| extends CharacterBody3D |
| class_name Player |
|
|
| enum PlayerState {IDLE, RUN} |
| const SPEED : float = 5.0 |
| const JUMP_VELOCITY : float = 4.5 |
|
|
| @export var look_sensitivity: float = 0.005 |
| @export var is_controlled: bool = false |
| @export var reload_speed_ms := 500.0 |
|
|
| @onready var camera_pivot : Node3D = $CameraPivot |
| @onready var character : CharacterModel = $TbotModel |
| @onready var first_person_camera : Camera3D = $CameraPivot/FirstPersonCamera3d |
| @onready var third_person_camera : Camera3D = $CameraPivot/ThirdPersonCamera3d |
| @onready var camera_raycast : RayCast3D = $CameraPivot/FirstPersonCamera3d/RayCast3D |
| @onready var Proj = preload("res://projectile.tscn") |
| @onready var ai_controller: AIController3D = $CameraPivot/AIController |
| @onready var health_system = $HealthSystem |
|
|
| # Get the gravity from the project settings to be synced with RigidBody nodes. |
| var gravity = ProjectSettings.get_setting("physics/3d/default_gravity") |
| var player_state := PlayerState.IDLE |
| var input_dir : Vector2 |
| var can_shoot := true |
| var needs_respawn = false |
| var human_control = false |
| var team = -1 |
|
|
| func _ready(): |
| health_system.init(self) |
| third_person_camera.current = is_controlled |
| CameraManager.register_player(self) |
| ai_controller.init(self) |
| $PlayerHitBox._player = self |
|
|
| func set_team(value): |
| team = value |
| # for detection of different team classes |
| ai_controller.set_team(team) |
| # update the material of the tbot model |
| character.set_team(team) |
| |
| # update the collision mask |
| if team == 0: |
| $PlayerHitBox.collision_layer = $PlayerHitBox.collision_layer | 8 |
| $PlayerHitBox.collision_mask = $PlayerHitBox.collision_mask | 8 |
| elif team == 1: |
| $PlayerHitBox.collision_layer = $PlayerHitBox.collision_layer | 16 |
| $PlayerHitBox.collision_mask = $PlayerHitBox.collision_mask | 16 |
|
|
| func respawn(): |
| GameManager.respawn(self) |
| camera_pivot.rotation.x = 0 |
| health_system.reset() |
| ai_controller.reset() |
| needs_respawn = false |
|
|
| func died(): |
| ai_controller.done = true |
| respawn() |
| |
|
|
| func _shoot(): |
| if !can_shoot: |
| return |
| |
| |
| var hit_location = global_position + -camera_raycast.global_transform.basis.z * 100.0 |
| |
| if camera_raycast.is_colliding(): |
| hit_location = camera_raycast.get_collision_point() |
|
|
| var projectile = Proj.instantiate() |
| add_child(projectile) |
| projectile.set_as_top_level(true) |
|
|
| projectile.shooter = self |
| projectile.set_team(team) |
| var info = character.get_gun_info() |
| |
| projectile.global_position = info |
| projectile.look_at(hit_location) |
| projectile.velocity = -projectile.transform.basis.z * projectile.speed |
| |
| can_shoot = false |
| await get_tree().create_timer(reload_speed_ms/1000.0).timeout |
| can_shoot = true |
|
|
| func _unhandled_input(event): |
| if !human_control and (!is_controlled or ai_controller.heuristic == "model"): |
| return |
| |
| if event is InputEventMouseMotion: |
| rotate_y(-event.relative.x * look_sensitivity) |
| camera_pivot.rotate_x(-event.relative.y * look_sensitivity) |
| camera_pivot.rotation.x = clamp(camera_pivot.rotation.x, deg_to_rad(-70), deg_to_rad(70)) |
| character.set_camera_angle(camera_pivot.rotation.x) |
|
|
| func _physics_process(delta): |
| # Add the gravity. |
| if not is_on_floor(): |
| velocity.y -= gravity * delta |
| |
| if needs_respawn: |
| respawn() |
| |
| if !is_controlled and ai_controller.heuristic == "human": |
| return |
|
|
| if Input.is_action_just_pressed("human_control"): |
| human_control = !human_control |
| # Handle Jump. |
| var jump |
| var shoot |
| if human_control or ai_controller.heuristic == "human": |
| jump = Input.is_action_just_pressed("jump") |
| shoot = Input.is_action_just_pressed("shoot") |
| input_dir = Input.get_vector("move_left", "move_right", "move_forward", "move_backward") |
| else: |
| jump = ai_controller.jump_action |
| shoot = ai_controller.shoot_action |
| input_dir = ai_controller.movement_action |
| var look_dir = ai_controller.look_action |
| |
| rotate_y(-look_dir.x * look_sensitivity*4.0) |
| camera_pivot.rotate_x(-look_dir.y * look_sensitivity*4.0) |
| camera_pivot.rotation.x = clamp(camera_pivot.rotation.x, deg_to_rad(-70), deg_to_rad(70)) |
| character.set_camera_angle(camera_pivot.rotation.x) |
| |
| if jump and is_on_floor(): |
| velocity.y = JUMP_VELOCITY |
| |
| # if camera_raycast.is_colliding(): |
| # var hit_location = camera_raycast.get_collision_point() |
| # $HitDebug.global_position = hit_location |
| # |
| # |
| # var muzzle_location = character.get_gun_info() + transform.basis.x*0.02 +transform.basis.y*0.02 |
| # var midpoint = muzzle_location + (hit_location - muzzle_location)/2 |
| # $LaserSight.global_position = muzzle_location |
| # $LaserSight.look_at(hit_location) |
| # $LaserSight.rotate_x(deg_to_rad(90)) |
| # $LaserSight.global_position = midpoint |
| # $LaserSight.mesh.height = (hit_location - muzzle_location).length() |
| |
| |
| # Get the input direction and handle the movement/deceleration. |
| # As good practice, you should replace UI actions with custom gameplay actions. |
| |
| var direction = (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized() |
| if direction: |
| velocity.x = direction.x * SPEED |
| velocity.z = direction.z * SPEED |
| else: |
| velocity.x = move_toward(velocity.x, 0, SPEED) |
| velocity.z = move_toward(velocity.z, 0, SPEED) |
| |
| if shoot: |
| _shoot() |
| move_and_slide() |
| |
| if Input.is_action_just_pressed("ui_cancel"): |
| Input.mouse_mode = Input.MOUSE_MODE_CAPTURED if Input.mouse_mode == Input.MOUSE_MODE_VISIBLE else Input.MOUSE_MODE_VISIBLE |
|
|
| # State logic |
| match player_state: |
| PlayerState.IDLE: |
| character.set_velocity(transform.basis.inverse() * velocity) |
| if velocity.length() > 0.01 and is_on_floor(): |
| player_state = PlayerState.RUN |
| character.transition_to(character.States.RUN) |
| |
| PlayerState.RUN: |
| if velocity.length() < 0.01 and is_on_floor(): |
| player_state = PlayerState.IDLE |
| velocity = Vector3.ZERO |
| character.transition_to(character.States.IDLE) |
|
|
| |
| func hit_player(other_player): |
| if other_player == self: |
| #print("player hit self") |
| return |
| if team != -1 and other_player.team == team: |
| return |
| |
| ai_controller.reward += 1.0 |
| |
| # Camera toggling, refactor to manager? |
| func activate_first_person(): |
| character.toggle_model_mesh(false) |
| first_person_camera.make_current() |
| |
| func activate_third_person(): |
| character.toggle_model_mesh(true) |
| third_person_camera.make_current() |
| |
| func activate_control(): |
| is_controlled = true |
| return |
|
|
| func deactivate_control(): |
| is_controlled = false |
| character.toggle_model_mesh(true) |
|
|
|
|
| func _on_player_hit_box_area_entered(area): |
| if area is Projectile and area.shooter != self: |
| if team != -1 and area.shooter.team != team: |
| health_system.take_damage(area.damage) |
|
|