Server side bullet registration

This commit is contained in:
Rendo 2025-11-28 20:50:42 +05:00
commit 26e5fa71e2
5 changed files with 47 additions and 1 deletions

View file

@ -6,6 +6,10 @@ enum TEAMS {
SPECTATE,
UNASSIGNED
}
const ATTACK_LAYER: int = 0b10000
const DEFENCE_LAYER: int = 0b100000
var player_nodes: Dictionary[int,Player] = {}
var dynamic_objects_spawner: MultiplayerSpawner
@ -33,3 +37,35 @@ func despawn_internal(path: NodePath) -> void:
return
get_node(path).queue_free()
func shoot(damage: int) -> void:
if multiplayer.get_unique_id() == 1:
shoot_internal(1,damage)
else:
shoot_internal.rpc_id(1,multiplayer.get_unique_id(),damage)
@rpc("any_peer","call_local","reliable")
func shoot_internal(id:int , damage: int) -> void:
if multiplayer.is_server() == false:
return
var player: Player = player_nodes[id]
var player_camera: Camera3D = player.get_node("Camera3D")
var space: PhysicsDirectSpaceState3D = player.get_world_3d().direct_space_state
var endpoint: Vector3 = player_camera.global_position - player_camera.global_basis.z * 100
var ray = PhysicsRayQueryParameters3D.create(player_camera.global_position,endpoint,1)
ray.exclude = [player.get_rid()]
ray.collide_with_areas = false
match player.team:
TEAMS.DEFENCE:
ray.collision_mask |= ATTACK_LAYER
TEAMS.ATTACK:
ray.collision_mask |= DEFENCE_LAYER
_:
ray.collision_mask |= ATTACK_LAYER | DEFENCE_LAYER
var collision = space.intersect_ray(ray)
if collision != {} and collision["collider"] is Player:
collision["collider"].take_damage.rpc_id(int(collision["collider"].name),damage)