Files
2026-04-23 16:11:34 +03:00

159 lines
4.3 KiB
GDScript

extends CharacterBody3D
const METAL_PLATE_SCENE := preload("res://scenes/MetalPlate.tscn")
signal destroyed
enum State { IDLE, FLYING }
const AIR_FRICTION := 0.86
const MIN_SPEED := 0.5
const WALL_BOUNCE := 0.45
const WALL_SELF_DMG := 0.5
var kickable_type: String = "iron"
var kick_tier: int = 0
var toughness_tier: int = 2
var state: State = State.IDLE
var fly_vel: Vector3 = Vector3.ZERO
var health: float = 400.0
var dead: bool = false
var damage_modifier: float = 0.9
@onready var mesh_node: MeshInstance3D = $IronMesh
var iron_mat: StandardMaterial3D
var _tooltip: Label3D
const COLOR_IDLE := Color(0.55, 0.58, 0.62)
const COLOR_IMPACT := Color(1.0, 1.0, 1.0)
func _ready() -> void:
add_to_group("kickable")
iron_mat = mesh_node.material_override.duplicate() as StandardMaterial3D
mesh_node.material_override = iron_mat
_tooltip = Label3D.new()
_tooltip.text = "Iron\nHeavy weapon\n+Leather → Iron Shield\nForge → Metal Plate"
_tooltip.billboard = BaseMaterial3D.BILLBOARD_ENABLED
_tooltip.font_size = 56
_tooltip.outline_size = 6
_tooltip.position = Vector3(0, 1.1, 0)
_tooltip.modulate = Color(1.0, 0.95, 0.8)
_tooltip.visible = false
add_child(_tooltip)
func _process(_delta: float) -> void:
if dead or state != State.IDLE:
_tooltip.visible = false
return
var players := get_tree().get_nodes_in_group("player")
_tooltip.visible = not players.is_empty() and \
(players[0] as Node3D).global_position.distance_to(global_position) < 2.5
func apply_collision_damage(dmg: float) -> void:
_take_damage(dmg)
func receive_kick(direction: Vector3, force: float) -> void:
fly_vel = direction * force
fly_vel.y = 0.0
state = State.FLYING
func _physics_process(delta: float) -> void:
if state == State.IDLE:
return
_fly(delta)
func _fly(delta: float) -> void:
var speed_now := Vector2(fly_vel.x, fly_vel.z).length()
velocity = fly_vel
velocity.y = 0.0
move_and_slide()
var handled := false
for i in get_slide_collision_count():
var col := get_slide_collision(i)
var col3d := col.get_collider() as Node3D
if col3d == null:
continue
if col3d.has_meta("is_forge"):
_hit_forge(col3d)
return
if col3d.has_meta("is_wall"):
var normal := col.get_normal()
normal.y = 0.0
if normal.length() > 0.01:
fly_vel = fly_vel.bounce(normal.normalized()) * WALL_BOUNCE
else:
fly_vel = Vector3.ZERO
_take_damage(speed_now * WALL_SELF_DMG)
handled = true
break
elif col3d.is_in_group("player"):
col3d.call("take_damage", int(speed_now * damage_modifier), toughness_tier)
fly_vel *= 0.3
handled = true
break
elif col3d.is_in_group("enemies") or col3d.is_in_group("kickable"):
if col3d == self:
continue
KickSystem.resolve(self, col3d, fly_vel)
if not dead and is_instance_valid(col3d):
var kick_dir := col3d.global_position - global_position
kick_dir.y = 0.0
if kick_dir.length() > 0.01:
col3d.call("receive_kick", kick_dir.normalized(), speed_now * 0.65)
fly_vel *= 0.45
handled = true
break
if not handled:
fly_vel = velocity
fly_vel.y = 0.0
fly_vel *= pow(AIR_FRICTION, delta * 60.0)
if Vector2(fly_vel.x, fly_vel.z).length() < MIN_SPEED:
fly_vel = Vector3.ZERO
velocity = Vector3.ZERO
state = State.IDLE
mesh_node.rotation.y += delta * speed_now * 0.3
func _hit_forge(forge: Node3D) -> void:
if dead:
return
dead = true
state = State.IDLE
set_physics_process(false)
var parent := get_parent()
var spawn_pos := forge.global_position + Vector3(5, 0, 0)
queue_free()
if parent == null:
return
var armor := METAL_PLATE_SCENE.instantiate() as Node3D
parent.add_child(armor)
armor.global_position = spawn_pos
func _take_damage(dmg: float) -> void:
if dead:
return
health -= dmg
_flash()
if health <= 0.0:
_die()
func _die() -> void:
dead = true
state = State.IDLE
set_physics_process(false)
emit_signal("destroyed")
var tw := create_tween()
tw.tween_property(self, "scale", Vector3(1.6, 0.1, 1.6), 0.12)
tw.tween_property(self, "scale", Vector3(0.0, 0.0, 0.0), 0.1)
tw.tween_callback(queue_free)
func _flash() -> void:
var tw := create_tween()
tw.tween_property(iron_mat, "albedo_color", COLOR_IMPACT, 0.04)
var target_color := COLOR_IDLE.lerp(Color.RED, clampf(1.0 - health / 80.0, 0.0, 0.6))
tw.tween_property(iron_mat, "albedo_color", target_color, 0.18)