waited far too long for an initial commit but here we are
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211
PCs/hero.gd
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211
PCs/hero.gd
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@ -0,0 +1,211 @@
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extends CharacterBody3D
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class_name Hero
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signal ready_state_changed(state)
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signal spawned
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signal died
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@export var hero_class: HeroClass
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@export var camera : Camera3D
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@export var left_hand : Node3D
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@export var right_hand : Node3D
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@export var right_hand_animator : AnimationPlayer
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@export var edit_tool : EditTool
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@export var gauntlet_sprite : Sprite3D
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@export var sprite : EightDirectionSprite3D
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@export var interaction_raycast : RayCast3D
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@export var inventory : Inventory
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@export var weapon : Weapon
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@export var card : CardInHand
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@export var pause_menu_scene : PackedScene
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@export var weapon_scene : PackedScene
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@export var hud : HUD
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@export var movement : PlayerMovement
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var equipped_card : Card
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var paused := false
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var editing_mode := true
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var profile: PlayerProfile
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var ready_state := false :
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set(value):
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ready_state = value
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networked_set_ready_state.rpc(ready_state)
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ready_state_changed.emit(ready_state)
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var currency := 0 :
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set(value):
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currency = value
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hud.set_currency_count(value)
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get:
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return currency
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@export var sprint_zoom_speed := 0.2
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func _ready() -> void:
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if is_multiplayer_authority():
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right_hand_animator.play("weapon_sway")
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right_hand_animator.speed_scale = 0
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hud.set_visible(true)
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camera.make_current()
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sprite.queue_free()
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else:
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camera.set_visible(false)
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if weapon != null:
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weapon.set_raycast_origin(camera)
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inventory.contents.append_array(hero_class.deck)
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sprite.texture = hero_class.texture
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check_left_hand_valid()
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Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
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func _physics_process(delta: float) -> void:
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if !is_multiplayer_authority() or paused:
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return
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if movement.input_vector == Vector2.ZERO:
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right_hand_animator.speed_scale = 0
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elif movement.sprinting:
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right_hand_animator.speed_scale = 1
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else:
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right_hand_animator.speed_scale = 0.6
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func _process(delta: float) -> void:
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if !is_multiplayer_authority() or paused:
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return
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if !movement.sprinting:
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movement.zoom_factor += sprint_zoom_speed * 2.0 * delta
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if movement.zoom_factor > 1.0:
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movement.zoom_factor = 1.0
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if editing_mode:
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if edit_tool.is_looking_at_tower_base:
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card.view_tower()
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else:
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card.view_weapon()
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if Input.is_action_just_pressed("Interact"):
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edit_tool.interact()
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if interaction_raycast.get_collider() is InteractButton:
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var button = interaction_raycast.get_collider() as InteractButton
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if currency >= button.press_cost:
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button.press()
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currency -= button.press_cost
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if interaction_raycast.get_collider() is ItemCard:
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inventory.add(interaction_raycast.get_collider().pick_up())
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if Input.is_action_just_pressed("Equip In Gauntlet"):
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equip_weapon()
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if Input.is_action_just_pressed("Select Next Card"):
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inventory.increment_selected()
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if Input.is_action_just_pressed("Select Previous Card"):
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inventory.decrement_selected()
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if Input.is_action_just_pressed("Primary Fire"):
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edit_tool.interact_key_held = true
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if Input.is_action_just_released("Primary Fire"):
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edit_tool.interact_key_held = false
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if weapon != null:
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weapon.release_trigger()
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weapon.release_second_trigger()
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else:
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if weapon != null and Input.is_action_just_pressed("Primary Fire"):
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weapon.hold_trigger()
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if weapon != null and Input.is_action_just_released("Primary Fire"):
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weapon.release_trigger()
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if weapon != null and Input.is_action_pressed("Secondary Fire"):
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weapon.hold_second_trigger()
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if weapon != null and Input.is_action_just_released("Secondary Fire"):
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weapon.release_second_trigger()
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if weapon != null and Input.is_action_pressed("Primary Fire"):
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movement.can_sprint = false
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if weapon != null and Input.is_action_pressed("Secondary Fire"):
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movement.can_sprint = false
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if movement.sprinting:
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movement.zoom_factor -= sprint_zoom_speed * delta
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if movement.zoom_factor <= 1.0 - movement.sprint_zoom_factor:
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movement.zoom_factor = 1.0 - movement.sprint_zoom_factor
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camera.fov = Data.preferences.hfov * (1.0 / movement.zoom_factor)
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if Input.is_action_just_pressed("View Map"):
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hud.maximise_minimap(Game.level)
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#Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
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if Input.is_action_just_released("View Map"):
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hud.minimize_minimap(self)
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#Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
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check_left_hand_valid()
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func _unhandled_input(event: InputEvent) -> void:
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if !is_multiplayer_authority() or paused:
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return
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if editing_mode and event.is_action_pressed("Ready"):
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edit_tool.interact_key_held = false
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ready_state = true
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if event.is_action_pressed("Pause"):
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var menu = pause_menu_scene.instantiate() as PauseMenu
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pause()
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menu.closed.connect(unpause)
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hud.add_child(menu)
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func unpause():
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paused = false
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Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
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func pause():
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paused = true
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Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
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func enter_editing_mode(value):
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hud.set_wave_count(value + 1)
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editing_mode = true
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edit_tool.enabled = true
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check_left_hand_valid()
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if weapon != null:
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weapon.release_trigger()
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func exit_editing_mode(value):
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hud.set_wave_count(value)
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edit_tool.enabled = false
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left_hand.set_visible(false)
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editing_mode = false
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func check_left_hand_valid():
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if inventory.contents.size() == 0:
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left_hand.set_visible(false)
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#gauntlet.texture.region = Rect2(64, 0, 64, 64)
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else:
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left_hand.set_visible(true)
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#gauntlet.texture.region = Rect2(0, 0, 64, 64)
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card.set_card(inventory.selected_item)
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func equip_weapon():
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if weapon != null:
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unequip_weapon()
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return
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if inventory.contents.size() > 0:
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equipped_card = inventory.remove()
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weapon = equipped_card.weapon.instantiate()
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right_hand.add_child(weapon)
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gauntlet_sprite.set_visible(false)
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weapon.set_raycast_origin(camera)
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weapon.set_hero(self)
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check_left_hand_valid()
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func unequip_weapon():
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gauntlet_sprite.set_visible(true)
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weapon.queue_free()
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inventory.add(equipped_card)
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equipped_card = null
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check_left_hand_valid()
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#MULTIPLAYER NETWORKED FUNCTIONS
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@rpc("reliable")
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func networked_set_ready_state(state: bool):
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ready_state = state
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ready_state_changed.emit(state)
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