killbox/godot/scenes/characters/character_wrapper.gd

90 lines
3.6 KiB
GDScript

extends CharacterBody3D
class_name CharacterWrapper
@export var die_script: GDScript = null
@export var owner_placeholder: CharacterBody3D = null
@export var interpolation_speed: float = 50.0 # How quickly the model corrects position
@export var velocity_influence: float = 1.0 # How much velocity is used for smoothing
@export var snap_threshold: float = 2.0 # If desync is larger than this, snap faster
@export var interpolation_delay: float = 0.1 # Stay 100ms behind for smooth interpolation
var position_buffer = [] # Stores past positions (tuples of (timestamp, position))
var previous_position: Vector3 = Vector3.ZERO
var pseudo_velocity: Vector3 = Vector3.ZERO # Approximate velocity without CharacterBody3D
var previous_server_pos: Vector3 = Vector3.ZERO
func _process(delta):
# Record the latest server position with timestamp
global_rotation = owner_placeholder.global_rotation
var server_pos = owner_placeholder.global_transform.origin
pseudo_velocity = (server_pos - previous_position) / delta
previous_position = server_pos # Store for next frame
position_buffer.append([Time.get_ticks_msec() / 1000.0, server_pos])
while position_buffer.size() > 2 and position_buffer[1][0] < (Time.get_ticks_msec() / 1000.0) - interpolation_delay:
position_buffer.pop_front()
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)
global_transform.origin = prev_point[1].lerp(next_point[1], alpha)
func _ready() -> void:
set_multiplayer_authority(multiplayer.get_unique_id())
global_position = owner_placeholder.global_position
#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)
#
#global_transform.origin += velocity * velocity_influence * delta
## Update stored velocity
#velocity = velocity.lerp(server_velocity, delta * interpolation_speed)
#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)
#move_and_slide()
# Set the owner placeholder, so the characters can send the requests to a node
# it depends on
func set_owner_placeholder(owner_placeholder: Node3D):
owner_placeholder = owner_placeholder
func die():
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")