killbox/godot/scenes/characters/character_wrapper.gd

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GDScript3
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extends CharacterBody3D
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class_name CharacterWrapper
@export var die_script: GDScript = null
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@export var owner_placeholder: CharacterBody3D = null
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@export var server_node: Node3D # The real synced node from the server
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@export var interpolation_delay: float = 0.1 # Stay 100ms behind for smooth interpolation
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@export var snap_threshold: float = 2.0 # If desync is larger than this, snap instantly
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var position_buffer = [] # Stores past positions (tuples of (timestamp, position, rotation))
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var previous_position: Vector3 = Vector3.ZERO
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var previous_rotation: Quaternion = Quaternion.IDENTITY
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var pseudo_velocity: Vector3 = Vector3.ZERO # Approximate velocity without CharacterBody3D
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func _physics_process(delta: float) -> void:
var server_pos = owner_placeholder.global_transform.origin
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var server_rot = owner_placeholder.global_transform.basis.get_rotation_quaternion()
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# Calculate pseudo velocity (difference per second)
pseudo_velocity = (server_pos - previous_position) / delta
previous_position = server_pos # Store for next frame
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previous_rotation = server_rot # Store rotation for next frame
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# Store position & rotation in buffer
position_buffer.append([Time.get_ticks_msec() / 1000.0, server_pos, server_rot])
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# Remove old positions to keep buffer clean
while position_buffer.size() > 2 and position_buffer[1][0] < (Time.get_ticks_msec() / 1000.0) - interpolation_delay:
position_buffer.pop_front()
# Get current client position
var client_pos = global_transform.origin
# Check if the client is too far from the server
if client_pos.distance_to(server_pos) > snap_threshold:
global_transform.origin = server_pos # Instantly move to the correct position
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global_transform.basis = Basis(server_rot) # Instantly rotate to the correct orientation
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position_buffer.clear() # Reset buffer to prevent interpolation from old positions
return # Skip interpolation this frame to avoid weird blending
# If we have at least 2 points, interpolate between them
if position_buffer.size() >= 2:
var t_now = (Time.get_ticks_msec() / 1000.0) - interpolation_delay
var prev_point = position_buffer[0]
var next_point = position_buffer[1]
var alpha = (t_now - prev_point[0]) / (next_point[0] - prev_point[0])
alpha = clamp(alpha, 0.0, 1.0)
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# Interpolate position
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global_transform.origin = prev_point[1].lerp(next_point[1], alpha)
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# Interpolate rotation using slerp
var interpolated_rot = prev_point[2].slerp(next_point[2], alpha)
global_transform.basis = Basis(interpolated_rot)
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func _ready() -> void:
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set_multiplayer_authority(multiplayer.get_unique_id())
global_position = owner_placeholder.global_position
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#func _physics_process(delta: float) -> void:
##if not is_on_floor():
##velocity += get_gravity() * delta
##global_position = owner_placeholder.global_position
#
#var server_pos = owner_placeholder.global_transform.origin
#var server_velocity = (server_pos - previous_server_pos) / delta
#
#if server_velocity.length() < 0.1:
#velocity = Vector3.ZERO # Stop predicting movement when nearly still
#var distance_to_server = global_transform.origin.distance_to(server_pos)
#if distance_to_server > snap_threshold:
## If the desync is too large, quickly correct it
#global_transform.origin = server_pos
#else:
## Otherwise, smoothly adjust position
#global_transform.origin = global_transform.origin.lerp(server_pos, interpolation_speed * delta)
#
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#global_transform.origin += velocity * velocity_influence * delta
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## Update stored velocity
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#velocity = velocity.lerp(server_velocity, delta * interpolation_speed)
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#previous_server_pos = server_pos
##velocity = owner_placeholder.velocity
##global_transform.origin = global_transform.origin.lerp(server_pos, interpolation_speed * delta)
##global_transform.origin += velocity * velocity_influence * delta
##velocity = velocity.lerp(server_velocity, delta * interpolation_speed)
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#move_and_slide()
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# Set the owner placeholder, so the characters can send the requests to a node
# it depends on
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func set_owner_placeholder(owner_placeholder: Node3D):
owner_placeholder = owner_placeholder
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func die():
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push_warning("TODO: Implement ragdoll kind of dying and respawn character as an object")
queue_free()
func _on_area_body_part_hit(damage: int) -> void:
# The owner node should be aware of how to take damage, so we need to
# pass the value.
if owner_placeholder:
if owner_placeholder.has_method("take_damage"):
owner_placeholder.take_damage(damage)
else:
push_warning("Node doesn't know how to take the damage")
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func is_vector_a_lower_than_b(vec_a: Vector3, vec_b: Vector3) -> bool:
return vec_a.x < vec_b.x and vec_a.y < vec_b.y and vec_a.z < vec_b.z