Files
Decked-Out-Defense/PCs/hero.gd

466 lines
14 KiB
GDScript

class_name Hero
extends CharacterBody3D
signal ready_state_changed(state: bool)
signal placed_tower(tower: Tower)
@export var subviewport1: SubViewport
@export var subviewport2: SubViewport
@export var wave_preview_scene: PackedScene
@export var hero_class: HeroClass
@export var camera: Camera3D
@export var gun_camera: Camera3D
@export var left_hand: Node3D
@export var right_hand: Node3D
@export var edit_tool: PathEditTool
@export var carding_tool: CardPlacingTool
@export var model: Node3D
@export var interaction_raycast: RayCast3D
@export var draw_pile: Inventory
@export var hand: Inventory
@export var discard_pile: Inventory
@export var pause_menu_scene: PackedScene
@export var hud: HUD
@export var movement: PlayerMovement
@export var sprint_zoom_speed: float = 0.2
@export var player_name_tag: Label
@export var weapon_swap_timer: Timer
@export var card3d_scene: PackedScene
@export var card_select_scene: PackedScene
@export var editing_states: Array[HeroState]
@export var fighting_state: HeroState
@export var default_state: HeroState
@export_subgroup("Audio")
@export var ears: AudioListener3D
@export var place_card_audio: AudioStreamPlayer
@export var swap_card_audio: AudioStreamPlayer
@export var ready_audio: AudioStreamPlayer
@export var unready_audio: AudioStreamPlayer
@export var fullpower_audio: AudioStreamPlayer
@export var zeropower_audio: AudioStreamPlayer
@export var swap_off_audio: AudioStreamPlayer
@export var swap_on_audio: AudioStreamPlayer
@export var anim_tree: AnimationTree
@export var anim_tree2: AnimationTree
@export var weapon_pivot: Node3D
@export var cassette: Node3D
@export var left_hand_model: Node3D
@export var gauntlet_model: Node3D
var current_state: HeroState
var pre_fighting_state: HeroState
var hand_card_scene: PackedScene = preload("res://UI/card_hand.tscn")
var card_sprites: Array[CardInHand]
var game_manager: GameManager
var hovering_item: InteractButton = null
var weapons_spawn_count: int = 0 #Used to prevent node name collisions for multiplayer
var hand_selected_index: int = 0
var equipped_weapon: int = 0
var weapons: Array[Weapon] = [null, null]
var cards: Array[Card] = [null, null]
var weapons_active: bool = false
var paused: bool = false
var profile: PlayerProfile
var ready_state: bool = false :
set(value):
ready_state = value
ready_state_changed.emit(value)
var currency: int = 0 :
set(value):
currency = value
hud.set_currency_count(value)
get:
return currency
var blank_cassettes: int = 0 :
set(value):
blank_cassettes = value
hud.set_blank_cassette_count(value)
get():
return blank_cassettes
var energy: int = 0 :
set(value):
energy = value
hud.set_energy_amount(value)
get:
return energy
var selected_card: Card :
set(_value):
pass
get():
return hand.item_at(hand_selected_index) if hand.size > 0 else null
@export var distance_between_steps: float = 2.2
var distance_travelled: float = 0.0
var foot_stepping: bool = false
func set_resolution(size: Vector2) -> void:
$FirstPersonViewport.size = size
$SubViewport.size = size
func set_zoom_factor(value: float) -> void:
movement.zoom_factor = value
func _ready() -> void:
Data.resolution_changed.connect(set_resolution)
set_resolution(Vector2(1920, 1080) * Data.graphics.resolution_scaling)
hud.disable_card_gameplay_ui()
if game_manager:
if game_manager.card_gameplay:
hud.enable_card_gameplay_ui()
if is_multiplayer_authority():
ears.make_current()
camera.make_current()
model.queue_free()
player_name_tag.queue_free()
for card: Card in hero_class.deck:
if game_manager and game_manager.card_gameplay:
draw_pile.add(card)
else:
add_card(card)
else:
camera.set_visible(false)
gun_camera.set_visible(false)
hud.set_visible(false)
$PostFx.visible = false
for state: HeroState in editing_states:
state.state_changed.connect(update_state)
fighting_state.state_changed.connect(update_state)
current_state = default_state
current_state.enter_state()
if weapons[equipped_weapon] != null:
weapons[equipped_weapon].set_raycast_origin(camera)
#TODO: ADD A LINE HERE THAT SETS THE MODEL MESH BASED ON THE PLAYERS CLASS
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
func update_state(new_state: HeroState) -> void:
current_state.exit_state()
current_state = new_state
current_state.enter_state()
func enter_fighting_state() -> void:
pre_fighting_state = current_state
update_state(fighting_state)
func exit_fighting_state() -> void:
update_state(pre_fighting_state)
func _physics_process(_delta: float) -> void:
if !is_multiplayer_authority() or paused:
return
func _process(delta: float) -> void:
if !is_multiplayer_authority() or paused:
return
if !movement.sprinting:
movement.zoom_factor += sprint_zoom_speed * 2.0 * delta
if movement.zoom_factor > 1.0:
movement.zoom_factor = 1.0
current_state.process_state(delta)
if movement.sprinting:
movement.zoom_factor -= sprint_zoom_speed * delta
if movement.zoom_factor <= 1.0 - movement.sprint_zoom_factor:
movement.zoom_factor = 1.0 - movement.sprint_zoom_factor
camera.fov = Data.graphics.hfov * (1.0 / movement.zoom_factor)
if Input.is_action_just_pressed("View Map"):
hud.maximise_minimap()
#Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
if Input.is_action_just_released("View Map"):
hud.minimize_minimap()
#Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
if is_on_floor() and $RayCast3D.is_colliding() and $RayCast3D.get_collider() is StaticBody3D:
distance_travelled += get_real_velocity().length() * delta
if distance_travelled >= distance_between_steps:
var floor: StaticBody3D = $RayCast3D.get_collider()
distance_travelled -= distance_between_steps
if foot_stepping:
if floor.is_in_group("grass"):
$GrassFootSteps.play()
if floor.is_in_group("dirt"):
$DirtFootSteps.play()
if floor.is_in_group("stone"):
$StoneFootSteps.play()
if floor.is_in_group("brick"):
$BrickFootSteps.play()
else:
if floor.is_in_group("grass"):
$GrassFootSteps2.play()
if floor.is_in_group("dirt"):
$DirtFootSteps2.play()
if floor.is_in_group("stone"):
$StoneFootSteps2.play()
if floor.is_in_group("brick"):
$BrickFootSteps2.play()
foot_stepping = !foot_stepping
func check_world_button() -> void:
if interaction_raycast.is_colliding() and interaction_raycast.get_collider() is InteractButton:
hud.set_hover_text(interaction_raycast.get_collider().hover_text)
if !hovering_item or hovering_item != interaction_raycast.get_collider():
if hovering_item:
hovering_item.disable_hover_effect()
hovering_item = interaction_raycast.get_collider()
hovering_item.enable_hover_effect()
else:
hud.unset_hover_text()
if hovering_item:
hovering_item.disable_hover_effect()
hovering_item = null
if Input.is_action_just_pressed("Interact"):
if interaction_raycast.get_collider() is InteractButton:
var button: InteractButton = interaction_raycast.get_collider() as InteractButton
button.press(self)
if interaction_raycast.get_collider() is ItemCard:
add_card(interaction_raycast.get_collider().pick_up())
func increment_selected() -> void:
hand_selected_index += 1
if hand_selected_index >= hand.size:
hand_selected_index = 0
hud.hot_wheel.update_cassettes(get_wheel_cards())
hud.show_features(selected_card)
func decrement_selected() -> void:
if hand.size == 0:
hand_selected_index = 0
return
hand_selected_index -= 1
if hand_selected_index < 0:
hand_selected_index = hand.size - 1
hud.hot_wheel.update_cassettes(get_wheel_cards())
hud.show_features(selected_card)
func get_wheel_cards() -> Array[Card]:
var wheel_cards: Array[Card] = []
if hand.size > 0:
wheel_cards.append(hand.contents[hand_selected_index])
var left_searches: int = floori((min(5, hand.size) - 1) / 2.0)
var right_searches: int = ceili((min(5, hand.size) - 1) / 2.0)
while left_searches > 0 or right_searches > 0:
for x: int in left_searches:
if hand_selected_index - (x + 1) >= 0:
wheel_cards.append(hand.contents[hand_selected_index - (x + 1)])
left_searches -= 1
else:
right_searches += left_searches
left_searches = 0
for x: int in right_searches:
if hand_selected_index + (x + 1) < hand.size:
wheel_cards.append(hand.contents[hand_selected_index + (x + 1)])
right_searches -= 1
else:
left_searches += right_searches
right_searches = 0
return wheel_cards
func set_card_elements_visibility(value: bool) -> void:
if value:
hud.show_hot_wheel()
hud.hot_wheel.update_cassettes(get_wheel_cards())
hud.show_slots()
else:
hud.hide_hot_wheel()
hud.hide_slots()
func _unhandled_input(event: InputEvent) -> void:
if !is_multiplayer_authority() or paused:
return
if event.is_action_pressed("Pause"):
var menu: PauseMenu = pause_menu_scene.instantiate() as PauseMenu
pause()
if game_manager:
menu.game_manager = game_manager
menu.quit_to_desktop_pressed.connect(game_manager.quit_to_desktop)
menu.quit_to_main_menu_pressed.connect(game_manager.scene_switch_main_menu)
menu.closed.connect(unpause)
hud.add_child(menu)
if event.is_action_pressed("Show Wave Preview"):
var wave_preview: WaveViewer = wave_preview_scene.instantiate() as WaveViewer
pause()
hud.add_child(wave_preview)
wave_preview.set_waves(game_manager.get_upcoming_waves(10), game_manager.wave)
wave_preview.closed.connect(unpause)
func ready_self() -> void:
edit_tool.interact_key_held = false
if !ready_state:
ready_state = true
hud.shrink_wave_start_label()
ready_audio.play()
func unready_self() -> void:
if ready_state:
ready_state = false
hud.grow_wave_start_label()
unready_audio.play()
func add_card(new_card: Card) -> void:
hand.add(new_card)
hud.pickup(new_card)
place_card_audio.play()
hud.hot_wheel.update_cassettes(get_wheel_cards())
func unpause() -> void:
paused = false
movement.paused = false
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
func pause() -> void:
paused = true
movement.paused = true
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
func iterate_duration() -> void:
for slot: int in weapons.size():
if weapons[slot] == null:
continue
weapons[slot].duration -= 1
if weapons[slot].duration <= 0:
unequip_weapon(slot)
func draw_to_hand_size() -> void:
var hand_size: int = 5
while hand.size < hand_size:
if draw_pile.size == 0 and discard_pile.size == 0:
return
if draw_pile.size > 0:
var card: Card = draw_pile.remove_at(0)
hand.add(card)
var display: Card3D = card3d_scene.instantiate()
display.set_card(card)
display.position = Vector3(0.01 * hand.size, 0.0, -0.001 * hand.size)
display.rotation_degrees = Vector3(0.0, 0.0, -10.0 * hand.size)
$FirstPersonViewport/Head2/LeftHand/Cards.add_child(display)
else:
for x: int in discard_pile.size:
draw_pile.add(discard_pile.remove_at(0))
draw_pile.shuffle()
hand_selected_index = 0
func equip_weapon(slot: int = 0) -> void:
if weapons[slot] != null:
unequip_weapon(slot)
if hand.size == 1 or (!game_manager or !game_manager.card_gameplay):
return
if hand.size == 0:
return
var energy_cost: int = selected_card.cost
if game_manager and game_manager.card_gameplay and energy < energy_cost:
return
if hand.size > 0:
if game_manager and game_manager.card_gameplay:
energy -= energy_cost
place_card_audio.play()
cards[slot] = hand.remove_at(hand.contents.find(selected_card))
decrement_selected()
hud.hot_wheel.update_cassettes(get_wheel_cards())
#card_sprites[hand_selected_index].queue_free()
#card_sprites.remove_at(hand_selected_index)
if game_manager and game_manager.card_gameplay:
discard_pile.add(cards[slot])
#TODO: Alternate thing to do with the hand i guess
#if !inventory.contents.has(cards[slot]):
#decrement_selected()
weapons[slot] = cards[slot].weapon_scene.instantiate()
weapons[slot].stats = cards[slot].weapon_stats
weapons[slot].name = str(weapons_spawn_count)
weapons[slot].duration = 1
weapons[slot].fired.connect(fighting_state.play_shoot_animation)
weapons_spawn_count += 1
weapons[slot].set_multiplayer_authority(multiplayer.get_unique_id())
if slot == 0:
hud.set_primary_button(cards[slot])
else:
hud.set_secondary_button(cards[slot])
weapons[slot].set_hero(self)
weapons[slot].visible = false
weapon_pivot.add_child(weapons[slot])
if slot == 0:
weapons[slot].energy_changed.connect(hud.set_energy_pips)
hud.energy_pips.max_energy = weapons[slot].max_energy
func stow_weapon(slot: int = 0) -> void:
weapons[slot].release_trigger()
weapons[slot].release_second_trigger()
weapons[slot].visible = false
weapons[slot].energy_changed.disconnect(hud.set_energy_pips)
func show_weapon(slot: int = 0) -> void:
weapons[slot].release_trigger()
weapons[slot].release_second_trigger()
weapons[slot].energy_changed.connect(hud.set_energy_pips)
hud.set_weapon_energy(int(weapons[slot].current_energy), weapons[slot].stats.energy_type)
hud.energy_pips.max_energy = weapons[slot].max_energy
func swap_weapons() -> void:
if !weapons[0] and !weapons[1]:
return
weapons_active = false
swap_off_audio.play()
if weapons[equipped_weapon]:
stow_weapon(equipped_weapon)
equipped_weapon = 0 if equipped_weapon == 1 else 1
show_weapon(equipped_weapon)
weapon_swap_timer.start()
func _on_timer_timeout() -> void:
weapons_active = true
if weapons[equipped_weapon]:
swap_on_audio.play()
weapons[equipped_weapon].visible = true
func unequip_weapon(slot: int = 0) -> void:
if slot == 0:
hud.set_primary_button(null)
else:
hud.set_secondary_button(null)
weapons[slot].queue_free()
weapons[slot] = null
if !game_manager or !game_manager.card_gameplay:
add_card(cards[slot])
cards[slot] = null
place_card_audio.play()
hud.hot_wheel.update_cassettes(get_wheel_cards())
func _on_hitbox_took_damage(_amount: int, _damage_type: int, _pos: Vector3) -> void:
pass # Replace with function body.