142 lines
3.8 KiB
GDScript
142 lines
3.8 KiB
GDScript
extends CharacterBody3D
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signal destroyed
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enum State { IDLE, FLYING }
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const AIR_FRICTION := 0.9
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const MIN_SPEED := 0.5
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const WALL_BOUNCE := 0.5
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const WALL_SELF_DMG := 0.6
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var kickable_type: String = "rock"
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var kick_tier: int = 0
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var toughness_tier: int = 0
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var state: State = State.IDLE
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var fly_vel: Vector3 = Vector3.ZERO
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var health: float = 60.0
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var dead: bool = false
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var damage_modifier: float = 1.25
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@onready var mesh_node: MeshInstance3D = $RockMesh
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var rock_mat: StandardMaterial3D
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var _tooltip: Label3D
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const COLOR_IDLE := Color(0.45, 0.38, 0.30)
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const COLOR_IMPACT := Color(1.0, 1.0, 1.0)
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func _ready() -> void:
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add_to_group("kickable")
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rock_mat = mesh_node.material_override.duplicate() as StandardMaterial3D
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mesh_node.material_override = rock_mat
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_tooltip = Label3D.new()
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_tooltip.text = "Rock\n+Rock → Boulder\n+Stick → Wood Shield"
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_tooltip.billboard = BaseMaterial3D.BILLBOARD_ENABLED
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_tooltip.font_size = 56
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_tooltip.outline_size = 6
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_tooltip.position = Vector3(0, 1.1, 0)
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_tooltip.modulate = Color(1.0, 0.95, 0.8)
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_tooltip.visible = false
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add_child(_tooltip)
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func _process(_delta: float) -> void:
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if dead or state != State.IDLE:
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_tooltip.visible = false
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return
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var players := get_tree().get_nodes_in_group("player")
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_tooltip.visible = not players.is_empty() and \
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(players[0] as Node3D).global_position.distance_to(global_position) < 2.5
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func can_merge_with(_other: Node3D, _speed: float) -> bool:
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return false
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func apply_collision_damage(dmg: float) -> void:
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_take_damage(dmg)
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func receive_kick(direction: Vector3, force: float) -> void:
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fly_vel = direction * force
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fly_vel.y = 0.0
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state = State.FLYING
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func _physics_process(delta: float) -> void:
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if state == State.IDLE:
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return
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_fly(delta)
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func _fly(delta: float) -> void:
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var speed_now := Vector2(fly_vel.x, fly_vel.z).length()
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velocity = fly_vel
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velocity.y = 0.0
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move_and_slide()
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var handled := false
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for i in get_slide_collision_count():
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var col := get_slide_collision(i)
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var col3d := col.get_collider() as Node3D
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if col3d == null:
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continue
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if col3d.has_meta("is_wall"):
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var normal := col.get_normal()
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normal.y = 0.0
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if normal.length() > 0.01:
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fly_vel = fly_vel.bounce(normal.normalized()) * WALL_BOUNCE
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else:
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fly_vel = Vector3.ZERO
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_take_damage(speed_now * WALL_SELF_DMG)
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handled = true
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break
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elif col3d.is_in_group("player"):
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col3d.call("take_damage", int(speed_now * damage_modifier), toughness_tier)
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fly_vel *= 0.3
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handled = true
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break
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elif col3d.is_in_group("enemies") or col3d.is_in_group("kickable"):
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if col3d == self:
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continue
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KickSystem.resolve(self, col3d, fly_vel)
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if not dead and is_instance_valid(col3d):
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var kick_dir := col3d.global_position - global_position
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kick_dir.y = 0.0
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if kick_dir.length() > 0.01:
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col3d.call("receive_kick", kick_dir.normalized(), speed_now * 0.65)
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fly_vel *= 0.45
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handled = true
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break
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if not handled:
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fly_vel = velocity
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fly_vel.y = 0.0
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fly_vel *= pow(AIR_FRICTION, delta * 60.0)
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if Vector2(fly_vel.x, fly_vel.z).length() < MIN_SPEED:
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fly_vel = Vector3.ZERO
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velocity = Vector3.ZERO
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state = State.IDLE
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mesh_node.rotation.y += delta * speed_now * 0.25
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func _take_damage(dmg: float) -> void:
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if dead:
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return
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health -= dmg
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_flash()
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if health <= 0.0:
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_die()
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func _die() -> void:
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dead = true
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state = State.IDLE
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set_physics_process(false)
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emit_signal("destroyed")
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var tw := create_tween()
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tw.tween_property(self, "scale", Vector3(1.6, 0.1, 1.6), 0.12)
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tw.tween_property(self, "scale", Vector3(0.0, 0.0, 0.0), 0.1)
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tw.tween_callback(queue_free)
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func _flash() -> void:
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var tw := create_tween()
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tw.tween_property(rock_mat, "albedo_color", COLOR_IMPACT, 0.04)
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var target_color := COLOR_IDLE.lerp(Color.RED, clampf(1.0 - health / 60.0, 0.0, 0.6))
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tw.tween_property(rock_mat, "albedo_color", target_color, 0.18)
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