inching towards better class inheritence and multiplayer compatibility

This commit is contained in:
2023-11-15 15:19:40 +11:00
parent f004f64b71
commit 1500c22ccc
204 changed files with 1920 additions and 1951 deletions

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extends Projectile
class_name ExplosiveProjectile
@export var explosion_range := 3.0
func _process(delta: float) -> void:
super._process(delta)
if time_alive >= lifetime:
explode()
func _on_body_entered(_body: Node) -> void:
explode()
func explode():
if is_multiplayer_authority():
for enemy in get_tree().get_nodes_in_group("Enemies"):
if global_position.distance_to(enemy.global_position) <= explosion_range:
hit(enemy)
networked_hit.rpc(get_tree().root.get_path_to(enemy))
networked_kill.rpc()
queue_free()
func hit(target):
target.damage(damage)
@rpc("reliable")
func networked_hit(target_node_path):
var target = get_tree().root.get_node(target_node_path)
hit(target)

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extends ExplosiveProjectile
class_name HomingProjectile
var target : Node3D
@export var acceleration := 40.0
@export var max_speed := 14.0
func _physics_process(_delta: float) -> void:
if is_instance_valid(target):
direction = global_position.direction_to(target.global_position)
#apply_central_force(direction * acceleration)
func _integrate_forces(state: PhysicsDirectBodyState3D) -> void:
state.linear_velocity += direction * acceleration * state.step
state.linear_velocity = state.linear_velocity.limit_length(max_speed)

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extends RigidBody3D
class_name Projectile
@export var collision_shape : CollisionShape3D
var direction := Vector3.FORWARD
var force := 2.0
var damage := 0.0
var lifetime := 10.0
var time_alive := 0.0
func _process(delta: float) -> void:
time_alive += delta
func _on_body_entered(_body: Node) -> void:
pass # Replace with function body.
@rpc("reliable")
func networked_kill():
queue_free()

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extends ExplosiveProjectile
class_name StatusApplyingProjectile
@export var status_stats : StatusStats
func hit(target):
super.hit(target)
target.status_manager.add_effect(build_status_object())
func build_status_object() -> StatusEffect:
var status = StatusEffect.new()
status.stats = status_stats
return status