Fixed team interactions

This commit is contained in:
Rendo 2025-11-27 11:30:42 +05:00
commit 917d52680c
5 changed files with 45 additions and 21 deletions

View file

@ -36,6 +36,9 @@ properties/2/replication_mode = 1
properties/3/path = NodePath(".:hp") properties/3/path = NodePath(".:hp")
properties/3/spawn = true properties/3/spawn = true
properties/3/replication_mode = 1 properties/3/replication_mode = 1
properties/4/path = NodePath(".:team")
properties/4/spawn = true
properties/4/replication_mode = 2
[sub_resource type="Animation" id="Animation_a8ls1"] [sub_resource type="Animation" id="Animation_a8ls1"]
length = 0.001 length = 0.001
@ -317,5 +320,14 @@ libraries = {
&"": SubResource("AnimationLibrary_a8ls1") &"": SubResource("AnimationLibrary_a8ls1")
} }
[node name="TeamUpdater" type="Node" parent="." node_paths=PackedStringArray("player")]
script = ExtResource("7_a8ls1")
player = NodePath("..")
layer = true
inverse = true
[connection signal="spawned" from="." to="Camera3D/RayCast3D/TeamUpdater" method="on_spawned"]
[connection signal="spawned" from="." to="TeamUpdater" method="on_spawned"]
[editable path="Camera3D/molikman_hands"] [editable path="Camera3D/molikman_hands"]
[editable path="WeaponSystem/StartingPistol"] [editable path="WeaponSystem/StartingPistol"]

View file

@ -9,38 +9,30 @@ func _ready() -> void:
match team: match team:
Session.TEAMS.ATTACK: Session.TEAMS.ATTACK:
for attacker in Lobby.attack_team: for attacker in Lobby.attack_team:
spawn_attacker(attacker) spawn_player(attacker)
Session.TEAMS.DEFENCE: Session.TEAMS.DEFENCE:
for defender in Lobby.defence_team: for defender in Lobby.defence_team:
spawn_defender(defender) spawn_player(defender)
Session.TEAMS.SPECTATE: Session.TEAMS.SPECTATE:
for specator in Lobby.specators_team: for specator in Lobby.specators_team:
spawn_spectator(specator) spawn_spectator(specator)
func spawn_defender(id: int) -> void: func spawn_player(id: int) -> void:
var player: PackedScene = load("res://scenes/molikman.tscn") var player: PackedScene = load("res://scenes/molikman.tscn")
var inst: Player = player.instantiate() var inst: Player = player.instantiate()
inst.name = str(id) inst.name = str(id)
inst.team = Session.TEAMS.DEFENCE
deferred_setup.bind(inst).call_deferred() deferred_setup.bind(inst,team).call_deferred()
func spawn_attacker(id: int) -> void:
var player: PackedScene = load("res://scenes/molikman.tscn")
var inst: Player = player.instantiate()
inst.name = str(id)
inst.team = Session.TEAMS.ATTACK
deferred_setup.bind(inst).call_deferred()
func spawn_spectator(id: int) -> void: func spawn_spectator(id: int) -> void:
var spectator: PackedScene = load("res://scenes/spectator.tscn") var spectator: PackedScene = load("res://scenes/spectator.tscn")
var inst = spectator.instantiate() var inst = spectator.instantiate()
inst.name = str(id) inst.name = str(id)
deferred_setup.bind(inst).call_deferred() deferred_setup.bind(inst,Session.TEAMS.SPECTATE).call_deferred()
func deferred_setup(what: Node3D): func deferred_setup(what: Node3D, new_team: Session.TEAMS):
get_tree().current_scene.add_child(what) get_tree().current_scene.add_child(what)
var distance = randf_range(0,spawn_radius) var distance = randf_range(0,spawn_radius)
var angle = randf_range(0,TAU) var angle = randf_range(0,TAU)
what.set_start_position.rpc_id(int(what.name),global_position + Vector3.RIGHT.rotated(Vector3.UP,angle) * distance) 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)

View file

@ -1,10 +1,23 @@
extends Node extends Node
@export var player: Player @export var player: Player
@export var layer: bool
@export var inverse: bool
const ATTACK_LAYER: int = 0b10000 const ATTACK_LAYER: int = 0b10000
const DEFENCE_LAYER: int = 0b100000 const DEFENCE_LAYER: int = 0b100000
func _ready() -> void: func on_spawned() -> void:
var mask = (ATTACK_LAYER if (player.team == Session.TEAMS.DEFENCE != inverse) else DEFENCE_LAYER)
get_parent().collision_mask |= (ATTACK_LAYER if player.team == Session.TEAMS.DEFENCE 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

View file

@ -4,6 +4,8 @@ class_name Player
@export var team: Session.TEAMS @export var team: Session.TEAMS
signal spawned
const MAX_HP = 100 const MAX_HP = 100
@export var hp: int = 100: @export var hp: int = 100:
@ -30,10 +32,15 @@ func _physics_process(_delta: float) -> void:
move_and_slide() move_and_slide()
func die() -> void: func die() -> void:
if not is_multiplayer_authority():
return
global_position = TEMP_start_pos global_position = TEMP_start_pos
hp = MAX_HP hp = MAX_HP
@rpc("any_peer","call_local","reliable") @rpc("any_peer","call_local","reliable")
func set_start_position(start_position: Vector3): func set_after_spawn(start_position: Vector3,new_team: int):
global_position = start_position global_position = start_position
TEMP_start_pos = global_position TEMP_start_pos = global_position
team = new_team as Session.TEAMS
spawned.emit()

View file

@ -30,5 +30,5 @@ func _input(event: InputEvent) -> void:
rotate_camera(-event.relative.x * SENSITIVITY,-event.relative.y * SENSITIVITY) rotate_camera(-event.relative.x * SENSITIVITY,-event.relative.y * SENSITIVITY)
@rpc("any_peer","call_local","reliable") @rpc("any_peer","call_local","reliable")
func set_start_position(start_position: Vector3): func set_after_spawn(start_position: Vector3, _team: int):
global_position = start_position global_position = start_position