extends RigidBody const TIME_STEP : float = 0.01 const BASE_DPS : float = 300.0 var thrust_plan : Plan = Plan.new() var weapons_plan : Plan = Plan.new() var is_ready : bool = false var running_plan : bool = false var plan_time : float = 0.0 var health : float = 100.0 var is_alive : bool = true var time_of_death : float = -1 var initial_translation : Vector3 = get_translation() var initial_rotation : Vector3 = get_rotation() var initial_velocity : Vector3 = Vector3(0,0,0) var initial_rotational_velocity : Vector3 = Vector3(0,0,0) var last_translation : Vector3 = get_translation() var last_rotation : Vector3 = get_rotation() var enable_physics : bool = false var waiting_for_completion : bool = false func init(): last_rotation = get_rotation() last_translation = get_translation() initial_rotation = get_rotation() initial_translation = get_translation() enable_physics = true health = 100 remote func add_thrust_element(time: float, linear_thrust : Vector3, rotational_thrust : Vector3) -> void: var element : ThrustElement = ThrustElement.new() element.time = time element.linear_thrust = linear_thrust element.rotational_thrust = rotational_thrust get_parent().get_parent().console_print("Adding thrust element with the following params: time = " + String(time) + ", lin = " + String(linear_thrust) + ", rot = " + String(rotational_thrust) + ".") thrust_plan.add_element(element) remote func add_weapons_element(time: float, firing: bool) -> void: var element : WeaponsElement = WeaponsElement.new() element.time = time element.firing = firing get_parent().get_parent().console_print("Adding weapons element with the following params: time = " + String(time) + ", firing = "+ String(firing)) weapons_plan.add_element(element) func send_all_plans() -> void: get_parent().get_parent().console_print("Sending plan...") for element in thrust_plan.current_elements: rpc("add_thrust_element", element.time, element.linear_thrust, element.rotational_thrust) for element in weapons_plan.current_elements: rpc("add_weapons_element", element.time, element.firing) get_parent().get_parent().console_print("Time of death is " + String(time_of_death) + " with health " + String(health) + ".") rpc("r_end_turn", time_of_death) thrust_plan.new_turn() weapons_plan.new_turn() remote func end_turn() -> void: get_parent().get_parent().console_print("Setting ready status to true...") is_ready = true func _get_current_plan_element(all_elements) -> PlanElement: var summed_time : float = 0.0 for element in all_elements: summed_time += element.time if summed_time > plan_time: return element return null func _get_all_thrust_elements(): var all_elements = [] all_elements = thrust_plan.elements for element in thrust_plan.current_elements: all_elements.append(element) return all_elements func _get_all_weapons_elements(): var all_elements = [] for element in weapons_plan.elements: all_elements.append(element) for element in weapons_plan.current_elements: all_elements.append(element) return all_elements func _physics_process(delta : float) -> void: if !enable_physics: return if !running_plan: if waiting_for_completion: send_all_plans() waiting_for_completion = false translation = last_translation rotation = last_rotation return var all_thrust_elements = _get_all_thrust_elements() var current_thrust_element : ThrustElement = _get_current_plan_element(all_thrust_elements) if current_thrust_element == null: last_translation = translation last_rotation = rotation running_plan = false return add_central_force(self.transform.basis.xform(current_thrust_element.linear_thrust)) add_torque(self.transform.basis.xform(current_thrust_element.rotational_thrust)) var all_weapons_elements = _get_all_weapons_elements() var current_weapons_element : WeaponsElement = _get_current_plan_element(all_weapons_elements) if current_weapons_element == null: running_plan = false return if current_weapons_element.firing and is_alive: fire(delta, plan_time) plan_time += delta func fire(delta : float, time : float) -> void: if $GunContainer/RayCast.is_colliding(): var target : RigidBody = $GunContainer/RayCast.get_collider() target.take_damage(BASE_DPS * delta, time) func take_damage(damage : float, time : float) -> void: get_parent().get_parent().console_print("tmp") health -= damage if health < 0: self.die(time) func die(time : float) -> void: is_alive = false $CollisionShape.disabled = true time_of_death = time func play_all_plans(): get_parent().play_full_plans() func play_full_plan(): set_linear_velocity(initial_velocity) set_angular_velocity(initial_rotational_velocity) set_translation(initial_translation) set_rotation(initial_rotation) running_plan = true plan_time = 0.0 is_alive = true $CollisionShape.disabled = false func calculate_plans(): play_full_plan() waiting_for_completion = true