Chelimbalo/systems/weapon_system/weapon_system.gd
2025-12-10 18:24:30 +05:00

198 lines
5.4 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(current_slot: StringName,slots: Dictionary[StringName,StringName])
signal ammo_updated(ammo: int, remaining_ammo: int)
func _ready() -> void:
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)
await get_tree().process_frame
await get_tree().process_frame
notify_slots_updated()
on_ammo_updated()
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
func add(state: WeaponSubStateMachine, slot: StringName) -> void:
if not multiplayer.is_server():
return
if can_add(slot) == false:
return
add_child(state, true)
slots[slot] = state
notify_slots_updated()
if current_state == null:
current_state = state
ammo_updated.emit(current_state.ammo,current_state.remaining_ammo)
#Replace with way to ensure all players loaded
await get_tree().process_frame
await get_tree().process_frame
state._enter()
func get_empty_ability_slot() -> StringName:
if slots["ability_first"] == null:
return "ability_first"
elif slots["ability_second"] == null:
return "ability_second"
elif slots["ability_third"] == null:
return "ability_third"
return "ability_first"
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)
notify_slots_updated()
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) in ["knife","ability_first","ability_second","ability_third"]:
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
notify_slots_updated()
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])
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:
if child == current_state:
return_to_previous(false)
child.queue_free()
func on_ammo_updated() -> void:
if is_multiplayer_authority() == false:
return
if current_state != null:
ammo_updated.emit(current_state.ammo,current_state.remaining_ammo)
remote_ammo_update.rpc(current_state.ammo,current_state.remaining_ammo)
@rpc
func remote_ammo_update(ammo: int, remaining_ammo: int):
ammo_updated.emit(ammo,remaining_ammo)
func notify_slots_updated():
var display_slots: Dictionary[StringName,StringName] = {}
for key in slots.keys():
if slots[key] == null:
display_slots[key] = ""
else:
display_slots[key] = slots[key].registry_entry
var current_slot: StringName = ""
var found = slots.find_key(current_state)
if found:
current_slot = found
remote_update_slots.rpc(current_slot,display_slots)
slots_updated.emit(current_slot,display_slots)
@rpc
func remote_update_slots(current_slot: StringName, update_slots: Dictionary[StringName,StringName]):
slots_updated.emit(current_slot, update_slots)
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:
if current_state != null:
current_state.use_begin()
func use_end() -> void:
if current_state != null:
current_state.use_end()
func alternate_state() -> void:
if current_state != null:
current_state.alternate_state()
func switch_mode() -> void:
if current_state != null:
current_state.switch_mode()