SpaceServer/Scripts/Player.gd

149 lines
4.8 KiB
GDScript

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