212 lines
6.8 KiB
GDScript
212 lines
6.8 KiB
GDScript
extends RigidBody
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const TIME_STEP : float = 0.01
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const BASE_DPS : float = 300.0
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const BASE_ENERGY_USAGE : float = 75.0
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const BASE_ENERGY_REGEN : float = 150.0
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const BASE_OVERCHARGE_DAMAGE : float = 5.0
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const OOB_DAMAGE : float = 100.0
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var id: int = 0
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var thrust_plan : Plan = Plan.new()
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var weapons_plan : Plan = Plan.new()
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var is_ready : bool = false
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var running_plan : bool = false
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var plan_time : float = 0.0
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var health : float = 100.0
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var is_alive : bool = true
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var time_of_death : float = -1
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var has_died : bool = false
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var turn_number : int = 0
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var initial_translation : Vector3 = get_translation()
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var initial_rotation : Vector3 = get_rotation()
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var initial_velocity : Vector3 = Vector3(0,0,0)
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var initial_rotational_velocity : Vector3 = Vector3(0,0,0)
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var last_translation : Vector3 = get_translation()
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var last_rotation : Vector3 = get_rotation()
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var enable_physics : bool = false
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var waiting_for_completion : bool = false
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var end_translation : Vector3 = Vector3.ZERO
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var end_rotation : Vector3 = Vector3.ZERO
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var end_linear_velocity : Vector3 = Vector3.ZERO
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var end_rotational_velocity : Vector3 = Vector3.ZERO
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var end_health : float = 100.0
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var end_energy : float = 100.0
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var energy : float = 100.0
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func init():
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last_rotation = get_rotation()
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last_translation = get_translation()
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initial_rotation = get_rotation()
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initial_translation = get_translation()
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enable_physics = true
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health = 100
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remote func add_thrust_element(time: float, linear_thrust : Vector3, rotational_thrust : Vector3) -> void:
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var element : ThrustElement = ThrustElement.new()
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element.time = time
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element.linear_thrust = linear_thrust
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element.rotational_thrust = rotational_thrust
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get_parent().get_parent().console_print("Adding thrust element with the following params: time = " + String(time) + ", lin = " + String(linear_thrust) + ", rot = " + String(rotational_thrust) + ".")
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thrust_plan.add_element(element)
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remote func add_weapons_element(time: float, firing: bool) -> void:
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var element : WeaponsElement = WeaponsElement.new()
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element.time = time
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element.firing = firing
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get_parent().get_parent().console_print("Adding weapons element with the following params: time = " + String(time) + ", firing = "+ String(firing))
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weapons_plan.add_element(element)
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func send_all_plans() -> void:
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get_parent().get_parent().console_print("Sending plan...")
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for element in thrust_plan.current_elements:
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rpc("add_thrust_element", element.time, element.linear_thrust, element.rotational_thrust)
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for element in weapons_plan.current_elements:
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rpc("add_weapons_element", element.time, element.firing)
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get_parent().get_parent().console_print("Time of death is " + String(time_of_death) + " with health " + String(health) + ".")
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end_translation = self.translation
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end_rotation = self.rotation
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end_linear_velocity = self.linear_velocity
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end_rotational_velocity = self.angular_velocity
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end_health = self.health
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end_energy = self.energy
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get_parent().get_parent().console_print("Starting parameters are: linear velocity = " + String(end_linear_velocity) + ", rotational_velocity = " + String(end_rotational_velocity) + ", position = " + String(end_translation) + ", rotation = " + String(end_rotation))
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rpc("r_end_turn", time_of_death, end_translation, end_rotation, end_linear_velocity, end_rotational_velocity, end_health, end_energy)
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turn_number += 1
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thrust_plan.new_turn()
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weapons_plan.new_turn()
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remote func end_turn() -> void:
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get_parent().get_parent().console_print("Setting ready status to true...")
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is_ready = true
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func _get_current_plan_element(all_elements) -> PlanElement:
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var summed_time : float = 0.0
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for element in all_elements:
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summed_time += element.time
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if summed_time > plan_time:
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return element
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return null
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func _get_all_thrust_elements():
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var all_elements = []
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for element in thrust_plan.elements:
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all_elements.append(element)
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for element in thrust_plan.current_elements:
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all_elements.append(element)
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return all_elements
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func _get_all_weapons_elements():
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var all_elements = []
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for element in weapons_plan.elements:
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all_elements.append(element)
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for element in weapons_plan.current_elements:
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all_elements.append(element)
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return all_elements
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func _physics_process(delta : float) -> void:
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if !enable_physics:
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return
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if !running_plan:
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if waiting_for_completion:
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send_all_plans()
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waiting_for_completion = false
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translation = last_translation
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rotation = last_rotation
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return
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var all_thrust_elements = _get_all_thrust_elements()
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var current_thrust_element : ThrustElement = _get_current_plan_element(all_thrust_elements)
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if current_thrust_element == null:
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last_translation = translation
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last_rotation = rotation
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running_plan = false
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return
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add_central_force(self.transform.basis.xform(current_thrust_element.linear_thrust))
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add_torque(self.transform.basis.xform(current_thrust_element.rotational_thrust))
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var all_weapons_elements = _get_all_weapons_elements()
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var current_weapons_element : WeaponsElement = _get_current_plan_element(all_weapons_elements)
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if current_weapons_element == null:
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running_plan = false
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return
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if current_weapons_element.firing and is_alive:
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fire(delta, plan_time)
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elif energy < 100:
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energy += BASE_ENERGY_REGEN * delta
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calculate_other_damage(delta, plan_time)
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plan_time += delta
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func fire(delta : float, time : float) -> void:
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energy -= delta * BASE_ENERGY_USAGE
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if $GunContainer/RayCast.is_colliding():
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var target : RigidBody = $GunContainer/RayCast.get_collider()
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target.take_damage(BASE_DPS * delta, time)
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func take_damage(damage : float, time : float) -> void:
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health -= damage
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if health < 0 and is_alive:
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self.die(time)
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func die(time : float) -> void:
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is_alive = false
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if !has_died:
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if report_death_to_arena():
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finish_game()
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has_died = true
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$CollisionShape.disabled = true
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time_of_death = time
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func play_all_plans():
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get_parent().play_full_plans()
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func play_full_plan():
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set_linear_velocity(initial_velocity)
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set_angular_velocity(initial_rotational_velocity)
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set_translation(initial_translation)
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set_rotation(initial_rotation)
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running_plan = true
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plan_time = 0.0
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is_alive = true
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$CollisionShape.disabled = false
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func play_last_plan():
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set_linear_velocity(end_linear_velocity)
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set_angular_velocity(end_rotational_velocity)
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set_translation(end_translation)
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set_rotation(end_rotation)
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running_plan = true
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plan_time = 5 * turn_number
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if !has_died:
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is_alive = true
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$CollisionShape.disabled = false
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func calculate_plans():
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if turn_number == 0:
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play_full_plan()
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else:
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play_last_plan()
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waiting_for_completion = true
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func calculate_other_damage(delta : float, time : float):
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if (translation.length_squared() > 100):
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take_damage(OOB_DAMAGE * delta, time)
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if energy < 0:
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take_damage(-energy * BASE_OVERCHARGE_DAMAGE * delta, time)
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func report_death_to_arena() -> bool:
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return get_parent().register_death()
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func finish_game() -> void:
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get_parent().finish_game()
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