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

512 lines
16 KiB
GDScript

class_name Hero
extends CharacterBody3D
signal ready_state_changed(state: bool)
@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 sprite: EightDirectionSprite3D
@export var interaction_raycast: RayCast3D
@export var draw_pile: Inventory
@export var hand: Inventory
@export var discard_pile: Inventory
@export var gauntlet_cards: Array[CardInHand]
@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
var current_state: HeroState
var pre_fighting_state: HeroState
var selection_boxes: Array[CardSelectionBox] = []
var unique_cards: Array[Card] = []
var hand_card_scene: PackedScene = preload("res://Scenes/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 unique_cards[hand_selected_index] if unique_cards.size() > 0 else null
func set_zoom_factor(value: float) -> void:
movement.zoom_factor = value
func _ready() -> void:
if is_multiplayer_authority():
ears.make_current()
camera.make_current()
sprite.queue_free()
player_name_tag.queue_free()
for card: Card in hero_class.deck:
if game_manager.card_gameplay:
draw_pile.add(card)
else:
add_card(card)
update_selected_box()
else:
camera.set_visible(false)
gun_camera.set_visible(false)
hud.set_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)
sprite.texture.atlas = hero_class.texture
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 add_selection(card: Card) -> void:
if !unique_cards.has(card):
unique_cards.append(card)
var box: CardSelectionBox = card_select_scene.instantiate()
box.set_card(card)
box.set_key(unique_cards.size() - 1)
box.set_amount(1)
selection_boxes.append(box)
$HUD/selection_boxes.add_child(box)
else:
var box: CardSelectionBox
for existing_box: CardSelectionBox in selection_boxes:
if existing_box.card == card:
box = existing_box
box.set_amount(hand.contents.count(card))
func check_removal() -> void:
var index: int = -1
for card: Card in unique_cards:
if !hand.contents.has(card):
index = unique_cards.find(card)
for i: int in selection_boxes.size():
selection_boxes[i].set_amount(hand.contents.count(unique_cards[i]))
if index >= 0:
unique_cards.remove_at(index)
selection_boxes[index].queue_free()
selection_boxes.remove_at(index)
if selection_boxes.size() > 0:
for i: int in selection_boxes.size():
var card: Card = unique_cards[i]
selection_boxes[i].set_card(card)
selection_boxes[i].set_key(i)
if hand_selected_index == index:
decrement_selected()
update_selected_box()
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
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 >= unique_cards.size():
hand_selected_index = 0
update_selected_box()
func decrement_selected() -> void:
if unique_cards.size() == 0:
hand_selected_index = 0
return
hand_selected_index -= 1
if hand_selected_index < 0:
hand_selected_index = unique_cards.size() - 1
update_selected_box()
func set_card_elements_visibility(value: bool) -> void:
$FirstPersonViewport/Head2/LeftHand.visible = value
$HUD/selection_boxes.visible = value
$HUD/PlaceIcon.visible = value
$HUD/SwapIcon.visible = value
if cards[0]:
$HUD/PlaceIcon.visible = false
if cards[1]:
$HUD/SwapIcon.visible = false
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()
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)
func ready_self() -> void:
edit_tool.interact_key_held = false
if !ready_state:
ready_state = true
hud.place_icon.set_visible(false)
hud.swap_icon.set_visible(false)
hud.shrink_wave_start_label()
ready_audio.play()
networked_set_ready_state.rpc(ready_state)
func unready_self() -> void:
if ready_state:
ready_state = false
hud.grow_wave_start_label()
unready_audio.play()
networked_set_ready_state(ready_state)
func add_card(new_card: Card) -> void:
hand.add(new_card)
hud.pickup(new_card)
place_card_audio.play()
add_selection(new_card)
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 slot == 0:
hud.primary_duration.text = "primary weapon rounds left = " + str(weapons[slot].duration)
elif slot == 1:
hud.secondary_duration.text = "secondary weapon rounds left = " + str(weapons[slot].duration)
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)
#var tween: Tween = create_tween()
#tween.set_ease(Tween.EASE_OUT)
#tween.set_trans(Tween.TRANS_CUBIC)
#tween.tween_property(display, "position", Vector2(200.0 * hand.size, 80.0), 0.5)
else:
for x: int in discard_pile.size:
draw_pile.add(discard_pile.remove_at(0))
draw_pile.shuffle()
unique_cards = []
selection_boxes = []
for card: Card in hand.contents:
if !unique_cards.has(card):
unique_cards.append(card)
for i: int in $HUD/selection_boxes.get_child_count():
$HUD/selection_boxes.get_child(i).queue_free()
for i: int in unique_cards.size():
var card: Card = unique_cards[i]
var box: CardSelectionBox = card_select_scene.instantiate()
box.set_card(card)
box.set_key(i)
box.set_amount(hand.contents.count(unique_cards[i]))
selection_boxes.append(box)
$HUD/selection_boxes.add_child(box)
hand_selected_index = 0
update_selected_box()
func update_selected_box() -> void:
for box: CardSelectionBox in selection_boxes:
box.deselect()
selection_boxes[hand_selected_index].select()
func equip_weapon(slot: int = 0) -> void:
if hand.size == 0:
return
var energy_cost: int = selected_card.cost
if game_manager.card_gameplay and energy < energy_cost:
return
if weapons[slot] != null:
unequip_weapon(slot)
if !game_manager.card_gameplay:
return
if hand.size > 0:
if game_manager.card_gameplay:
energy -= energy_cost
place_card_audio.play()
cards[slot] = hand.remove_at(hand.contents.find(selected_card))
#card_sprites[hand_selected_index].queue_free()
#card_sprites.remove_at(hand_selected_index)
if 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].name = str(weapons_spawn_count)
weapons[slot].duration = 1
networked_equip_weapon.rpc(Data.cards.find(cards[slot]), 0, weapons_spawn_count)
weapons_spawn_count += 1
weapons[slot].set_multiplayer_authority(multiplayer.get_unique_id())
gauntlet_cards[slot].set_card(cards[slot])
if slot == 0:
hud.primary_duration.text = "primary weapon rounds left = " + str(weapons[slot].duration)
elif slot == 1:
hud.secondary_duration.text = "secondary weapon rounds left = " + str(weapons[slot].duration)
if slot == 0:
hud.place_icon.visible = false
else:
hud.swap_icon.visible = false
gauntlet_cards[slot].view_weapon()
gauntlet_cards[slot].visible = true
weapons[slot].set_hero(self)
weapons[slot].visible = false
right_hand.add_child(weapons[slot])
check_removal()
if slot == 0:
weapons[slot].energy_spent.connect(hud.new_energy_bar.use_energy)
weapons[slot].energy_recharged.connect(hud.new_energy_bar.gain_energy)
hud.new_energy_bar.max_energy = weapons[slot].max_energy
if weapons[slot].stats.energy_type == Data.EnergyType.CONTINUOUS:
hud.new_energy_bar.enable_progress_bar()
if weapons[slot].stats.energy_type == Data.EnergyType.DISCRETE:
hud.new_energy_bar.create_discrete_icons(int(weapons[slot].max_energy))
else:
weapons[slot].energy_recharged.connect(hud.new_energy_bar.gain_secondary_energy)
hud.new_energy_bar.secondary_max_energy = weapons[slot].max_energy
hud.new_energy_bar.secondary_energy = weapons[slot].current_energy
func stow_weapon(slot: int = 0) -> void:
weapons[slot].release_trigger()
weapons[slot].release_second_trigger()
weapons[slot].visible = false
weapons[slot].energy_spent.disconnect(hud.new_energy_bar.use_energy)
weapons[slot].energy_recharged.disconnect(hud.new_energy_bar.gain_energy)
weapons[slot].energy_recharged.connect(hud.new_energy_bar.gain_secondary_energy)
hud.new_energy_bar.secondary_max_energy = weapons[slot].max_energy
hud.new_energy_bar.secondary_energy = weapons[slot].current_energy
func show_weapon(slot: int = 0) -> void:
weapons[slot].release_trigger()
weapons[slot].release_second_trigger()
weapons[slot].energy_recharged.disconnect(hud.new_energy_bar.gain_secondary_energy)
weapons[slot].energy_spent.connect(hud.new_energy_bar.use_energy)
weapons[slot].energy_recharged.connect(hud.new_energy_bar.gain_energy)
hud.set_weapon_energy(int(weapons[slot].current_energy), weapons[slot].stats.energy_type)
hud.new_energy_bar.max_energy = weapons[slot].max_energy
if weapons[slot].stats.energy_type == Data.EnergyType.CONTINUOUS:
hud.new_energy_bar.enable_progress_bar()
if weapons[slot].stats.energy_type == Data.EnergyType.DISCRETE:
hud.new_energy_bar.create_discrete_icons(int(weapons[slot].max_energy))
hud.new_energy_bar.use_energy(weapons[slot].max_energy - weapons[slot].current_energy, weapons[slot].stats.energy_type)
var offhand: int = 0 if equipped_weapon == 1 else 1
if !weapons[offhand]:
hud.new_energy_bar.disable_secondary_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:
networked_unequip_weapon.rpc(slot)
gauntlet_cards[slot].visible = false
if slot == 0:
hud.place_icon.visible = true
hud.new_energy_bar.blank()
else:
hud.swap_icon.visible = true
hud.new_energy_bar.disable_secondary_energy()
weapons[slot].queue_free()
weapons[slot] = null
if !game_manager.card_gameplay:
add_card(cards[slot])
cards[slot] = null
place_card_audio.play()
#MULTIPLAYER NETWORKED FUNCTIONS
@rpc("reliable")
func networked_set_ready_state(state: bool) -> void:
ready_state = state
@rpc("reliable")
func networked_swap_weapon() -> void:
swap_weapons()
@rpc("reliable")
func networked_equip_weapon(card_index: int, slot: int, id: int) -> void:
var new_card: Card = Data.cards[card_index]
var new_weapon: Weapon = new_card.weapon_scene.instantiate()
new_weapon.set_multiplayer_authority(multiplayer.get_remote_sender_id())
new_weapon.name = str(id)
new_weapon.set_hero(self)
right_hand.add_child(new_weapon)
cards[slot] = new_card
weapons[slot] = new_weapon
@rpc("reliable")
func networked_unequip_weapon(slot: int) -> void:
weapons[slot].queue_free()
weapons[slot] = null
cards[slot] = null