diff --git a/.gitignore b/.gitignore index 83dc4b6..6d16b6c 100644 --- a/.gitignore +++ b/.gitignore @@ -2,3 +2,4 @@ .godot/ /android/ exports/ +deploy.sh diff --git a/export_presets.cfg b/export_presets.cfg index 6239d0e..82ebb18 100644 --- a/export_presets.cfg +++ b/export_presets.cfg @@ -43,7 +43,7 @@ rm -rf \"{temp_dir}\"" [preset.1] -name="Windows Desktop" +name="Windows" platform="Windows Desktop" runnable=true advanced_options=false diff --git a/levels/prototype_scene.tscn b/levels/prototype_scene.tscn index 40de8a2..bdf218b 100644 --- a/levels/prototype_scene.tscn +++ b/levels/prototype_scene.tscn @@ -1,7 +1,6 @@ -[gd_scene load_steps=24 format=3 uid="uid://cqrh2cc7m2i7f"] +[gd_scene load_steps=21 format=3 uid="uid://cqrh2cc7m2i7f"] [ext_resource type="Environment" uid="uid://d0cfgtx2yxw13" path="res://environments/prototype_environment.tres" id="1_i6jab"] -[ext_resource type="Script" uid="uid://ypgm3aplt78m" path="res://scripts/multiplayer/team_spawner.gd" id="4_pi0y7"] [ext_resource type="Material" uid="uid://bx3f5vx71ynh5" path="res://materials/Graymat.tres" id="4_y6i55"] [ext_resource type="Material" uid="uid://dynpcduei1wfn" path="res://materials/Bluemat.tres" id="4_yx0ab"] [ext_resource type="Material" uid="uid://mlha6r17v2en" path="res://materials/DarkBluemat.tres" id="5_bno23"] @@ -15,22 +14,9 @@ [ext_resource type="Script" uid="uid://dk1gjbuydemmb" path="res://scripts/multiplayer/plant_site/plant_site.gd" id="8_oujx2"] [ext_resource type="Script" uid="uid://b4cpux52fmx5o" path="res://scripts/multiplayer/plant_site/plant_deadzone.gd" id="9_1wlgq"] [ext_resource type="Material" uid="uid://c6xa4phihtya2" path="res://materials/Redmat.tres" id="9_ysk2e"] +[ext_resource type="Script" uid="uid://ypgm3aplt78m" path="res://scripts/multiplayer/spawn_system/team_spawner.gd" id="10_02ic3"] [ext_resource type="Script" uid="uid://3i00rp8urth7" path="res://scripts/object_container.gd" id="11_02ic3"] -[sub_resource type="Animation" id="Animation_y6i55"] -length = 0.001 - -[sub_resource type="Animation" id="Animation_pi0y7"] -resource_name = "main" -length = 5.0 -loop_mode = 2 - -[sub_resource type="AnimationLibrary" id="AnimationLibrary_bno23"] -_data = { -&"RESET": SubResource("Animation_y6i55"), -&"main": SubResource("Animation_pi0y7") -} - [sub_resource type="BoxShape3D" id="BoxShape3D_ysk2e"] size = Vector3(15.324341, 0.96273804, 21.381592) @@ -239,30 +225,24 @@ operation = 2 size = Vector3(20.339264, 4.566284, 3.4625244) material = ExtResource("7_8bje3") -[node name="AnimationPlayer" type="AnimationPlayer" parent="."] -libraries = { -&"": SubResource("AnimationLibrary_bno23") -} -autoplay = "main" - [node name="PlayersContainer" type="Node3D" parent="." node_paths=PackedStringArray("exlusion_list")] script = ExtResource("11_02ic3") exlusion_list = [NodePath("DefenceSpawn"), NodePath("AttackSpawn"), NodePath("SpectatorSpawn"), NodePath("MultiplayerSpawner")] [node name="DefenceSpawn" type="Marker3D" parent="PlayersContainer"] transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 37.170197, 0.5180037, -11.271502) -script = ExtResource("4_pi0y7") +script = ExtResource("10_02ic3") spawn_radius = 10.0 [node name="AttackSpawn" type="Marker3D" parent="PlayersContainer"] transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -31.553003, 0.5180037, 20.371899) -script = ExtResource("4_pi0y7") +script = ExtResource("10_02ic3") team = 1 spawn_radius = 5.0 [node name="SpectatorSpawn" type="Marker3D" parent="PlayersContainer"] transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 4.1422176, 39.792877, -1.3889732) -script = ExtResource("4_pi0y7") +script = ExtResource("10_02ic3") team = 2 spawn_radius = 10.0 @@ -275,7 +255,7 @@ script = ExtResource("11_02ic3") exlusion_list = [NodePath("MultiplayerSpawner"), NodePath("Bomb")] [node name="MultiplayerSpawner" type="MultiplayerSpawner" parent="DynamicObjectsContainer"] -_spawnable_scenes = PackedStringArray("uid://dtbpyfdawb02b", "uid://cxdgk74ln5xpn", "uid://dgfqppi21c2u0") +_spawnable_scenes = PackedStringArray("uid://cxdgk74ln5xpn", "uid://dgfqppi21c2u0") spawn_path = NodePath("..") script = ExtResource("6_oujx2") diff --git a/models/characters/worldmodels/molikman_ingame_tex_Molikman.png b/models/characters/worldmodels/molikman_ingame_tex_Molikman.png new file mode 100644 index 0000000..bd2b19c Binary files /dev/null and b/models/characters/worldmodels/molikman_ingame_tex_Molikman.png differ diff --git a/models/characters/worldmodels/molikman_ingame_tex_Molikman.png.import b/models/characters/worldmodels/molikman_ingame_tex_Molikman.png.import new file mode 100644 index 0000000..18b55fa --- /dev/null +++ b/models/characters/worldmodels/molikman_ingame_tex_Molikman.png.import @@ -0,0 +1,43 @@ +[remap] + +importer="texture" +type="CompressedTexture2D" +uid="uid://50bjd4m600y" +path="res://.godot/imported/molikman_ingame_tex_Molikman.png-fa994ec91481577d99049156480274fc.ctex" +metadata={ +"vram_texture": false +} +generator_parameters={ +"md5": "adf17223cdac27afac207ae40df37427" +} + +[deps] + +source_file="res://models/characters/worldmodels/molikman_ingame_tex_Molikman.png" +dest_files=["res://.godot/imported/molikman_ingame_tex_Molikman.png-fa994ec91481577d99049156480274fc.ctex"] + +[params] + +compress/mode=0 +compress/high_quality=false +compress/lossy_quality=0.7 +compress/uastc_level=0 +compress/rdo_quality_loss=0.0 +compress/hdr_compression=1 +compress/normal_map=0 +compress/channel_pack=0 +mipmaps/generate=true +mipmaps/limit=-1 +roughness/mode=0 +roughness/src_normal="" +process/channel_remap/red=0 +process/channel_remap/green=1 +process/channel_remap/blue=2 +process/channel_remap/alpha=3 +process/fix_alpha_border=true +process/premult_alpha=false +process/normal_map_invert_y=false +process/hdr_as_srgb=false +process/hdr_clamp_exposure=false +process/size_limit=0 +detect_3d/compress_to=1 diff --git a/project.godot b/project.godot index 564cd6d..41109f9 100644 --- a/project.godot +++ b/project.godot @@ -22,6 +22,7 @@ Lobby="*res://scripts/multiplayer/lobby.gd" Session="*res://scripts/multiplayer/session.gd" ClientSettings="*res://scripts/client_settings.gd" Registry="*res://scripts/registry.gd" +ClientSettingsMenu="res://scenes/gui/client_settings.tscn" [display] @@ -167,3 +168,7 @@ menu_settings={ 3d_physics/layer_5="Players Attack Team" 3d_physics/layer_6="Players Defence Team" 3d_physics/layer_7="Interactible" + +[physics] + +3d/default_gravity=39.2 diff --git a/scenes/gui/client_settings.tscn b/scenes/gui/client_settings.tscn index 6ab0368..e3974a6 100644 --- a/scenes/gui/client_settings.tscn +++ b/scenes/gui/client_settings.tscn @@ -2,29 +2,36 @@ [ext_resource type="Script" uid="uid://ddi1alk8oyi1b" path="res://scripts/gui/client_settings_menu.gd" id="1_xqyus"] -[node name="ClientSettings" type="PanelContainer"] +[node name="ClientSettingsMenu" type="CanvasLayer"] + +[node name="CenterContainer" type="CenterContainer" parent="."] anchors_preset = 15 anchor_right = 1.0 anchor_bottom = 1.0 grow_horizontal = 2 grow_vertical = 2 +mouse_filter = 2 + +[node name="PanelContainer" type="PanelContainer" parent="CenterContainer"] +visible = false +layout_mode = 2 script = ExtResource("1_xqyus") -[node name="VBoxContainer" type="VBoxContainer" parent="."] +[node name="VBoxContainer" type="VBoxContainer" parent="CenterContainer/PanelContainer"] layout_mode = 2 -[node name="FullscreenButton" type="CheckButton" parent="VBoxContainer"] +[node name="FullscreenButton" type="CheckButton" parent="CenterContainer/PanelContainer/VBoxContainer"] layout_mode = 2 text = "Полный экран" -[node name="Sensitivity" type="HBoxContainer" parent="VBoxContainer"] +[node name="Sensitivity" type="HBoxContainer" parent="CenterContainer/PanelContainer/VBoxContainer"] layout_mode = 2 -[node name="Label" type="Label" parent="VBoxContainer/Sensitivity"] +[node name="Label" type="Label" parent="CenterContainer/PanelContainer/VBoxContainer/Sensitivity"] layout_mode = 2 text = "Чувствительность" -[node name="HSlider" type="HSlider" parent="VBoxContainer/Sensitivity"] +[node name="HSlider" type="HSlider" parent="CenterContainer/PanelContainer/VBoxContainer/Sensitivity"] custom_minimum_size = Vector2(256, 0) layout_mode = 2 size_flags_horizontal = 3 @@ -33,7 +40,7 @@ max_value = 0.1 step = 0.001 value = 0.02 -[node name="SpinBox" type="SpinBox" parent="VBoxContainer/Sensitivity"] +[node name="SpinBox" type="SpinBox" parent="CenterContainer/PanelContainer/VBoxContainer/Sensitivity"] layout_mode = 2 max_value = 0.1 step = 0.001 @@ -41,21 +48,21 @@ value = 0.02 allow_greater = true allow_lesser = true -[node name="GameplayMainAudio" type="HBoxContainer" parent="VBoxContainer"] +[node name="GameplayMainAudio" type="HBoxContainer" parent="CenterContainer/PanelContainer/VBoxContainer"] layout_mode = 2 -[node name="Label" type="Label" parent="VBoxContainer/GameplayMainAudio"] +[node name="Label" type="Label" parent="CenterContainer/PanelContainer/VBoxContainer/GameplayMainAudio"] layout_mode = 2 text = "Геймплейные звуки" -[node name="GameplayMainSlider" type="HSlider" parent="VBoxContainer/GameplayMainAudio"] +[node name="GameplayMainSlider" type="HSlider" parent="CenterContainer/PanelContainer/VBoxContainer/GameplayMainAudio"] layout_mode = 2 size_flags_horizontal = 3 max_value = 1.0 step = 0.01 value = 1.0 -[connection signal="toggled" from="VBoxContainer/FullscreenButton" to="." method="_on_check_button_toggled"] -[connection signal="value_changed" from="VBoxContainer/Sensitivity/HSlider" to="." method="_on_h_slider_value_changed"] -[connection signal="value_changed" from="VBoxContainer/Sensitivity/SpinBox" to="." method="_on_spin_box_value_changed"] -[connection signal="value_changed" from="VBoxContainer/GameplayMainAudio/GameplayMainSlider" to="." method="_on_gameplay_main_slider_value_changed"] +[connection signal="toggled" from="CenterContainer/PanelContainer/VBoxContainer/FullscreenButton" to="." method="_on_check_button_toggled"] +[connection signal="value_changed" from="CenterContainer/PanelContainer/VBoxContainer/Sensitivity/HSlider" to="." method="_on_h_slider_value_changed"] +[connection signal="value_changed" from="CenterContainer/PanelContainer/VBoxContainer/Sensitivity/SpinBox" to="." method="_on_spin_box_value_changed"] +[connection signal="value_changed" from="CenterContainer/PanelContainer/VBoxContainer/GameplayMainAudio/GameplayMainSlider" to="." method="_on_gameplay_main_slider_value_changed"] diff --git a/scenes/molikman.tscn b/scenes/molikman.tscn index 7fdbf83..f05943c 100644 --- a/scenes/molikman.tscn +++ b/scenes/molikman.tscn @@ -1,4 +1,4 @@ -[gd_scene load_steps=81 format=4 uid="uid://dpsr6ug3pkb40"] +[gd_scene load_steps=84 format=4 uid="uid://dpsr6ug3pkb40"] [ext_resource type="Script" uid="uid://3dphlay25fih" path="res://scripts/player/player.gd" id="1_g2els"] [ext_resource type="Script" uid="uid://dalwlndejfdhm" path="res://scripts/player/crosshair.gd" id="3_dqkch"] @@ -23,7 +23,6 @@ [ext_resource type="Script" uid="uid://gan0amqbhi4i" path="res://scripts/gui/hud/player_ammo_display.gd" id="12_iortg"] [ext_resource type="Script" uid="uid://bala54fa32e35" path="res://scripts/gui/hud/player_round_display.gd" id="13_x73hv"] [ext_resource type="Script" uid="uid://bos7nftlx8tv3" path="res://scripts/gui/hud/player_round_time.gd" id="13_xar7t"] -[ext_resource type="PackedScene" uid="uid://bv6ptrditssow" path="res://scenes/gui/client_settings.tscn" id="16_d267o"] [ext_resource type="AudioStream" uid="uid://bd4iofirvmiu6" path="res://audio/step_wood.ogg" id="16_fbysy"] [ext_resource type="Script" uid="uid://da0xv360va3b3" path="res://scripts/audio_system/multiplayer_audio_3d.gd" id="17_0cqlf"] [ext_resource type="Script" uid="uid://xsgfbuyje35p" path="res://scripts/player/player_pickup.gd" id="17_fjvrb"] @@ -37,6 +36,8 @@ [ext_resource type="Script" uid="uid://b2djbdh05pbcn" path="res://scripts/player/team_color_switcher.gd" id="25_1mtds"] [ext_resource type="Material" uid="uid://cjb0h3of85nc2" path="res://materials/players/molikman/mat_Molikman.tres" id="26_r2jxp"] [ext_resource type="Texture2D" uid="uid://15mf4452fse0" path="res://textures/players/molikman/molikman_ingame_Molikman_blue.png" id="27_j3w78"] +[ext_resource type="Script" uid="uid://dsp1sq46c5i3y" path="res://scripts/player/player_interaction.gd" id="37_5amik"] +[ext_resource type="Script" uid="uid://dfvnx8f1v6m5g" path="res://scripts/multiplayer/player_input.gd" id="37_b2eak"] [sub_resource type="ArrayMesh" id="ArrayMesh_lot4n"] _surfaces = [{ @@ -7401,6 +7402,14 @@ _data = { &"baked_sp_shoot_empty": SubResource("Animation_do7kw") } +[sub_resource type="SceneReplicationConfig" id="SceneReplicationConfig_b2eak"] +properties/0/path = NodePath(".:rotation") +properties/0/spawn = true +properties/0/replication_mode = 1 +properties/1/path = NodePath("..:rotation") +properties/1/spawn = true +properties/1/replication_mode = 1 + [sub_resource type="CapsuleShape3D" id="CapsuleShape3D_g2els"] height = 1.2958984 @@ -7411,18 +7420,21 @@ font_size = 32 properties/0/path = NodePath(".:position") properties/0/spawn = true properties/0/replication_mode = 1 -properties/1/path = NodePath(".:rotation") +properties/1/path = NodePath(".:hp") properties/1/spawn = true properties/1/replication_mode = 1 -properties/2/path = NodePath("Camera3D:rotation") +properties/2/path = NodePath(".:team") properties/2/spawn = true -properties/2/replication_mode = 1 -properties/3/path = NodePath(".:hp") +properties/2/replication_mode = 2 +properties/3/path = NodePath(".:player_id") properties/3/spawn = true -properties/3/replication_mode = 1 -properties/4/path = NodePath(".:team") +properties/3/replication_mode = 0 +properties/4/path = NodePath(".:collision_layer") properties/4/spawn = true -properties/4/replication_mode = 2 +properties/4/replication_mode = 0 +properties/5/path = NodePath(".:collision_mask") +properties/5/spawn = true +properties/5/replication_mode = 0 [sub_resource type="Curve" id="Curve_fbysy"] _data = [Vector2(0, 0), 0.0, 0.0, 0, 0, Vector2(1, 1), 2.5229826, 0.0, 0, 0] @@ -7605,6 +7617,14 @@ _data = { radius = 0.82177734 height = 3.7087402 +[sub_resource type="SceneReplicationConfig" id="SceneReplicationConfig_5amik"] +properties/0/path = NodePath("PlayerInput:direction") +properties/0/spawn = true +properties/0/replication_mode = 1 +properties/1/path = NodePath("PlayerInput:compressed_states") +properties/1/spawn = true +properties/1/replication_mode = 1 + [node name="Player" type="CharacterBody3D" node_paths=PackedStringArray("weapon_models")] collision_layer = 2 collision_mask = 3 @@ -8087,9 +8107,11 @@ mesh = SubResource("ArrayMesh_aj0lc") skin = SubResource("Skin_53wat") surface_material_override/0 = ExtResource("26_r2jxp") -[node name="VisibleEnabler" type="Node" parent="molikman_ingame"] +[node name="PlayerBasedVisibility" type="Node" parent="molikman_ingame" node_paths=PackedStringArray("reference_player")] script = ExtResource("4_smehm") visible_for_others = true +reference_player = NodePath("../..") +metadata/_custom_type_script = "uid://dd5mp72dq43v6" [node name="CollisionShape3D" type="CollisionShape3D" parent="."] transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0) @@ -8573,13 +8595,17 @@ libraries = { &"": SubResource("AnimationLibrary_kyf2b") } -[node name="VisibilityToggler" type="Node" parent="Camera3D/molikman_hands"] +[node name="VisibilityToggler" type="Node" parent="Camera3D/molikman_hands" node_paths=PackedStringArray("reference_player")] script = ExtResource("4_smehm") +reference_player = NodePath("../../..") [node name="DeadSpectator" type="Camera3D" parent="Camera3D"] fov = 90.0 script = ExtResource("8_rwwcc") +[node name="CameraSync" type="MultiplayerSynchronizer" parent="Camera3D"] +replication_config = SubResource("SceneReplicationConfig_b2eak") + [node name="StandArea" type="Area3D" parent="."] collision_layer = 0 @@ -8636,8 +8662,9 @@ crosses_width = 2.0 crosses_length = 6.0 crosses_offset = 3.0 -[node name="VisibleDisabler" type="Node" parent="HUD"] +[node name="VisibleDisabler" type="Node" parent="HUD" node_paths=PackedStringArray("reference_player")] script = ExtResource("4_smehm") +reference_player = NodePath("../..") [node name="Healthbar" type="ProgressBar" parent="HUD"] layout_mode = 1 @@ -8690,19 +8717,7 @@ script = ExtResource("13_xar7t") layout_mode = 2 script = ExtResource("13_x73hv") -[node name="CenterContainer" type="CenterContainer" parent="HUD"] -layout_mode = 1 -anchors_preset = 15 -anchor_right = 1.0 -anchor_bottom = 1.0 -grow_horizontal = 2 -grow_vertical = 2 - -[node name="ClientSettings" parent="HUD/CenterContainer" instance=ExtResource("16_d267o")] -visible = false -layout_mode = 2 - -[node name="MultiplayerSynchronizer" type="MultiplayerSynchronizer" parent="."] +[node name="PlayerPropertiesSync" type="MultiplayerSynchronizer" parent="."] replication_config = SubResource("SceneReplicationConfig_qhqgy") [node name="StepAudio" type="AudioStreamPlayer3D" parent="."] @@ -8758,7 +8773,7 @@ script = ExtResource("8_f1ej7") current_state = NodePath("Stand") metadata/_custom_type_script = "uid://3777rkbebgjm" -[node name="Crouch" type="Node" parent="BodyStateMachine" node_paths=PackedStringArray("stand_up_area", "player", "player_movement", "animation_player", "weapon_system")] +[node name="Crouch" type="Node" parent="BodyStateMachine" node_paths=PackedStringArray("stand_up_area", "player", "player_movement", "player_input", "animation_player", "weapon_system")] script = ExtResource("9_oprun") max_speed = 3.0 acceleration = 50.0 @@ -8766,36 +8781,39 @@ deceleration = 50.0 stand_up_area = NodePath("../../StandArea") player = NodePath("../..") player_movement = NodePath("../../PlayerMovement") +player_input = NodePath("../../PlayerInput") animation_player = NodePath("../../AnimationPlayer") weapon_system = NodePath("../../WeaponSystem") -[node name="Stand" type="Node" parent="BodyStateMachine" node_paths=PackedStringArray("player", "player_movement", "weapon_system", "audio")] +[node name="Stand" type="Node" parent="BodyStateMachine" node_paths=PackedStringArray("player", "player_movement", "player_input", "weapon_system", "audio")] script = ExtResource("10_a8ls1") max_speed = 6.0 acceleration = 100.0 deceleration = 50.0 -JUMP_VELOCITY = 6.0 -player = NodePath("../..") -player_movement = NodePath("../../PlayerMovement") -weapon_system = NodePath("../../WeaponSystem") -audio = NodePath("../../StepAudio") step_delay = 0.25 step_speed_curve = SubResource("Curve_fbysy") +player = NodePath("../..") +player_movement = NodePath("../../PlayerMovement") +player_input = NodePath("../../PlayerInput") +weapon_system = NodePath("../../WeaponSystem") +audio = NodePath("../../StepAudio") -[node name="Walk" type="Node" parent="BodyStateMachine" node_paths=PackedStringArray("player", "player_movement", "weapon_system")] +[node name="Walk" type="Node" parent="BodyStateMachine" node_paths=PackedStringArray("player", "player_movement", "player_input", "weapon_system")] script = ExtResource("11_qfm1y") max_speed = 3.0 acceleration = 50.0 deceleration = 50.0 player = NodePath("../..") player_movement = NodePath("../../PlayerMovement") +player_input = NodePath("../../PlayerInput") weapon_system = NodePath("../../WeaponSystem") -[node name="Fall" type="Node" parent="BodyStateMachine" node_paths=PackedStringArray("player", "player_movement", "weapon_system", "land_sound")] +[node name="Fall" type="Node" parent="BodyStateMachine" node_paths=PackedStringArray("player", "player_movement", "player_input", "weapon_system", "land_sound")] script = ExtResource("12_fulsm") +acceleration = 25.0 player = NodePath("../..") player_movement = NodePath("../../PlayerMovement") -acceleration = 25.0 +player_input = NodePath("../../PlayerInput") weapon_system = NodePath("../../WeaponSystem") land_sound = NodePath("../../LandAudio") @@ -8803,15 +8821,18 @@ land_sound = NodePath("../../LandAudio") script = ExtResource("19_rwwcc") animation_player = NodePath("../../AnimationPlayer") -[node name="PlayerMovement" type="Node" parent="." node_paths=PackedStringArray("player")] +[node name="PlayerMovement" type="Node" parent="." node_paths=PackedStringArray("player", "player_input")] script = ExtResource("19_70eug") +jump_velocity = 12.0 player = NodePath("..") +player_input = NodePath("../PlayerInput") -[node name="WeaponSystem" type="Node" parent="." node_paths=PackedStringArray("animation_player", "camera", "player")] +[node name="WeaponSystem" type="Node" parent="." node_paths=PackedStringArray("animation_player", "camera", "player", "player_input")] script = ExtResource("4_qlg0r") animation_player = NodePath("../Camera3D/molikman_hands/AnimationPlayer") camera = NodePath("../Camera3D") player = NodePath("..") +player_input = NodePath("../PlayerInput") [node name="WeaponSpawner" type="MultiplayerSpawner" parent="WeaponSystem"] spawn_path = NodePath("..") @@ -8829,9 +8850,9 @@ libraries = { [node name="TeamUpdater" type="Node" parent="." node_paths=PackedStringArray("player")] script = ExtResource("7_a8ls1") -player = NodePath("..") layer = true inverse = true +player = NodePath("..") [node name="PickupRange" type="Area3D" parent="." node_paths=PackedStringArray("weapon_spawner", "weapon_system")] collision_layer = 0 @@ -8847,15 +8868,21 @@ shape = SubResource("CapsuleShape3D_3xmak") [node name="TeamMaterialSwitcher" type="Node" parent="." node_paths=PackedStringArray("player")] script = ExtResource("25_1mtds") material = ExtResource("26_r2jxp") -player = NodePath("..") blue_team_texture = ExtResource("27_j3w78") +player = NodePath("..") + +[node name="Interaction" type="Node" parent="."] +script = ExtResource("37_5amik") + +[node name="PlayerInput" type="MultiplayerSynchronizer" parent="."] +replication_config = SubResource("SceneReplicationConfig_5amik") +script = ExtResource("37_b2eak") -[connection signal="died" from="." to="molikman_ingame/VisibleEnabler" method="reverse"] [connection signal="died" from="." to="Camera3D" method="disable"] [connection signal="died" from="." to="Camera3D/DeadSpectator" method="set_active"] [connection signal="died" from="." to="BodyStateMachine/Death" method="on_death"] [connection signal="died" from="." to="PlayerMovement" method="disable"] [connection signal="died" from="." to="WeaponSystem" method="disable"] [connection signal="health_changed" from="." to="HUD/Healthbar" method="on_hp_changed"] -[connection signal="spawned" from="." to="TeamUpdater" method="on_spawned"] -[connection signal="ammo_updated" from="WeaponSystem" to="HUD/AmmoDisplay" method="on_ammo_updated"] +[connection signal="interact_begin" from="PlayerInput" to="Interaction" method="on_player_start_interacting"] +[connection signal="interact_end" from="PlayerInput" to="Interaction" method="on_player_end_interacting"] diff --git a/scripts/client_settings.gd b/scripts/client_settings.gd index 741e8f1..1b15ec0 100644 --- a/scripts/client_settings.gd +++ b/scripts/client_settings.gd @@ -2,3 +2,6 @@ extends Node var SENSITIVITY: float = 0.02 +var TOGGLE_CROUCH: bool = false +var TOGGLE_SCOPE: bool = false +var TOGGLE_WALK: bool = false diff --git a/scripts/gui/client_settings_menu.gd b/scripts/gui/client_settings_menu.gd index 5aaf95e..cc19bfd 100644 --- a/scripts/gui/client_settings_menu.gd +++ b/scripts/gui/client_settings_menu.gd @@ -1,5 +1,6 @@ extends Control +var cached_mouse_state: Input.MouseMode func _on_check_button_toggled(toggled_on: bool) -> void: DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_FULLSCREEN if toggled_on else DisplayServer.WINDOW_MODE_WINDOWED) @@ -17,7 +18,11 @@ func _on_spin_box_value_changed(value: float) -> void: func _input(event: InputEvent) -> void: if event.is_action_pressed("menu_settings"): visible = not visible - Input.mouse_mode = Input.MOUSE_MODE_VISIBLE if visible else Input.MOUSE_MODE_CAPTURED + if visible: + cached_mouse_state = Input.mouse_mode + Input.mouse_mode = Input.MOUSE_MODE_VISIBLE + else: + Input.mouse_mode = cached_mouse_state func _on_gameplay_main_slider_value_changed(value: float) -> void: diff --git a/scripts/multiplayer/lobby.gd b/scripts/multiplayer/lobby.gd index da93c49..d90dbda 100644 --- a/scripts/multiplayer/lobby.gd +++ b/scripts/multiplayer/lobby.gd @@ -78,6 +78,20 @@ func set_teams(attack: Array[int],defence: Array[int],spectators: Array[int]): func switch_team(team: int) -> void: team_switch_notification.rpc(multiplayer.get_unique_id(),team) +func swap_teams() -> void: + if not multiplayer.is_server(): + return + + var temp_defenders = defence_team.duplicate() + + for attacker in attack_team: + server_team_switch.rpc(attacker,Session.TEAMS.DEFENCE) + + for defender in temp_defenders: + server_team_switch.rpc(defender,Session.TEAMS.ATTACK) + + update_peers.rpc() + @rpc("any_peer","call_local","reliable") func team_switch_notification(id: int, team: int) -> void: if (team == Session.TEAMS.DEFENCE and len(defence_team) > 4) or (team == Session.TEAMS.ATTACK and len(attack_team) > 4): @@ -105,6 +119,32 @@ func team_switch_notification(id: int, team: int) -> void: update_teams_state.emit() +@rpc("authority","call_local","reliable") +func server_team_switch(id: int, team: int) -> void: + if multiplayer.get_remote_sender_id() != 1 and not multiplayer.is_server(): + return + + if team == Session.TEAMS.DEFENCE: + if attack_team.has(id): + attack_team.erase(id) + if specators_team.has(id): + specators_team.erase(id) + defence_team.append(id) + + if team == Session.TEAMS.ATTACK: + if defence_team.has(id): + defence_team.erase(id) + if specators_team.has(id): + specators_team.erase(id) + attack_team.append(id) + + if team == Session.TEAMS.SPECTATE: + if attack_team.has(id): + attack_team.erase(id) + elif defence_team.has(id): + defence_team.erase(id) + specators_team.append(id) + @rpc("authority","call_local","reliable") func start_game() -> void: get_tree().change_scene_to_file("res://levels/prototype_scene.tscn") @@ -121,3 +161,7 @@ func get_team() -> Session.TEAMS: if specators_team.has(id): return Session.TEAMS.SPECTATE return Session.TEAMS.UNASSIGNED + +@rpc("authority","call_local","reliable") +func update_peers(): + update_teams_state.emit() diff --git a/scripts/multiplayer/own_visibility_toggle.gd b/scripts/multiplayer/own_visibility_toggle.gd index b2c51dd..db47a4e 100644 --- a/scripts/multiplayer/own_visibility_toggle.gd +++ b/scripts/multiplayer/own_visibility_toggle.gd @@ -1,9 +1,12 @@ extends Node +class_name PlayerBasedVisibility + @export var visible_for_others: bool = false +@export var reference_player: Player func _ready() -> void: - get_parent().visible = (get_multiplayer_authority() != multiplayer.get_unique_id()) == visible_for_others + get_parent().visible = (reference_player.player_id != multiplayer.get_unique_id()) == visible_for_others func reverse() -> void: get_parent().visible = not get_parent().visible diff --git a/scripts/multiplayer/player_input.gd b/scripts/multiplayer/player_input.gd new file mode 100644 index 0000000..b234210 --- /dev/null +++ b/scripts/multiplayer/player_input.gd @@ -0,0 +1,182 @@ +extends MultiplayerSynchronizer + +class_name PlayerInput + +const SCOPE: int = 0b1 +const CROUCH: int = 0b10 +const WALK: int = 0b100 + +#region SYNC +@export var direction: Vector2 +@export var compressed_states: int +#endregion + +signal jumped +signal drop +signal switch_weapon(to_slot: StringName) +signal fire_begin +signal fire_end +signal alternate_state +signal switch_firemode +signal reload +signal scope_begin +signal scope_end +signal crouch_begin +signal crouch_end +signal walk_begin +signal walk_end +signal interact_begin +signal interact_end + +func _process(_delta: float) -> void: + if not is_multiplayer_authority(): return + direction = Input.get_vector("plr_strafe_r","plr_strafe_l", "plr_back","plr_forward") + +func _input(event: InputEvent) -> void: + if not is_multiplayer_authority(): return + if event.is_action_pressed("plr_ult"): + switch_on_server.rpc_id(1,"ultimate") + elif event.is_action_pressed("plr_bomb"): + switch_on_server.rpc_id(1,"bomb") + elif event.is_action_pressed("plr_primary"): + switch_on_server.rpc_id(1,"primary") + elif event.is_action_pressed("plr_active_first"): + switch_on_server.rpc_id(1,"ability_first") + elif event.is_action_pressed("plr_active_second"): + switch_on_server.rpc_id(1,"ability_second") + elif event.is_action_pressed("plr_active_third"): + switch_on_server.rpc_id(1,"ability_third") + elif event.is_action_pressed("plr_secondary"): + switch_on_server.rpc_id(1,"secondary") + elif event.is_action_pressed("plr_knife"): + switch_on_server.rpc_id(1,"knife") + + if event.is_action_pressed("plr_fire"): + fire_on_server.rpc_id(1,false) + if event.is_action_released("plr_fire"): + fire_on_server.rpc_id(1,true) + if event.is_action_pressed("plr_scope"): + alternate_state_on_server.rpc_id(1) + if event.is_action_pressed("plr_firemode"): + switch_firemode_on_server.rpc_id(1) + + if event.is_action_pressed("plr_drop"): + drop_on_server.rpc_id(1) + + var crouching: bool = compressed_states & CROUCH + var walking: bool = compressed_states & WALK + var scoping: bool = compressed_states & SCOPE + + if event.is_action_pressed("plr_crouch"): + if ClientSettings.TOGGLE_CROUCH: + crouch_on_server.rpc_id(1,crouching) + compressed_states ^= CROUCH + elif not crouching: + compressed_states |= CROUCH + crouch_on_server.rpc_id(1,false) + if event.is_action_released("plr_crouch") and not ClientSettings.TOGGLE_CROUCH and crouching: + compressed_states &= ~CROUCH + crouch_on_server.rpc_id(1,true) + + if event.is_action_pressed("plr_walk"): + if ClientSettings.TOGGLE_WALK: + walk_on_server.rpc_id(1,walking) + compressed_states ^= WALK + elif not walking: + compressed_states |= WALK + walk_on_server.rpc_id(1,false) + if event.is_action_released("plr_walk") and not ClientSettings.TOGGLE_WALK and walking: + compressed_states &= ~WALK + walk_on_server.rpc_id(1,true) + + if event.is_action_pressed("plr_scope"): + if ClientSettings.TOGGLE_SCOPE: + scope_on_server.rpc_id(1,scoping) + compressed_states ^= SCOPE + elif not scoping: + compressed_states |= SCOPE + scope_on_server.rpc_id(1,false) + if event.is_action_released("plr_scope") and not ClientSettings.TOGGLE_SCOPE and scoping: + compressed_states &= ~SCOPE + scope_on_server.rpc_id(1,true) + + if event.is_action_pressed("plr_reload"): + reload_on_server.rpc_id(1) + + if event.is_action_pressed("plr_interact"): + interact_on_server.rpc_id(1,false) + if event.is_action_released("plr_interact"): + interact_on_server.rpc_id(1,true) + + if event.is_action_pressed("plr_jump"): + jump_on_server.rpc_id(1) + +@rpc("authority","call_local","reliable") +func switch_on_server(slot: StringName) -> void: + if not multiplayer.is_server(): return + switch_weapon.emit(slot) + +@rpc("authority","call_local","reliable") +func drop_on_server() -> void: + if not multiplayer.is_server(): return + drop.emit() + +@rpc("authority","call_local","reliable") +func fire_on_server(end: bool) -> void: + if not multiplayer.is_server(): return + if end: + fire_end.emit() + else: + fire_begin.emit() + +@rpc("authority","call_local","reliable") +func alternate_state_on_server() -> void: + if not multiplayer.is_server(): return + alternate_state.emit() + +@rpc("authority","call_local","reliable") +func switch_firemode_on_server() -> void: + if not multiplayer.is_server(): return + switch_firemode.emit() + +@rpc("authority","call_local","reliable") +func crouch_on_server(end: bool) -> void: + if not multiplayer.is_server(): return + if end: + crouch_end.emit() + else: + crouch_begin.emit() + +@rpc("authority","call_local","reliable") +func walk_on_server(end: bool) -> void: + if not multiplayer.is_server(): return + if end: + walk_end.emit() + else: + walk_begin.emit() + +@rpc("authority","call_local","reliable") +func scope_on_server(end: bool) -> void: + if not multiplayer.is_server(): return + if end: + scope_end.emit() + else: + scope_begin.emit() + +@rpc("authority","call_local","reliable") +func reload_on_server() -> void: + if not multiplayer.is_server(): return + reload.emit() + +@rpc("authority","call_local","reliable") +func interact_on_server(end: bool) -> void: + if not multiplayer.is_server(): return + if end: + interact_end.emit() + else: + interact_begin.emit() + +@rpc("authority","call_local","reliable") +func jump_on_server() -> void: + if not multiplayer.is_server(): return + jumped.emit() diff --git a/scripts/multiplayer/player_input.gd.uid b/scripts/multiplayer/player_input.gd.uid new file mode 100644 index 0000000..b86efb9 --- /dev/null +++ b/scripts/multiplayer/player_input.gd.uid @@ -0,0 +1 @@ +uid://dfvnx8f1v6m5g diff --git a/scripts/multiplayer/session.gd b/scripts/multiplayer/session.gd index 4bd2e79..7810ba2 100644 --- a/scripts/multiplayer/session.gd +++ b/scripts/multiplayer/session.gd @@ -86,7 +86,7 @@ func _process(_delta: float) -> void: func update_clock(time: float): reference_round_time = time -@rpc("any_peer","call_remote","reliable") +@rpc("authority","call_remote","reliable") func start_session() -> void: if not is_server_request(): return @@ -100,7 +100,7 @@ func start_session() -> void: start_round() -@rpc("any_peer","call_remote","reliable") +@rpc("authority","call_remote","reliable") func end_session() -> void: if not is_server_request(): return @@ -114,7 +114,7 @@ func end_session() -> void: session_started = false -@rpc("any_peer","call_remote","reliable") +@rpc("authority","call_remote","reliable") func start_round() -> void: if not is_server_request(): return @@ -134,23 +134,26 @@ func start_round() -> void: round_state = ROUND_STATES.BUY round_state_changed.emit.call_deferred(round_state) -@rpc("any_peer","call_remote","reliable") +@rpc("authority","call_remote","reliable") func end_round(win_team: int) -> void: if not is_server_request(): return if multiplayer.is_server(): get_tree().create_timer(5).timeout.connect(start_round) end_round.rpc(win_team) + if current_round == Lobby.half_rounds: + Lobby.swap_teams() if win_team == TEAMS.DEFENCE: defender_score += 1 elif win_team == TEAMS.ATTACK: attacker_score += 1 + round_state = ROUND_STATES.AFTER_ROUND round_state_changed.emit(round_state) -@rpc("any_peer","call_remote","reliable") +@rpc("authority","call_remote","reliable") func begin_main_stage() -> void: if not is_server_request(): return @@ -161,7 +164,7 @@ func begin_main_stage() -> void: round_state = ROUND_STATES.ROUND round_state_changed.emit(round_state) -@rpc("any_peer","call_remote","reliable") +@rpc("authority","call_remote","reliable") func begin_bomb_stage() -> void: if not is_server_request(): return @@ -179,7 +182,6 @@ func defuse_win() -> void: bomb_timer.stop() end_round(TEAMS.DEFENCE) -@rpc("any_peer","call_local","reliable") func add_dead(team: int): if multiplayer.is_server() == false: return @@ -204,12 +206,7 @@ func is_server_request() -> bool: ## ammo, remaining_ammo, slot - data for dropped weapon [br] ## for more, see dyn_objects_spawner.gd func spawn(data: Dictionary) -> void: - spawn_internal.rpc_id(1,data) - -@rpc("any_peer","call_local","reliable") -func spawn_internal(data: Dictionary) -> void: if multiplayer.is_server() == false: - printerr(str(multiplayer.get_remote_sender_id())+" tried to spawn internally on "+str(multiplayer.get_unique_id())) return var object = dynamic_objects_spawner.spawn(data) @@ -217,25 +214,14 @@ func spawn_internal(data: Dictionary) -> void: if data.has("position"): object.global_position = data.position -func despawn(path: NodePath): - despawn_internal.rpc_id(1,path) - -@rpc("any_peer","call_local","reliable") -func despawn_internal(path: NodePath) -> void: +func despawn(path: NodePath) -> void: if multiplayer.is_server() == false: printerr(str(multiplayer.get_remote_sender_id())+" tried to despawn internally on "+str(multiplayer.get_unique_id())) return get_node(path).queue_free() -func shoot(damage: int,distance: float = 100) -> void: - if multiplayer.get_unique_id() == 1: - shoot_internal(1,damage,distance) - else: - shoot_internal.rpc_id(1,multiplayer.get_unique_id(),damage,distance) - -@rpc("any_peer","call_local","reliable") -func shoot_internal(id:int , damage: int, distance: float) -> void: +func shoot(id:int , damage: int, distance: float) -> void: if multiplayer.is_server() == false: return @@ -258,16 +244,10 @@ func shoot_internal(id:int , damage: int, distance: float) -> void: var collision = space.intersect_ray(ray) if collision != {} and collision["collider"] is Player: - collision["collider"].take_damage.rpc_id(int(collision["collider"].name),damage) + collision["collider"].take_damage(damage) -func interact() -> void: - if multiplayer.get_unique_id() == 1: - interact_internal(1) - else: - interact_internal.rpc_id(1,multiplayer.get_unique_id()) -@rpc("any_peer","call_local","reliable") -func interact_internal(id:int) -> void: +func interact(id: int) -> void: if multiplayer.is_server() == false: return @@ -285,27 +265,20 @@ func interact_internal(id:int) -> void: if collision != {} and collision["collider"] is Interactible: collision["collider"].interaction_start(id) -func stop_interact(): - if multiplayer.get_unique_id() == 1: - stop_interact_internal(1) - else: - stop_interact_internal.rpc_id(1,multiplayer.get_unique_id()) - -@rpc("any_peer","call_local","reliable") -func stop_interact_internal(id: int) -> void: +func stop_interact(id: int) -> void: if multiplayer.is_server() == false: return player_stopped_interacting.emit(id) -func is_on_site() -> bool: +func is_on_site(id: int) -> bool: for plant in plants: - if plant.is_player_on_site(multiplayer.get_unique_id()): + if plant.is_player_on_site(id): return true return false -func get_site() -> PlantSite: +func get_site(id: int) -> PlantSite: for plant in plants: - if plant.is_player_on_site(multiplayer.get_unique_id()): + if plant.is_player_on_site(id): return plant return null diff --git a/scripts/multiplayer/team_spawner.gd b/scripts/multiplayer/spawn_system/team_spawner.gd similarity index 76% rename from scripts/multiplayer/team_spawner.gd rename to scripts/multiplayer/spawn_system/team_spawner.gd index e38e87a..a7f73ff 100644 --- a/scripts/multiplayer/team_spawner.gd +++ b/scripts/multiplayer/spawn_system/team_spawner.gd @@ -15,6 +15,8 @@ func _exit_tree() -> void: Session.round_started.disconnect(spawn) func spawn(): + if not multiplayer.is_server(): + return match team: Session.TEAMS.ATTACK: for attacker in Lobby.attack_team: @@ -36,18 +38,22 @@ func spawn_player(id: int) -> void: elif team == Session.TEAMS.ATTACK: Session.attackers_alive += 1 - deferred_setup.bind(inst,team).call_deferred() + var distance = randf_range(0,spawn_radius) + var angle = randf_range(0,TAU) + var new_position = global_position + Vector3.RIGHT.rotated(Vector3.UP,angle) * distance + inst.player_id = id + inst.team = team + get_parent().add_child(inst) + inst.global_position = new_position func spawn_spectator(id: int) -> void: var spectator: PackedScene = load("res://scenes/spectator.tscn") var inst = spectator.instantiate() inst.name = str(id) - deferred_setup.bind(inst,Session.TEAMS.SPECTATE).call_deferred() - -func deferred_setup(what: Node3D, new_team: Session.TEAMS): - get_parent().add_child(what,true) var distance = randf_range(0,spawn_radius) var angle = randf_range(0,TAU) var new_position = global_position + Vector3.RIGHT.rotated(Vector3.UP,angle) * distance - what.set_after_spawn.rpc_id(int(what.name),new_position,new_team) + inst.team = team + get_parent().add_child(inst) + inst.global_position = new_position diff --git a/scripts/multiplayer/team_spawner.gd.uid b/scripts/multiplayer/spawn_system/team_spawner.gd.uid similarity index 100% rename from scripts/multiplayer/team_spawner.gd.uid rename to scripts/multiplayer/spawn_system/team_spawner.gd.uid diff --git a/scripts/player/collision_team_updater.gd b/scripts/player/collision_team_updater.gd index a4028bf..fa9c0c4 100644 --- a/scripts/player/collision_team_updater.gd +++ b/scripts/player/collision_team_updater.gd @@ -7,17 +7,10 @@ extends Node const ATTACK_LAYER: int = 0b10000 const DEFENCE_LAYER: int = 0b100000 -func on_spawned() -> void: +func _ready() -> void: + if is_multiplayer_authority() == false: return var mask = (ATTACK_LAYER if (player.team == Session.TEAMS.DEFENCE != inverse) else DEFENCE_LAYER) if layer: get_parent().collision_layer |= mask else: get_parent().collision_mask |= mask - global_update.rpc(layer,mask) - -@rpc -func global_update(new_layer,mask) -> void: - if new_layer: - get_parent().collision_layer |= mask - else: - get_parent().collision_mask |= mask diff --git a/scripts/player/dead_player_spectator.gd b/scripts/player/dead_player_spectator.gd index 1efc8fa..fa50239 100644 --- a/scripts/player/dead_player_spectator.gd +++ b/scripts/player/dead_player_spectator.gd @@ -4,9 +4,8 @@ extends Camera3D var active: bool -func _ready() -> void: - if not is_multiplayer_authority(): - return +func _enter_tree() -> void: + set_multiplayer_authority(int(get_parent().get_parent().name)) func set_active() -> void: if not is_multiplayer_authority(): diff --git a/scripts/player/player.gd b/scripts/player/player.gd index 0dd68f7..02b87fa 100644 --- a/scripts/player/player.gd +++ b/scripts/player/player.gd @@ -4,10 +4,14 @@ class_name Player @export var team: Session.TEAMS @export var weapon_models: Dictionary[StringName,Node3D] +@export var player_id: int = 1: + set(id): + player_id = id + $PlayerInput.set_multiplayer_authority(id) + $Camera3D.set_multiplayer_authority(id) var passived: bool = false -signal spawned signal health_changed(to: int) signal died @@ -26,52 +30,24 @@ const MAX_HP = 100 get: return hp -func _enter_tree() -> void: - set_multiplayer_authority(str(name).to_int()) - func _physics_process(_delta: float) -> void: - if not is_multiplayer_authority(): + if not multiplayer.is_server(): return move_and_slide() func die() -> void: - if (not is_multiplayer_authority()): + if (not multiplayer.is_server()): return - Session.add_dead.rpc(team) + Session.add_dead(team) died.emit() passived = true -@rpc("any_peer","call_local","reliable") func passive() -> void: passived = true -@rpc("any_peer","call_local","reliable") func depassive() -> void: passived = false -@rpc("any_peer","call_local","reliable") -func kill_request() -> void: - if multiplayer.get_remote_sender_id() != 1: - return - - die() - -@rpc("any_peer","call_local","reliable") -func set_after_spawn(start_position: Vector3,new_team: int): - global_position = start_position - team = new_team as Session.TEAMS - spawned.emit() - -@rpc("any_peer","call_local","reliable") func take_damage(damage: int): hp -= damage - $DamageAudio.multiplayer_play() - -func _input(event: InputEvent) -> void: - if not is_multiplayer_authority(): - return - if event.is_action_pressed("plr_interact"): - Session.interact() - if event.is_action_released("plr_interact"): - Session.stop_interact() diff --git a/scripts/player/player_interaction.gd b/scripts/player/player_interaction.gd new file mode 100644 index 0000000..ab041f8 --- /dev/null +++ b/scripts/player/player_interaction.gd @@ -0,0 +1,8 @@ +extends Node + + +func on_player_start_interacting(): + Session.interact(get_parent().player_id) + +func on_player_end_interacting(): + Session.stop_interact(get_parent().player_id) diff --git a/scripts/player/player_interaction.gd.uid b/scripts/player/player_interaction.gd.uid new file mode 100644 index 0000000..202792c --- /dev/null +++ b/scripts/player/player_interaction.gd.uid @@ -0,0 +1 @@ +uid://dsp1sq46c5i3y diff --git a/scripts/player/player_movement.gd b/scripts/player/player_movement.gd index 84f1f42..74dce84 100644 --- a/scripts/player/player_movement.gd +++ b/scripts/player/player_movement.gd @@ -3,6 +3,9 @@ extends Node class_name PlayerMovement @export var player: Player +@export var player_input: PlayerInput + +@export var jump_velocity: float var disabled: bool func disable() -> void: @@ -15,7 +18,7 @@ func process_movement(max_speed: float,acceleration: float,deceleration: float,d player.velocity.x = 0 player.velocity.z = 0 return - var input_dir := Input.get_vector("plr_strafe_r","plr_strafe_l", "plr_back","plr_forward") + var input_dir := player_input.direction var direction := (player.transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized() if direction: player.velocity.x = clamp(player.velocity.x + direction.x * acceleration * delta,-max_speed*abs(direction.x),max_speed*abs(direction.x)) @@ -23,3 +26,6 @@ func process_movement(max_speed: float,acceleration: float,deceleration: float,d else: player.velocity.x = move_toward(player.velocity.x, 0, deceleration*delta) player.velocity.z = move_toward(player.velocity.z, 0, deceleration*delta) + +func jump() -> void: + player.velocity.y = jump_velocity diff --git a/scripts/player/states/crouching.gd b/scripts/player/states/crouching.gd index 9bdff3f..5783cfd 100644 --- a/scripts/player/states/crouching.gd +++ b/scripts/player/states/crouching.gd @@ -8,22 +8,22 @@ extends State @export var stand_up_area: Area3D @export var player: Player @export var player_movement: PlayerMovement +@export var player_input: PlayerInput @export var animation_player: AnimationPlayer @export var crouch_time: float = 0.1 @export var weapon_system: WeaponSystem func enter() -> void: animation_player.play("crouch",-1,1/crouch_time) + player_input.crouch_end.connect(try_end_crouch) func exit() -> void: animation_player.play("crouch",-1,-1/crouch_time,true) + player_input.crouch_end.disconnect(try_end_crouch) func physics_update(delta: float) -> void: if not is_multiplayer_authority(): return - if Input.is_action_just_pressed("plr_jump") and player.is_on_floor() and toggle: - transition.emit("Stand") - return if not player.is_on_floor(): transition.emit("Fall") @@ -31,7 +31,6 @@ func physics_update(delta: float) -> void: player_movement.process_movement(max_speed * weapon_system.get_speed_modifier(),acceleration,deceleration,delta) -func state_input(event: InputEvent) -> void: - if (toggle == true and event.is_action_pressed("plr_crouch")) or (toggle == false and event.is_action_released("plr_crouch")): - if stand_up_area.has_overlapping_bodies() == false: - transition.emit("Stand") +func try_end_crouch() -> void: + if player.is_on_floor() and stand_up_area.has_overlapping_bodies() == false: + transition.emit("Stand") diff --git a/scripts/player/states/falling.gd b/scripts/player/states/falling.gd index 317fe1c..2b7750a 100644 --- a/scripts/player/states/falling.gd +++ b/scripts/player/states/falling.gd @@ -2,6 +2,7 @@ extends State @export var player: Player @export var player_movement: PlayerMovement +@export var player_input: PlayerInput @export var max_speed: float = 5.0 @export var acceleration: float @export var weapon_system: WeaponSystem @@ -18,7 +19,12 @@ func physics_update(delta: float) -> void: if not is_multiplayer_authority(): return if player.is_on_floor(): - transition.emit("Stand") + if player_input.compressed_states & PlayerInput.CROUCH: + transition.emit("Crouch") + elif player_input.compressed_states & PlayerInput.WALK: + transition.emit("Walk") + else: + transition.emit("Stand") land_sound.multiplayer_play() player.velocity += player.get_gravity() * delta diff --git a/scripts/player/states/standing.gd b/scripts/player/states/standing.gd index f98fb74..31151a0 100644 --- a/scripts/player/states/standing.gd +++ b/scripts/player/states/standing.gd @@ -3,9 +3,9 @@ extends State @export var max_speed: float = 5.0 @export var acceleration: float = 2.0 @export var deceleration: float = 200.0 -@export var JUMP_VELOCITY: float = 4.5 @export var player: Player @export var player_movement: PlayerMovement +@export var player_input: PlayerInput @export var weapon_system: WeaponSystem @export var audio: MultiplayerAudio3D @export var step_delay: float @@ -14,18 +14,19 @@ extends State var step_time: float func enter() -> void: - pass + player_input.jumped.connect(on_jumped) + player_input.crouch_begin.connect(begin_crouch) + player_input.walk_begin.connect(begin_walk) func exit() -> void: + player_input.jumped.disconnect(on_jumped) + player_input.crouch_begin.disconnect(begin_crouch) + player_input.walk_begin.disconnect(begin_walk) step_time = 0 func physics_update(delta: float) -> void: if not is_multiplayer_authority(): return - if Input.is_action_just_pressed("plr_jump") and player.is_on_floor(): - player.velocity.y = JUMP_VELOCITY * sign(weapon_system.get_speed_modifier()) - transition.emit("Fall") - return if not player.is_on_floor(): transition.emit("Fall") @@ -38,9 +39,13 @@ func physics_update(delta: float) -> void: player_movement.process_movement(max_speed * weapon_system.get_speed_modifier(),acceleration,deceleration,delta) -func state_input(event: InputEvent) -> void: - if event.is_action_pressed("plr_crouch"): - transition.emit("Crouch") - - if event.is_action_pressed("plr_walk"): - transition.emit("Walk") +func on_jumped() -> void: + if player.is_on_floor(): + player_movement.jump() + transition.emit("Fall") + +func begin_walk() -> void: + transition.emit("Walk") + +func begin_crouch() -> void: + transition.emit("Crouch") diff --git a/scripts/player/states/walk.gd b/scripts/player/states/walk.gd index 579e7d1..8d31be5 100644 --- a/scripts/player/states/walk.gd +++ b/scripts/player/states/walk.gd @@ -6,21 +6,22 @@ extends State @export var JUMP_VELOCITY: float = 4.5 @export var player: Player @export var player_movement: PlayerMovement +@export var player_input: PlayerInput @export var weapon_system: WeaponSystem func enter() -> void: - pass + player_input.crouch_begin.connect(begin_crouch) + player_input.walk_end.connect(end_walk) + player_input.jumped.connect(on_jumped) func exit() -> void: - pass + player_input.crouch_begin.disconnect(begin_crouch) + player_input.walk_end.disconnect(end_walk) + player_input.jumped.disconnect(on_jumped) func physics_update(delta: float) -> void: if not is_multiplayer_authority(): return - if Input.is_action_just_pressed("plr_jump") and player.is_on_floor(): - player.velocity.y = JUMP_VELOCITY - transition.emit("Fall") - return if not player.is_on_floor(): transition.emit("Fall") @@ -28,9 +29,13 @@ func physics_update(delta: float) -> void: player_movement.process_movement(max_speed * weapon_system.get_speed_modifier(),acceleration,deceleration,delta) -func state_input(event: InputEvent) -> void: - if event.is_action_released("plr_walk"): - transition.emit("Stand") - - if event.is_action_pressed("plr_crouch"): - transition.emit("Crouch") +func on_jumped() -> void: + if player.is_on_floor(): + player_movement.jump() + transition.emit("Fall") + +func end_walk() -> void: + transition.emit("Stand") + +func begin_crouch() -> void: + transition.emit("Crouch") diff --git a/scripts/player/team_color_switcher.gd b/scripts/player/team_color_switcher.gd index 3410814..f855555 100644 --- a/scripts/player/team_color_switcher.gd +++ b/scripts/player/team_color_switcher.gd @@ -5,8 +5,5 @@ extends Node @export var blue_team_texture: Texture2D func _ready() -> void: - get_tree().create_timer(1).timeout.connect(on_player_spawned) - -func on_player_spawned() -> void: if player.team == Session.TEAMS.DEFENCE: material.albedo_texture = blue_team_texture diff --git a/scripts/state_machine/machine.gd b/scripts/state_machine/machine.gd index 9735686..bfcd0dd 100644 --- a/scripts/state_machine/machine.gd +++ b/scripts/state_machine/machine.gd @@ -13,6 +13,7 @@ func _ready() -> void: else: push_warning("Child of state machine is not state") + current_state.enter() func on_transition_required(to: StringName): if is_multiplayer_authority() == false: @@ -30,7 +31,7 @@ func change_state(to_state: State) -> void: current_state = to_state current_state.enter() -@rpc +@rpc("authority","call_local","reliable") func change_state_to_name(to_name: StringName): if current_state != null: current_state.exit() diff --git a/scripts/weapon_system/bomb/active_bomb.gd b/scripts/weapon_system/bomb/active_bomb.gd index d981d1e..dcc2419 100644 --- a/scripts/weapon_system/bomb/active_bomb.gd +++ b/scripts/weapon_system/bomb/active_bomb.gd @@ -40,10 +40,10 @@ func interaction_start(player_id: int): super(player_id) defuse_timer.start() $DefuseAudio.multiplayer_play() - Session.player_nodes[player_id].passive.rpc_id(player_id) + Session.player_nodes[player_id].passive() func interaction_end(): - Session.player_nodes[interacted_id].depassive.rpc_id(interacted_id) + Session.player_nodes[interacted_id].depassive() super() defuse_timer.stop() diff --git a/scripts/weapon_system/bomb/bomb_idle_state.gd b/scripts/weapon_system/bomb/bomb_idle_state.gd index 0d2c89c..2761471 100644 --- a/scripts/weapon_system/bomb/bomb_idle_state.gd +++ b/scripts/weapon_system/bomb/bomb_idle_state.gd @@ -7,6 +7,6 @@ func enter() -> void: func exit() -> void: pass -func state_input(event: InputEvent) -> void: - if event.is_action("plr_bomb") and Session.is_on_site(): +func use_begin() -> void: + if Session.is_on_site(machine.player.player_id): transition.emit("Plant") diff --git a/scripts/weapon_system/bomb/bomb_main_state.gd b/scripts/weapon_system/bomb/bomb_main_state.gd index 869e343..88e86d0 100644 --- a/scripts/weapon_system/bomb/bomb_main_state.gd +++ b/scripts/weapon_system/bomb/bomb_main_state.gd @@ -3,8 +3,9 @@ extends WeaponState func enter(): machine.animation_player.play(machine.animation_prefix+"plant") machine.animation_player.animation_finished.connect(on_animation_finished) - machine.speed_modifier = 0.0 - machine.player.get_node("PlantAudio").multiplayer_play() + if is_multiplayer_authority(): + machine.speed_modifier = 0.0 + machine.player.get_node("PlantAudio").multiplayer_play() func exit(): machine.animation_player.animation_finished.disconnect(on_animation_finished) @@ -14,15 +15,13 @@ func on_animation_finished(animation: StringName): if is_multiplayer_authority() == false: return if animation == machine.animation_prefix + "plant": - - Session.spawn({"type": "object","spawn_name": "active_bomb", "position": machine.player_camera.get_parent().global_position,"plant": Session.get_site().name}) + Session.spawn({"type": "object","spawn_name": "active_bomb", "position": machine.player_camera.get_parent().global_position,"plant": Session.get_site(machine.player.player_id).name}) machine.ammo -= 1 return_to_previous.emit() -func state_input(event: InputEvent) -> void: +func use_end() -> void: if is_multiplayer_authority() == false: return - if event.is_action_released("plr_bomb"): - transition.emit("Idle") - machine.player.get_node("PlantAudio").multiplayer_stop() + transition.emit("Idle") + machine.player.get_node("PlantAudio").multiplayer_stop() diff --git a/scripts/weapon_system/gun/idle_state.gd b/scripts/weapon_system/gun/idle_state.gd index bda469f..821a3dd 100644 --- a/scripts/weapon_system/gun/idle_state.gd +++ b/scripts/weapon_system/gun/idle_state.gd @@ -4,15 +4,10 @@ extends WeaponState func enter() -> void: machine.animation_player.play(with_morphems("idle")) + machine.player.get_node("PlayerInput").reload.connect(init_reload) func exit() -> void: - pass - -func state_input(event: InputEvent) -> void: - if not machine.is_multiplayer_authority() or Input.mouse_mode != Input.MouseMode.MOUSE_MODE_CAPTURED: return - - if event.is_action_pressed("plr_reload"): - init_reload.rpc() + machine.player.get_node("PlayerInput").reload.disconnect(init_reload) func use_begin() -> void: if machine.ammo > 0: diff --git a/scripts/weapon_system/gun/semi_auto_shoot_state.gd b/scripts/weapon_system/gun/semi_auto_shoot_state.gd index d60f8a8..f603f64 100644 --- a/scripts/weapon_system/gun/semi_auto_shoot_state.gd +++ b/scripts/weapon_system/gun/semi_auto_shoot_state.gd @@ -31,7 +31,6 @@ func use_begin() -> void: func fire() -> void: if machine.ammo == 0 or fire_timer.time_left > 0: return - machine.player.get_node("ShootAudio").multiplayer_play() machine.ammo -= 1 bullets_shot += 1 @@ -39,7 +38,8 @@ func fire() -> void: machine.animation_player.play(with_morphems("shoot")) if is_multiplayer_authority(): - Session.shoot(damage,shoot_distance) + Session.shoot(int(machine.player.name),damage,shoot_distance) + machine.player.get_node("ShootAudio").multiplayer_play() fire_timer.start() machine.player_camera.recoil(horizontal_curve.sample(bullets_shot),vertical_curve.sample(bullets_shot)) diff --git a/scripts/weapon_system/knife/knife_attack.gd b/scripts/weapon_system/knife/knife_attack.gd index 5b1ef7b..57285f6 100644 --- a/scripts/weapon_system/knife/knife_attack.gd +++ b/scripts/weapon_system/knife/knife_attack.gd @@ -14,7 +14,7 @@ func exit() -> void: func attack() -> void: if is_multiplayer_authority(): - Session.shoot(damage,1.5) + Session.shoot(int(machine.player.name),damage,1.5) func on_animation_finished(animation): if animation == machine.animation_prefix + "attack": diff --git a/scripts/weapon_system/knife/knife_attack_heavy.gd b/scripts/weapon_system/knife/knife_attack_heavy.gd index 68d1739..2b5a557 100644 --- a/scripts/weapon_system/knife/knife_attack_heavy.gd +++ b/scripts/weapon_system/knife/knife_attack_heavy.gd @@ -12,7 +12,7 @@ func exit() -> void: func attack() -> void: if is_multiplayer_authority(): - Session.shoot(damage,1.5) + Session.shoot(int(machine.player.name),damage,1.5) func on_animation_finished(animation): if animation == machine.animation_prefix + "heavy_attack": diff --git a/scripts/weapon_system/weapon_substate_machine.gd b/scripts/weapon_system/weapon_substate_machine.gd index d70ef96..d7e1752 100644 --- a/scripts/weapon_system/weapon_substate_machine.gd +++ b/scripts/weapon_system/weapon_substate_machine.gd @@ -64,6 +64,7 @@ func exit() -> void: @rpc("authority","call_local","reliable") func use_begin() -> void: current_state.use_begin() + @rpc("authority","call_local","reliable") func use_end() -> void: current_state.use_end() diff --git a/scripts/weapon_system/weapon_system.gd b/scripts/weapon_system/weapon_system.gd index 2ecb45c..f30d7f5 100644 --- a/scripts/weapon_system/weapon_system.gd +++ b/scripts/weapon_system/weapon_system.gd @@ -5,6 +5,7 @@ class_name WeaponSystem @export var animation_player: AnimationPlayer @export var camera: PlayerCamera @export var player: Player +@export var player_input: PlayerInput var current_state: WeaponSubStateMachine var last_slot: StringName @@ -27,6 +28,12 @@ signal ammo_updated(ammo: int, remaining_ammo: int) func _ready() -> void: $WeaponSpawner.spawn_function = pick_up_weapon + player_input.drop.connect(drop_current) + player_input.fire_begin.connect(use_begin) + player_input.fire_end.connect(use_end) + player_input.switch_weapon.connect(switch) + player_input.alternate_state.connect(alternate_state) + player_input.switch_firemode.connect(switch_mode) func get_speed_modifier() -> float: if current_state == null: @@ -64,8 +71,9 @@ func add(state: WeaponSubStateMachine, slot: StringName,ignore_parent: bool = fa ammo_updated.emit(current_state.ammo,current_state.remaining_ammo) state.enter.call_deferred() +@rpc("authority","call_remote","reliable") func switch(to: StringName, exit: bool = true): - if slots.has(to) == false or slots[to] == null or slots[to] == current_state or is_multiplayer_authority() == false: + if slots.has(to) == false or slots[to] == null or slots[to] == current_state or (multiplayer.get_remote_sender_id() != 1 and is_multiplayer_authority() == false): return if current_state != null and exit: current_state.exit() @@ -78,8 +86,8 @@ func switch(to: StringName, exit: bool = true): ammo_updated.emit(current_state.ammo,current_state.remaining_ammo) switched_to.emit(current_state) - - update_remotes.rpc(to,exit) + if is_multiplayer_authority(): + switch.rpc(to,exit) func return_to_previous(exit: bool = true): if last_slot != "": @@ -87,19 +95,12 @@ func return_to_previous(exit: bool = true): else: switch("knife", exit) -@rpc("authority","call_remote","reliable") -func update_remotes(to: StringName,exit: bool): - if current_state != null and exit: - current_state.exit() - current_state = slots[to] - current_state.enter() - - switched_to.emit(current_state) - func drop_current(): drop(current_state) func drop(weapon: WeaponSubStateMachine) -> void: + if not is_multiplayer_authority(): + return if slots.find_key(weapon) == "knife": return var drop_data: Dictionary = {} @@ -174,39 +175,14 @@ func _physics_process(delta: float) -> void: return current_state.physics_update(delta) -func _input(event: InputEvent) -> void: - if is_multiplayer_authority() == false or disabled: return - - if current_state != null: - current_state.state_input(event) - - if event.is_action_pressed("plr_ult"): - switch("ultimate") - elif event.is_action_pressed("plr_bomb"): - switch("bomb") - elif event.is_action_pressed("plr_primary"): - switch("primary") - elif event.is_action_pressed("plr_active_first"): - switch("ability_first") - elif event.is_action_pressed("plr_active_second"): - switch("ability_second") - elif event.is_action_pressed("plr_active_third"): - switch("ability_third") - elif event.is_action_pressed("plr_secondary"): - switch("secondary") - elif event.is_action_pressed("plr_knife"): - switch("knife") - - if not Session.round_state == Session.ROUND_STATES.BUY and not player.passived: - if event.is_action_pressed("plr_fire"): - current_state.use_begin.rpc() - if event.is_action_released("plr_fire"): - current_state.use_end.rpc() - if event.is_action_pressed("plr_scope"): - current_state.alternate_state() - if event.is_action_pressed("plr_firemode"): - current_state.switch_mode() - - if event.is_action_pressed("plr_drop"): - drop_current() - +func use_begin() -> void: + current_state.use_begin.rpc() + +func use_end() -> void: + current_state.use_end.rpc() + +func alternate_state() -> void: + current_state.alternate_state() + +func switch_mode() -> void: + current_state.switch_mode()