open-strike-2/scenes/player/player_input_controller.gd
Nikolai Rodionov dfe888a918
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ci/woodpecker/push/woodpecker Pipeline failed
Move the real player authority to server
- Add rust bindings for the server player controller
- Implement reconciliation loop for checking the player state
- Place spawners on the test map
- Add Containerfile and helm chart
2025-01-31 19:24:57 +00:00

147 lines
5.7 KiB
GDScript

# ---------------------------------------------------------------------
# ---------------------------------------------------------------------
# This script is supposed to control the node that is rendered on the
# client side, and send the changes to the server node
# ---------------------------------------------------------------------
extends CharacterBody3D
@export var jumping := false
@export var input_direction := Vector2()
@onready var camera_mount = $CameraMount
@onready var camera = $CameraMount/Camera3D
@onready var placeholder: Node3D = $'..'
var paused := false
const JUMP_VELOCITY = 4.5
#func _ready() -> void:
var current_gun: String = "ak"
@onready var gun_mount: Node3D = $CameraMount/Camera3D/HUD/SubViewportContainer/SubViewport/Camera3D/GunMount
@onready var gun_mount_anim: AnimationPlayer = $CameraMount/Camera3D/HUD/SubViewportContainer/SubViewport/Camera3D/GunMount/AnimationPlayer
var gun_with_hands: Node3D = null
@onready var bullet_starting_point: Node3D = $CameraMount/BulletStartingPoint
@onready var aim_ray: RayCast3D = $CameraMount/BulletStartingPoint/AimRay
@onready var gun_camera: Camera3D = $CameraMount/Camera3D/HUD/SubViewportContainer/SubViewport/Camera3D
var current_weapon_damage: int
var current_weapon_bullet_speed: int
var current_weapon_cooldown_interwal: float
var look_dir: Vector2
func _ready() -> void:
global_position = $"..".initial_position
# -- TODO: It should not be hardcoded
# Define a format string with placeholder '%s'
var path_tmpl := "res://scenes/weapon/guns/%s/with_hands.tscn"
var path := path_tmpl % current_gun
var scene: PackedScene = ResourceLoader.load(path)
var node: Node3D = scene.instantiate()
node.scale = Vector3(0.5,0.5,0.5)
node.position = Vector3(0.5, -0.5, -1.5)
current_weapon_bullet_speed = node.bullet_speed
current_weapon_cooldown_interwal = node.cooldown
current_weapon_damage = node.damage
gun_with_hands = node
gun_mount.add_child(node)
func _input(event):
if multiplayer.get_unique_id() == get_multiplayer_authority():
if Input.is_action_just_pressed("jump"): jumping = true
if event is InputEventMouseMotion and Input.mouse_mode == Input.MOUSE_MODE_CAPTURED:
look_dir = event.relative * 1
rotation.y -= look_dir.x * camera_sens * 1.0
camera_mount.rotation.x = clamp(camera_mount.rotation.x - look_dir.y * camera_sens * 1.0, -1.5, 1.5)
server_node.set_rotation_y.rpc_id(1, rotation.y)
server_node.set_rotation_x.rpc_id(1, rotation.x)
#server_node.set_input_direction.rpc_id(1, rotation.x, rotation.y)
@onready var server_node: PlayerServerNode = $"../ServerControlledNode"
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _physics_process(delta: float) -> void:
if multiplayer.get_unique_id() == get_multiplayer_authority():
if !paused:
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
input_direction = Input.get_vector("move_left", "move_right", "move_forward", "move_backwards")
server_node.set_input_direction.rpc_id(1, input_direction)
if Input.is_action_just_pressed("jump"):
server_node.jump.rpc_id(1)
if Input.is_action_pressed("shot"): _shoot()
if multiplayer.get_unique_id() == get_multiplayer_authority():
if not is_on_floor():
velocity += get_gravity() * delta
if is_on_floor() && jumping:
velocity.y = JUMP_VELOCITY
jumping = false
var direction := (transform.basis * Vector3(input_direction.x, 0, input_direction.y)).normalized()
if is_on_floor():
if direction:
#first_view_legs_anim.play("Run Forward")
gun_mount_anim.play("move")
velocity.x = direction.x * placeholder.character_speed
velocity.z = direction.z * placeholder.character_speed
else:
velocity.x = move_toward(velocity.x, 0, placeholder.character_speed)
velocity.z = move_toward(velocity.z, 0, placeholder.character_speed)
func _process(delta: float) -> void:
move_and_slide()
var cant_shoot: bool = false
func _shoot():
if not cant_shoot:
gun_with_hands.shoot()
cant_shoot = true
await get_tree().create_timer(current_weapon_cooldown_interwal).timeout
cant_shoot = false
#func _physics_process(delta: float) -> void:
#if multiplayer.get_unique_id() == get_multiplayer_authority():
#if not is_on_floor():
#velocity += get_gravity() * delta
#if is_on_floor() && jumping:
#velocity.y = JUMP_VELOCITY
#jumping = false
#var direction := (transform.basis * Vector3(input_direction.x, 0, input_direction.y)).normalized()
#if is_on_floor():
#if direction:
#velocity.x = direction.x * placeholder.character_speed
#velocity.z = direction.z * placeholder.character_speed
#else:
#velocity.x = move_toward(velocity.x, 0, placeholder.character_speed)
#velocity.z = move_toward(velocity.z, 0, placeholder.character_speed)
#move_and_slide()
var first_view_legs_anim: AnimationPlayer = null
func _add_legs_to_first_view() -> Error :
# -- TODO: It should not be hardcoded
var path := "res://scenes/characters/blue/dummy.tscn"
if not ResourceLoader.exists(path):
return ERR_DOES_NOT_EXIST
var scene: PackedScene = ResourceLoader.load(path)
if not scene.can_instantiate():
return ERR_CANT_OPEN
var node: Node3D = scene.instantiate()
var skeleton: Skeleton3D = node.find_child("Skeleton3D")
var bone := skeleton.find_bone("mixamorig_Spine")
if bone != -1:
skeleton.set_bone_pose_scale(bone, Vector3(0, 0, 0))
add_child(node)
var animation_node: AnimationPlayer = node.find_child("AnimationPlayer")
if animation_node != null:
first_view_legs_anim = animation_node
return OK
var camera_sens: float = 0.002
@rpc("authority", "reliable")
func set_current_rotation(rotation: Vector3):
rotation = rotation
@rpc("any_peer", "reliable")
func set_current_position(x: float, y: float, z: float):
global_position = Vector3(x, y ,z)
@rpc("any_peer", "call_local", "reliable")
func jump():
jumping = true