_up),
);
}
}
PeerKind::Server(peer, _) => {
if self.try_punch(pos, true) {
peer.broadcast_reliable(Punch(
self.player_id.unwrap_or(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 if (event.is_action_pressed("swap_weapon_up")
|| event.is_action_pressed("swap_weapon_down"))
&& let Some(game) = Game::singleton()
&& let Some(player) = game.bind().find_player(self.player_id.unwrap_or(0))
{
match player.last_held_weapon {
WeaponType::Raygun => Some(WeaponType::Shotgun),
WeaponType::Shotgun => Some(WeaponType::Raygun),
WeaponType::Ball => None,
}
} 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::<InputEventMouseMotion>() {
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.y_rot = self.base().get_global_rotation().y + y_rot;
}
}
}
}
fn physics_process(&mut self, delta: f64) {
let rot = self.y_rot;
let new_rot = Vector3 {
y: rot,
..self.base().get_global_rotation()
};
self.base_mut().set_global_rotation(new_rot);
self.player_update(delta);
}
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, 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);
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<Node3D, dyn Weapon>) {
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);
}
}
pub fn play_local_hit_sound(&mut self) {
if let Some(hit_sound) = &mut self.hit_sound {
hit_sound.play();
}
}
fn raycast_from_camera(&self) -> Option<Vector3> {
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
}
}
}
#[godot_dyn]
impl Shootable for LocalPlayer {
fn on_shoot(&mut self, source: DamageSource, damage: i32, _: Vector3) {
self.take_damage(source, damage, true);
}
}