Chelimbalo/scripts/weapon_system/weapon_system.gd
2025-11-27 18:16:26 +05:00

146 lines
3.8 KiB
GDScript

extends Node
class_name WeaponSystem
@export var default_pistol: WeaponSubStateMachine
@export var default_knife: WeaponSubStateMachine
@export var animation_player: AnimationPlayer
@export var camera: PlayerCamera
@export var player: Player
var current_state: WeaponSubStateMachine
var last_slot: StringName
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)
func _ready() -> void:
current_state = default_pistol
add(default_pistol,"secondary")
current_state.enter()
$WeaponSpawner.spawn_function = pick_up_weapon
$WeaponSpawner.spawned.connect(on_weapon_added)
func can_add(slot: StringName) -> bool:
return slots.has(slot) and slots[slot] == null
@rpc("call_local","reliable")
func add(state: WeaponSubStateMachine, slot: StringName) -> void:
if can_add(slot) == false:
return
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)
func switch(to: StringName):
if slots.has(to) == false or slots[to] == null or slots[to] == current_state:
return
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()
switched_to.emit(current_state)
update_remotes.rpc(to)
func drop(): pass
# 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("ammo") == false or data.has("remaining_ammo") == false or data.has("scene_file_path") == false or data.has("slot") == false:
return null
var scene: WeaponSubStateMachine = load(data["scene_file_path"]).instantiate()
scene.ammo = data["ammo"]
scene.remaining_ammo = data["remaining_ammo"]
scene.slot = data["slot"]
return scene
func on_weapon_added(weapon: Node):
add(weapon,weapon.slot)
func return_to_previous():
if last_slot != "":
switch(last_slot)
@rpc("authority","call_remote","reliable")
func update_remotes(to: StringName):
current_state.exit()
current_state = slots[to]
current_state.enter()
switched_to.emit(current_state)
func _process(delta: float) -> void:
if current_state == null:
push_error("State is not set")
return
current_state.update(delta)
func _physics_process(delta: float) -> void:
if current_state == null:
push_error("State is not set")
return
current_state.physics_update(delta)
func _input(event: InputEvent) -> void:
if is_multiplayer_authority() == false: 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 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()