From d79db8a8d855265a49b63b20f28596b5804661c6 Mon Sep 17 00:00:00 2001 From: Rendo Date: Wed, 3 Dec 2025 13:08:32 +0500 Subject: [PATCH] Crouch, walking and scoping support, deleted unnecessary Session rpcs --- scenes/molikman.tscn | 8810 +++++++++++++-------------- scripts/client_settings.gd | 3 + scripts/multiplayer/player_input.gd | 80 +- scripts/multiplayer/session.gd | 50 +- scripts/multiplayer/team_spawner.gd | 17 +- scripts/player/player.gd | 9 +- 6 files changed, 4513 insertions(+), 4456 deletions(-) diff --git a/scenes/molikman.tscn b/scenes/molikman.tscn index c8ba0a9..3e52aa9 100644 --- a/scenes/molikman.tscn +++ b/scenes/molikman.tscn @@ -13,7 +13,7 @@ [ext_resource type="Texture2D" uid="uid://twxsiwqgu1dy" path="res://models/characters/viewmodels/molikman_hands_tex_bomb.png" id="7_pa2rf"] [ext_resource type="Script" uid="uid://3777rkbebgjm" path="res://scripts/state_machine/machine.gd" id="8_f1ej7"] [ext_resource type="Script" uid="uid://bl8gfrrc512q2" path="res://scripts/player/dead_player_spectator.gd" id="8_rwwcc"] -[ext_resource type="Animation" uid="uid://bksqd8r1dpdh8" path="res://animations/baked_bomb_plant.res" id="9_b2eak"] +[ext_resource type="Animation" uid="uid://bd7i1oux2k74q" path="res://animations/baked_bomb_plant.res" id="9_b2eak"] [ext_resource type="Script" uid="uid://bv8sgx78s8hwn" path="res://scripts/player/states/crouching.gd" id="9_oprun"] [ext_resource type="Script" uid="uid://dmy6ahci16los" path="res://scripts/debug/inventory_preview.gd" id="9_ownlk"] [ext_resource type="Script" uid="uid://u0e2b2mvij1k" path="res://scripts/player/states/standing.gd" id="10_a8ls1"] @@ -659,8 +659,489 @@ bind/3/name = &"Lock.R" bind/3/bone = -1 bind/3/pose = Transform3D(1, -7.974145e-08, 4.7677054e-06, -1.4210858e-14, -0.9998603, -0.016722988, 4.768372e-06, 0.016722983, -0.9998603, 0.40749374, 0.04619919, 0.38483512) -[sub_resource type="Animation" id="Animation_br1uh"] -resource_name = "baked_sp_shoot" +[sub_resource 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0.710541, -2.2757397e-14, -2.2757402e-14, 0.7036558) -tracks/62/type = "rotation_3d" -tracks/62/imported = true -tracks/62/enabled = true -tracks/62/path = NodePath("Armature/Skeleton3D:UpCasing") -tracks/62/interp = 1 -tracks/62/loop_wrap = true -tracks/62/keys = PackedFloat32Array(0, 1, 0.0023008306, 1.0717094e-14, -1.262296e-16, 0.9999974) -tracks/63/type = "rotation_3d" -tracks/63/imported = true -tracks/63/enabled = true -tracks/63/path = NodePath("Armature/Skeleton3D:Lock.L") -tracks/63/interp = 1 -tracks/63/loop_wrap = true -tracks/63/keys = PackedFloat32Array(0, 1, 0.7079494, 1.6838627e-06, 1.6878829e-06, 0.7062632) -tracks/64/type = "rotation_3d" -tracks/64/imported = true -tracks/64/enabled = true -tracks/64/path = NodePath("Armature/Skeleton3D:Lock.R") -tracks/64/interp = 1 -tracks/64/loop_wrap = true -tracks/64/keys = PackedFloat32Array(0, 1, 0.7079494, 1.6838627e-06, 1.6878829e-06, 0.7062632) -tracks/65/type = "position_3d" -tracks/65/imported = true -tracks/65/enabled = true -tracks/65/path = NodePath("GunArm/Skeleton3D:gun_root") -tracks/65/interp = 1 -tracks/65/loop_wrap = true -tracks/65/keys = PackedFloat32Array(0, 1, 1.04427375e-17, 0.04702991, -0.12600803) -tracks/66/type = "rotation_3d" -tracks/66/imported = true -tracks/66/enabled = true -tracks/66/path = NodePath("GunArm/Skeleton3D:gun_root") -tracks/66/interp = 1 -tracks/66/loop_wrap = true -tracks/66/keys = PackedFloat32Array(0, 1, 0, 0.70710677, 0.70710677, 0) -tracks/67/type = "position_3d" -tracks/67/imported = true -tracks/67/enabled = true -tracks/67/path = NodePath("GunArm/Skeleton3D:slide") -tracks/67/interp = 1 -tracks/67/loop_wrap = true -tracks/67/keys = PackedFloat32Array(0, 1, 4.954643e-17, 0.06469959, 0.06380719) - [sub_resource type="AnimationLibrary" id="AnimationLibrary_kyf2b"] _data = { &"baked_bomb_idle": SubResource("Animation_peay4"), 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/multiplayer/player_input.gd b/scripts/multiplayer/player_input.gd index d37a85e..ccf5567 100644 --- a/scripts/multiplayer/player_input.gd +++ b/scripts/multiplayer/player_input.gd @@ -1,6 +1,12 @@ extends MultiplayerSynchronizer +#region SYNC var direction: Vector2 +#endregion + +var crouching: bool = false +var scoping: bool = false +var walking: bool = false signal drop signal switch_weapon(to_slot: StringName) @@ -8,6 +14,16 @@ 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 + +func _ready() -> void: + set_multiplayer_authority(int(get_parent().name)) func _input(event: InputEvent) -> void: if not is_multiplayer_authority(): return @@ -41,6 +57,40 @@ func _input(event: InputEvent) -> void: if event.is_action_pressed("plr_drop"): drop_on_server.rpc_id(1) + + if event.is_action_pressed("plr_crouch"): + if ClientSettings.TOGGLE_CROUCH: + crouch_on_server(crouching) + crouching = not crouching + elif not crouching: + crouching = true + crouch_on_server(false) + if event.is_action_released("plr_crouch") and not ClientSettings.TOGGLE_CROUCH and crouching: + crouching = false + crouch_on_server(false) + + if event.is_action_pressed("plr_walk"): + if ClientSettings.TOGGLE_WALK: + walk_on_server(walking) + walking = not walking + elif not walking: + walking = true + walk_on_server(false) + if event.is_action_released("plr_walk") and not ClientSettings.TOGGLE_WALK and walking: + walking = false + walk_on_server(false) + + if event.is_action_pressed("plr_scope"): + if ClientSettings.TOGGLE_SCOPE: + scope_on_server(scoping) + scoping = not scoping + elif not scoping: + scoping = true + scope_on_server(false) + if event.is_action_released("plr_scope") and not ClientSettings.TOGGLE_SCOPE and scoping: + scoping = false + scope_on_server(false) + @rpc("authority","call_local","reliable") func switch_on_server(slot: StringName) -> void: @@ -69,4 +119,32 @@ func alternate_state_on_server() -> void: 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() diff --git a/scripts/multiplayer/session.gd b/scripts/multiplayer/session.gd index 4bd2e79..dbb4982 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 @@ -134,7 +134,7 @@ 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 @@ -150,7 +150,7 @@ func end_round(win_team: int) -> void: 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 +161,7 @@ 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 +179,6 @@ 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 +203,7 @@ 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 +211,14 @@ 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 @@ -260,16 +243,12 @@ func shoot_internal(id:int , damage: int, distance: float) -> void: if collision != {} and collision["collider"] is Player: collision["collider"].take_damage.rpc_id(int(collision["collider"].name),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() -> void: if multiplayer.is_server() == false: return + var id = multiplayer.get_remote_sender_id() var player: Player = player_nodes[id] var player_camera: Camera3D = player.get_node("Camera3D") @@ -285,16 +264,11 @@ 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() -> void: if multiplayer.is_server() == false: return + var id = multiplayer.get_remote_sender_id() player_stopped_interacting.emit(id) func is_on_site() -> bool: diff --git a/scripts/multiplayer/team_spawner.gd b/scripts/multiplayer/team_spawner.gd index e38e87a..23f7fde 100644 --- a/scripts/multiplayer/team_spawner.gd +++ b/scripts/multiplayer/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 +38,21 @@ 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 + get_parent().add_child(inst) + inst.global_position = new_position + inst.team = team 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) + get_parent().add_child(inst) + inst.global_position = new_position + inst.team = team diff --git a/scripts/player/player.gd b/scripts/player/player.gd index d55c7f5..679373c 100644 --- a/scripts/player/player.gd +++ b/scripts/player/player.gd @@ -26,19 +26,16 @@ 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