Chelimbalo/systems/weapon_system/weapon_system.gd
2025-12-09 11:53:52 +05:00

186 lines
5.2 KiB
GDScript

extends Node
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
var disabled: bool
var slots: Dictionary[StringName,WeaponSubStateMachine] = {
"primary": null,
"secondary": null,
"knife": null,
"bomb": null,
"ability_first": null,
"ability_second": null,
"ability_third": null,
"ultimate": null
}
signal switched_to(state: WeaponSubStateMachine)
signal slots_updated(slots: Dictionary[StringName,WeaponSubStateMachine])
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:
return 1
return current_state.speed_modifier
func can_add(slot: StringName) -> bool:
return slots.has(slot) and slots[slot] == null
@rpc("call_local","reliable")
func add(state: WeaponSubStateMachine, slot: StringName,ignore_parent: bool = false) -> void:
if can_add(slot) == false:
return
if ignore_parent == false:
if state.get_parent() == null:
add_child(state, true)
if state.get_parent() != self:
state.get_parent().remove_child(state)
add_child(state,true)
state.ready.emit()
slots[slot] = state
state.system = self
state.animation_player = animation_player
state.player_camera = camera
state.player = player
state.request_return.connect(return_to_previous)
state.ammo_depleted.connect(check_for_empty)
state.ammo_updated.connect(on_ammo_updated)
slots_updated.emit(slots)
if current_state == null:
current_state = state
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 (multiplayer.get_remote_sender_id() != 1 and is_multiplayer_authority() == false):
return
if current_state != null and exit:
current_state.exit()
if current_state.can_be_previous:
last_slot = slots.find_key(current_state)
else:
last_slot = ""
current_state = slots[to]
current_state.enter()
ammo_updated.emit(current_state.ammo,current_state.remaining_ammo)
switched_to.emit(current_state)
if is_multiplayer_authority():
switch.rpc(to,exit)
func return_to_previous(exit: bool = true):
if last_slot != "":
switch(last_slot, exit)
else:
switch("knife", exit)
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 dropped_weapon: DroppableWeapon = Registry.weapons[weapon.registry_entry].dropped_scene.instantiate()
dropped_weapon.weapon.ammo = weapon.ammo
dropped_weapon.weapon.remaining_ammo = weapon.remaining_ammo
dropped_weapon.weapon.slot = weapon.slot
Session.dynamic_objects_parent.add_child(dropped_weapon)
dropped_weapon.global_position = camera.global_position
dropped_weapon.apply_central_impulse(-camera.global_basis.z * 10 + player.velocity)
$"../PickupRange".start_temp_ignore()
slots[slots.find_key(weapon)] = null
slots_updated.emit(slots)
weapon.queue_free()
return_to_previous(false)
func drop_slot(slot: StringName):
if slots.has(slot) == false or slots[slot] == null:
return
drop(slots[slot])
# Spawn function
# Data should be a dictionary with these keys:
# ammo
# remaining_ammo
# scene_file_path
func pick_up_weapon(data: Variant) -> Node:
if data.has("scene_file_path") == false:
return Node.new()
if data.has_all(["ammo","remaining_ammo"]):
var scene: WeaponSubStateMachine = load(data["scene_file_path"]).instantiate()
scene.ammo = data["ammo"]
scene.remaining_ammo = data["remaining_ammo"]
scene.slot = data["slot"]
scene.set_multiplayer_authority(get_multiplayer_authority())
add(scene,scene.slot,true)
return scene
else:
var scene: WeaponSubStateMachine = load(data["scene_file_path"]).instantiate()
scene.set_multiplayer_authority(get_multiplayer_authority())
add(scene,scene.slot,true)
return scene
func check_for_empty() -> void:
if is_multiplayer_authority() == false:
return
for child in get_children():
if child is WeaponSubStateMachine and child.ammo == 0 and child.remaining_ammo == 0 and child.destroy_when_empty:
child.queue_free()
func on_ammo_updated() -> void:
ammo_updated.emit(current_state.ammo,current_state.remaining_ammo)
func disable() -> void:
disabled = true
func _process(delta: float) -> void:
if current_state == null or disabled:
return
current_state.update(delta)
func _physics_process(delta: float) -> void:
if current_state == null or disabled:
return
current_state.physics_update(delta)
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()