144 lines
5.2 KiB
GDScript
144 lines
5.2 KiB
GDScript
class_name LeapingController extends PathingController
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@export var eastl: Label
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@export var westl: Label
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@export var northl: Label
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@export var southl: Label
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@export var easts: Sprite3D
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@export var wests: Sprite3D
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@export var norths: Sprite3D
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@export var souths: Sprite3D
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@export var box: CSGBox3D
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var tolerance: float = 50.0
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var jumping: bool = false
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func _process(delta: float) -> void:
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tolerance = remap(character.health.current_health, 10, 50, character.health.max_health * 0.20, character.health.max_health)
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func _physics_process(delta: float) -> void:
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if !path or jumping:
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return
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var distance_travelled: float = (character.stats.movement_speed * clampf(character.movement_speed_penalty, 0.0, 1.0)) * delta
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distance_remaining -= distance_travelled
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path_progress += distance_travelled
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var sample: Transform3D = path.sample_baked_with_rotation(path_progress, true)
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character.global_position = sample.origin
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character.look_at(character.global_position + -sample.basis.z)
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var closest_point: int = astar.astar.get_closest_point(character.global_position, false)
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box.global_position = astar.astar.get_point_position(closest_point)
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var east: int = astar.get_east_point(closest_point)
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var west: int = astar.get_west_point(closest_point)
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var north: int = astar.get_north_point(closest_point)
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var south: int = astar.get_south_point(closest_point)
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#if east >= 0 and astar.astar.is_point_disabled(east):
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#eastl.text = "fuck no"
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#else:
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#eastl.text = "yeah"
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#if west >= 0 and astar.astar.is_point_disabled(west):
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#westl.text = "fuck no"
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#else:
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#westl.text = "yeah"
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#if north >= 0 and astar.astar.is_point_disabled(north):
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#northl.text = "fuck no"
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#else:
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#northl.text = "yeah"
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#if south >= 0 and astar.astar.is_point_disabled(south):
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#southl.text = "fuck no"
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#else:
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#southl.text = "yeah"
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norths.global_position = character.global_position + Vector3(-1.0, 1.0, 0.0)
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souths.global_position = character.global_position + Vector3(1.0, 1.0, 0.0)
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easts.global_position = character.global_position + Vector3(0.0, 1.0, -1.0)
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wests.global_position = character.global_position + Vector3(0.0, 1.0, 1.0)
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if east >= 0:
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if astar.astar.is_point_disabled(east):
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var further_point: int = astar.get_east_point(east)
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if further_point >= 0 and !astar.astar.is_point_disabled(further_point):
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var expected_offset: float = path.get_closest_offset(character.global_position + Vector3(0.0, 0.0, -4.0))
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var current_offset: float = path.get_closest_offset(character.global_position)
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var gain: float = expected_offset - current_offset
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if gain >= tolerance:
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distance_remaining -= gain
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path_progress += gain
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leap(Vector3(0.0, 0.0, -4.0))
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#eastl.text = str(gain)
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#easts.visible = true
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else:
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eastl.text = "cant"
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else:
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eastl.text = "clear"
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else:
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eastl.text = "invalid"
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if west >= 0:
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if astar.astar.is_point_disabled(west):
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var further_point: int = astar.get_west_point(west)
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if further_point >= 0 and !astar.astar.is_point_disabled(further_point):
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var expected_offset: float = path.get_closest_offset(character.global_position + Vector3(0.0, 0.0, 4.0))
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var current_offset: float = path.get_closest_offset(character.global_position)
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var gain: float = expected_offset - current_offset
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if gain >= tolerance:
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distance_remaining -= gain
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path_progress += gain
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leap(Vector3(0.0, 0.0, 4.0))
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#westl.text = str(gain)
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#wests.visible = true
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else:
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westl.text = "cant"
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else:
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westl.text = "clear"
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else:
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westl.text = "invalid"
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if north >= 0:
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if astar.astar.is_point_disabled(north):
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var further_point: int = astar.get_north_point(north)
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if further_point >= 0 and !astar.astar.is_point_disabled(further_point):
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var expected_offset: float = path.get_closest_offset(character.global_position + Vector3(-4.0, 0.0, 0.0))
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var current_offset: float = path.get_closest_offset(character.global_position)
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var gain: float = expected_offset - current_offset
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if gain >= tolerance:
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distance_remaining -= gain
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path_progress += gain
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leap(Vector3(-4.0, 0.0, 0.0))
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#northl.text = str(gain)
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#norths.visible = true
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else:
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northl.text = "cant"
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else:
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northl.text = "clear"
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else:
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northl.text = "invalid"
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if south >= 0:
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if astar.astar.is_point_disabled(south):
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var further_point: int = astar.get_south_point(south)
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if further_point >= 0 and !astar.astar.is_point_disabled(further_point):
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var expected_offset: float = path.get_closest_offset(character.global_position + Vector3(4.0, 0.0, 0.0))
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var current_offset: float = path.get_closest_offset(character.global_position)
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var gain: float = expected_offset - current_offset
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if gain >= tolerance:
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distance_remaining -= gain
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path_progress += gain
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leap(Vector3(4.0, 0.0, 0.0))
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#southl.text = str(gain)
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#souths.visible = true
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else:
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southl.text = "cant"
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else:
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southl.text = "clear"
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else:
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southl.text = "invalid"
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func finish_jump() -> void:
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jumping = false
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func leap(to_point: Vector3) -> void:
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jumping = true
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var tween: Tween = create_tween()
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tween.tween_property(character, "global_position", character.global_position + (to_point / 2.0) + Vector3.UP, 1.0)
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tween.tween_property(character, "global_position", character.global_position + to_point, 1.0)
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tween.tween_callback(finish_jump)
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