feat: add player sword combat, dash, and hostile wolf/raider visuals
This commit is contained in:
@@ -16,6 +16,8 @@
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[ext_resource type="Script" path="res://world/ui/player_interaction_hud.gd" id="16_interaction"]
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[ext_resource type="Script" path="res://world/ui/villager_field_note_hud.gd" id="17_villager_note"]
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[ext_resource type="Script" path="res://world/ui/player_status_hud.gd" id="18_status"]
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[ext_resource type="Script" path="res://player/combat/player_combat_controller.gd" id="19_combat"]
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[ext_resource type="Script" path="res://world/combat/combat_presentation.gd" id="20_combat_view"]
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[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_o5qli"]
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radius = 0.4
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@@ -43,6 +45,13 @@ shape = SubResource("CapsuleShape3D_o5qli")
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[node name="Visual" parent="Player" instance=ExtResource("14_player_visual")]
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[node name="PlayerCombatController" type="Node3D" parent="Player" unique_id=99761234 node_paths=PackedStringArray("player", "simulation_manager", "combat_presentation", "sword")]
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script = ExtResource("19_combat")
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player = NodePath("..")
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simulation_manager = NodePath("../SimulationManager")
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combat_presentation = NodePath("../CombatPresentation")
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sword = NodePath("../Visual/Sword")
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[node name="CameraRig" type="Node3D" parent="." unique_id=81378719 node_paths=PackedStringArray("target")]
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transform = Transform3D(1, 0, 0, 0, 0.57357645, 0.81915206, 0, -0.81915206, 0.57357645, 0, 10, 8)
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script = ExtResource("2_1bvp3")
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@@ -435,3 +444,11 @@ camera_rig = NodePath("../CameraRig")
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player = NodePath("../Player")
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pantry_storage = NodePath("../JajceWorld/WorldObjects/StorageSites/VillagePantry")
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crisis_caption = NodePath("../CrisisCaptionLayer/CrisisCaption")
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[node name="CombatPresentation" type="Node" parent="." unique_id=8844112 node_paths=PackedStringArray("simulation_manager", "hostiles_parent")]
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script = ExtResource("20_combat_view")
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simulation_manager = NodePath("../SimulationManager")
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hostiles_parent = NodePath("../HostilesParent")
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wolf_spawn_positions = PackedVector3Array(24, 0, 10, 30, 0, -4, 38, 0, 22)
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[node name="HostilesParent" type="Node3D" parent="." unique_id=8844113]
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@@ -67,6 +67,24 @@ roughness = 0.82
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material = SubResource("Material_accent")
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size = Vector3(0.48, 0.1, 0.38)
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[sub_resource type="StandardMaterial3D" id="Material_sword"]
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albedo_color = Color(0.72, 0.74, 0.78, 1)
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roughness = 0.32
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[sub_resource type="BoxMesh" id="Mesh_blade"]
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material = SubResource("Material_sword")
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size = Vector3(0.055, 0.78, 0.11)
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[sub_resource type="StandardMaterial3D" id="Material_grip"]
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albedo_color = Color(0.3, 0.2, 0.12, 1)
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roughness = 0.6
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[sub_resource type="CylinderMesh" id="Mesh_grip"]
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material = SubResource("Material_grip")
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top_radius = 0.045
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bottom_radius = 0.045
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height = 0.16
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[sub_resource type="SphereMesh" id="Mesh_satchel"]
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material = SubResource("Material_accent")
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radius = 0.22
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@@ -128,3 +146,15 @@ mesh = SubResource("Mesh_foot")
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[node name="Satchel" type="MeshInstance3D" parent="."]
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position = Vector3(-0.43, 0.87, -0.04)
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mesh = SubResource("Mesh_satchel")
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[node name="Sword" type="Node3D" parent="."]
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position = Vector3(0.52, 1.22, 0.12)
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rotation = Vector3(-0.35, 0, 0)
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[node name="Blade" type="MeshInstance3D" parent="Sword"]
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position = Vector3(0, 0.42, 0)
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mesh = SubResource("Mesh_blade")
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[node name="Grip" type="MeshInstance3D" parent="Sword"]
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position = Vector3(0, -0.05, 0)
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mesh = SubResource("Mesh_grip")
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@@ -0,0 +1,110 @@
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class_name PlayerCombatController
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extends Node3D
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const SLASH_REST_ANGLE := Vector3(-0.35, 0.0, 0.0)
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@export var player: CharacterBody3D
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@export var simulation_manager: Node
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@export var combat_presentation: Node
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@export var sword: Node3D
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@export_range(0.5, 4.0, 0.1) var attack_range := 2.6
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@export_range(30.0, 160.0, 5.0) var attack_angle := 90.0
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@export var dash_speed := 22.0
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@export var dash_duration := 0.18
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@export var dash_cooldown_seconds := 1.1
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var attack_cooldown_seconds := 0.55
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var attack_timer := 0.0
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var dash_timer := 0.0
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var dashing := false
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var dash_velocity := Vector3.ZERO
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var _swing_tween: Tween
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var _references_resolved := false
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func _ready() -> void:
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if sword == null:
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return
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sword.rotation = SLASH_REST_ANGLE
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var definition := SimulationItems.get_weapon(SimulationIds.ITEM_SWORD)
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if definition != null:
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attack_cooldown_seconds = definition.attack_cooldown
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attack_range = maxf(definition.reach + 0.2, attack_range)
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func _resolve_references() -> void:
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if simulation_manager == null:
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simulation_manager = get_tree().get_first_node_in_group("simulation_manager")
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if combat_presentation == null:
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combat_presentation = get_tree().get_first_node_in_group("combat_presentation")
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_references_resolved = true
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func _physics_process(delta: float) -> void:
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if not _references_resolved:
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_resolve_references()
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attack_timer = maxf(attack_timer - delta, 0.0)
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dash_timer = maxf(dash_timer - delta, 0.0)
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if dashing:
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player.velocity = dash_velocity
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if dash_timer <= 0.0:
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dashing = false
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player.move_and_slide()
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return
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if Input.is_action_just_pressed("attack") and attack_timer <= 0.0:
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_perform_attack()
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if Input.is_action_just_pressed("dash") and dash_timer <= 0.0:
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_perform_dash()
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func _perform_attack() -> void:
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attack_timer = attack_cooldown_seconds
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_play_swing()
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var facing := -player.global_transform.basis.z
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var hostile: CombatantStateRecord = null
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if combat_presentation != null and combat_presentation.has_method("find_hostile_in_arc"):
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hostile = combat_presentation.find_hostile_in_arc(
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player.global_position, facing, attack_range, attack_angle
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)
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if hostile == null:
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return
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if simulation_manager != null and simulation_manager.has_method("player_attack"):
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var damage: float = simulation_manager.player_attack(hostile.get_combatant_id())
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if damage > 0.0:
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_emit_combat_feedback("Struck %s" % hostile.get_display_name(), damage)
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func _perform_dash() -> void:
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dash_timer = dash_duration
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dashing = true
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var facing := -player.global_transform.basis.z
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facing.y = 0.0
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facing = facing.normalized()
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dash_velocity = facing * dash_speed
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dash_velocity.y = 0.0
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func _play_swing() -> void:
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if sword == null:
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return
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if _swing_tween != null and _swing_tween.is_valid():
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_swing_tween.kill()
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sword.rotation = SLASH_REST_ANGLE
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_swing_tween = create_tween()
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_swing_tween.set_trans(Tween.TRANS_QUAD).set_ease(Tween.EASE_OUT)
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_swing_tween.tween_property(sword, "rotation", SLASH_REST_ANGLE + Vector3(-1.6, 0.6, 0.0), 0.12)
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_swing_tween.tween_property(sword, "rotation", SLASH_REST_ANGLE, 0.2)
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func _emit_combat_feedback(heading: String, damage: float) -> void:
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if player != null and player.has_signal("interaction_feedback"):
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player.interaction_feedback.emit(heading, "Dealt %.0f damage." % damage, true)
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func is_attacking() -> bool:
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return attack_timer > 0.0
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func is_dashing() -> bool:
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return dashing
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@@ -0,0 +1 @@
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uid://bfysko6pf0tnt
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@@ -55,3 +55,13 @@ interact={
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":69,"key_label":0,"unicode":101,"location":0,"echo":false,"script":null)
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]
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}
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attack={
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"deadzone": 0.2,
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"events": [Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":0,"position":Vector2(0, 0),"global_position":Vector2(0, 0),"factor":1.0,"button_index":1,"canceled":false,"pressed":false,"double_click":false,"script":null)
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]
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}
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dash={
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"deadzone": 0.2,
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":true,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194325,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
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]
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}
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@@ -0,0 +1,124 @@
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extends SceneTree
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var failures: Array[String] = []
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func _initialize() -> void:
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call_deferred("_run")
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func _run() -> void:
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var main_scene: Node = load("res://main.tscn").instantiate()
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root.add_child(main_scene)
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await process_frame
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for _frame in 12:
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await physics_frame
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var simulation_manager: Node = main_scene.get_node("SimulationManager")
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simulation_manager.set_process(false)
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var combat_view: Node = main_scene.get_node("CombatPresentation")
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var player := main_scene.get_node("Player") as Node3D
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var controller := main_scene.get_node("Player/PlayerCombatController")
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await process_frame
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await process_frame
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_check(
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combat_view.hostiles.size() >= 1,
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"Authored wolves should spawn as hostile visuals in the loaded world"
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)
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var hostiles: Array = simulation_manager.get_living_hostile_combatants()
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_check(not hostiles.is_empty(), "The simulation should own at least one living hostile")
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if hostiles.is_empty():
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main_scene.queue_free()
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_finish()
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return
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var wolf: CombatantStateRecord = hostiles[0]
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_check(
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combat_view.hostiles.has(wolf.get_combatant_id()),
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"The hostile visual should bind to the authoritative combatant record"
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)
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_check(
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(
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wolf.get_kind() == SimulationIds.COMBATANT_KIND_WOLF
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and wolf.is_hostile()
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and wolf.get_faction_id() == SimulationIds.FACTION_TRIBE
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),
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"Spawned wolves should be hostile tribe-affiliated combatants"
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)
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var wolf_visual: Node3D = combat_view.hostiles[wolf.get_combatant_id()]
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player.global_position = wolf_visual.global_position + Vector3(-2.0, 0.0, 0.0)
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player.look_at(wolf_visual.global_position, Vector3.UP)
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player.rotation.x = 0.0
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var wolf_health: float = wolf.get_health()
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controller.call("_perform_attack")
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_check(
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wolf.get_health() < wolf_health,
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"A player sword strike should damage the hostile wolf through the simulation"
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)
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var struck := 0
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for _attempt in 6:
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if not wolf.is_alive():
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break
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controller.call("_perform_attack")
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struck += 1
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await process_frame
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_check(not wolf.is_alive(), "Repeated sword strikes should kill the hostile wolf")
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await process_frame
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await process_frame
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_check(
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not combat_view.hostiles.has(wolf.get_combatant_id()),
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"Killing a hostile should remove its presentation visual"
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)
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_check(
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_has_event(simulation_manager, SimulationIds.EVENT_COMBATANT_KILLED),
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"The player's kill should be recorded as a combatant_killed fact"
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)
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var tribe: FactionStateRecord = simulation_manager.get_faction(SimulationIds.FACTION_TRIBE)
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_check(
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(
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simulation_manager.get_village_defender_count() >= 0
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and tribe != null
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and (
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simulation_manager.get_tribe_war_plan()
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in [
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SimulationIds.WAR_PLAN_NONE,
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SimulationIds.WAR_PLAN_PLANNED,
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SimulationIds.WAR_PLAN_RAIDING,
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SimulationIds.WAR_PLAN_ABORTED,
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]
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)
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),
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"The runtime should expose village defense and the tribe war plan"
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)
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if failures.is_empty():
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print("[TEST] Jajce combat presentation passed: wolves -> sword -> kill -> cleanup")
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quit(0)
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return
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for failure in failures:
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push_error("[TEST] " + failure)
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quit(1)
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func _has_event(manager: Node, event_type: StringName) -> bool:
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for event in manager.economic_events:
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if StringName(event.data["event_type"]) == event_type:
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return true
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return false
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func _check(condition: bool, message: String) -> void:
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if not condition:
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failures.append(message)
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func _finish() -> void:
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if failures.is_empty():
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print("[TEST] Jajce combat presentation passed: wolves -> sword -> kill -> cleanup")
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quit(0)
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return
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for failure in failures:
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push_error("[TEST] " + failure)
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quit(1)
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@@ -0,0 +1 @@
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uid://bneh10pvbywgr
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@@ -0,0 +1,152 @@
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class_name HostileCombatant
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extends Node3D
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const FOLLOW_SPEED := 6.0
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const ARRIVE_DISTANCE := 0.5
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var combatant_id: StringName
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var combatant: CombatantStateRecord
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var simulation_manager: Node
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var is_dead_visual := false
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var flash_tween: Tween
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var spawn_scale := Vector3.ONE
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func _ready() -> void:
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spawn_scale = Vector3.ONE
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scale = Vector3.ONE * 0.001
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var tween := create_tween()
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tween.set_trans(Tween.TRANS_BACK).set_ease(Tween.EASE_OUT)
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tween.tween_property(self, "scale", Vector3.ONE, 0.28)
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func bind(combatant_id_value: StringName, manager: Node) -> void:
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combatant_id = combatant_id_value
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simulation_manager = manager
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combatant = manager.get_combatant(combatant_id) as CombatantStateRecord
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if combatant == null:
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return
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global_position = combatant.get_position()
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_build_body(combatant.get_kind())
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combatant.changed.connect(_on_combatant_changed)
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func _process(delta: float) -> void:
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if is_dead_visual or combatant == null or not is_instance_valid(combatant):
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return
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if not combatant.is_alive():
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_play_death()
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return
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var target_position := combatant.get_position()
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var to_target := target_position - global_position
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if to_target.length() <= ARRIVE_DISTANCE:
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return
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global_position += to_target.normalized() * minf(FOLLOW_SPEED * delta, to_target.length())
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rotation.y = lerp_angle(rotation.y, atan2(to_target.x, to_target.z), delta * 8.0)
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func _on_combatant_changed(_state: CombatantStateRecord) -> void:
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if combatant == null or combatant.get_health() >= combatant.get_max_health():
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return
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_flash_hit()
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func _flash_hit() -> void:
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if flash_tween != null and flash_tween.is_valid():
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flash_tween.kill()
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flash_tween = create_tween()
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flash_tween.tween_property(self, "scale", Vector3.ONE * 0.85, 0.06)
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flash_tween.tween_property(self, "scale", Vector3.ONE, 0.12)
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func _play_death() -> void:
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is_dead_visual = true
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stop_travel_visual()
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var tween := create_tween()
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tween.set_trans(Tween.TRANS_QUAD).set_ease(Tween.EASE_IN)
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tween.tween_property(self, "scale", Vector3(0.001, 0.001, 0.001), 0.45)
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tween.tween_callback(queue_free)
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func stop_travel_visual() -> void:
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pass
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func _build_body(kind: StringName) -> void:
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if kind == SimulationIds.COMBATANT_KIND_WOLF:
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_build_wolf()
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else:
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_build_raider()
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func _build_raider() -> void:
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var tunic := StandardMaterial3D.new()
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tunic.albedo_color = Color(0.4, 0.13, 0.1, 1.0)
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tunic.roughness = 0.85
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var skin := StandardMaterial3D.new()
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skin.albedo_color = Color(0.8, 0.58, 0.36, 1.0)
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skin.roughness = 0.9
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var metal := StandardMaterial3D.new()
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metal.albedo_color = Color(0.55, 0.55, 0.58, 1.0)
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metal.roughness = 0.35
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|
||||
_add_mesh("Body", CylinderMesh.new(), Vector3(0.0, 1.1, 0.0), tunic)
|
||||
_add_mesh("Head", SphereMesh.new(), Vector3(0.0, 1.7, 0.0), skin)
|
||||
var blade := BoxMesh.new()
|
||||
blade.size = Vector3(0.06, 0.72, 0.14)
|
||||
_add_mesh("Sword", blade, Vector3(0.42, 1.25, 0.0), metal, Vector3(0.0, 0.0, -0.2))
|
||||
var shield := CylinderMesh.new()
|
||||
shield.top_radius = 0.3
|
||||
shield.bottom_radius = 0.3
|
||||
shield.height = 0.12
|
||||
_add_mesh(
|
||||
"Shield", shield, Vector3(-0.42, 1.15, 0.0), metal, Vector3.ZERO, Vector3(1.57, 0.0, 0.0)
|
||||
)
|
||||
|
||||
|
||||
func _build_wolf() -> void:
|
||||
var fur := StandardMaterial3D.new()
|
||||
fur.albedo_color = Color(0.32, 0.32, 0.34, 1.0)
|
||||
fur.roughness = 0.95
|
||||
var eye := StandardMaterial3D.new()
|
||||
eye.albedo_color = Color(0.95, 0.5, 0.12, 1.0)
|
||||
eye.roughness = 0.3
|
||||
|
||||
var body := SphereMesh.new()
|
||||
body.radius = 0.34
|
||||
body.height = 0.68
|
||||
_add_mesh("Body", body, Vector3(0.0, 0.55, 0.0), fur, Vector3.ZERO, Vector3(1.57, 0.0, 0.0))
|
||||
var head := SphereMesh.new()
|
||||
head.radius = 0.2
|
||||
head.height = 0.4
|
||||
_add_mesh("Head", head, Vector3(0.0, 0.62, -0.42), fur, Vector3.ZERO, Vector3(1.57, 0.0, 0.0))
|
||||
var tail := BoxMesh.new()
|
||||
tail.size = Vector3(0.1, 0.1, 0.5)
|
||||
_add_mesh("Tail", tail, Vector3(0.0, 0.72, 0.42), fur, Vector3(0.6, 0.0, 0.0))
|
||||
var leg_mesh := CylinderMesh.new()
|
||||
leg_mesh.top_radius = 0.06
|
||||
leg_mesh.bottom_radius = 0.06
|
||||
leg_mesh.height = 0.42
|
||||
for leg_x in [-0.18, 0.18]:
|
||||
for leg_z in [-0.2, 0.2]:
|
||||
_add_mesh("Leg", leg_mesh, Vector3(leg_x, 0.21, leg_z), fur)
|
||||
|
||||
|
||||
func _add_mesh(
|
||||
node_name: String,
|
||||
mesh: PrimitiveMesh,
|
||||
local_position: Vector3,
|
||||
material: Material,
|
||||
rotation_offset: Vector3 = Vector3.ZERO,
|
||||
mesh_rotation: Vector3 = Vector3.ZERO
|
||||
) -> void:
|
||||
var mesh_instance := MeshInstance3D.new()
|
||||
mesh_instance.name = node_name
|
||||
mesh_instance.mesh = mesh
|
||||
mesh_instance.material_override = material
|
||||
mesh_instance.position = local_position
|
||||
if not rotation_offset.is_zero_approx():
|
||||
mesh_instance.rotation = rotation_offset
|
||||
if not mesh_rotation.is_zero_approx():
|
||||
mesh_instance.rotation += mesh_rotation
|
||||
add_child(mesh_instance)
|
||||
@@ -0,0 +1 @@
|
||||
uid://8mx2at53whud
|
||||
@@ -0,0 +1,6 @@
|
||||
[gd_scene load_steps=2 format=3]
|
||||
|
||||
[ext_resource type="Script" path="res://world/combat/HostileCombatant.gd" id="1_hostile"]
|
||||
|
||||
[node name="HostileCombatant" type="Node3D"]
|
||||
script = ExtResource("1_hostile")
|
||||
@@ -0,0 +1,110 @@
|
||||
class_name CombatPresentation
|
||||
extends Node
|
||||
|
||||
const HOSTILE_SCENE := preload("res://world/combat/HostileCombatant.tscn")
|
||||
|
||||
@export var simulation_manager: Node
|
||||
@export var hostiles_parent: Node3D
|
||||
@export var wolf_spawn_positions: PackedVector3Array = PackedVector3Array()
|
||||
|
||||
var hostiles: Dictionary = {}
|
||||
var _initialized := false
|
||||
var _wolves_spawned := false
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
add_to_group("combat_presentation")
|
||||
if simulation_manager == null:
|
||||
push_error("CombatPresentation: simulation_manager missing")
|
||||
return
|
||||
simulation_manager.combatant_spawned.connect(_on_combatant_spawned)
|
||||
simulation_manager.combatant_died.connect(_on_combatant_died)
|
||||
simulation_manager.state_restored.connect(_on_state_restored)
|
||||
_initialized = true
|
||||
call_deferred("_spawn_wolves")
|
||||
_refresh_from_state()
|
||||
|
||||
|
||||
func _spawn_wolves() -> void:
|
||||
if _wolves_spawned or simulation_manager == null:
|
||||
return
|
||||
_wolves_spawned = true
|
||||
for position in wolf_spawn_positions:
|
||||
if simulation_manager.has_method("spawn_wolf"):
|
||||
simulation_manager.spawn_wolf(position)
|
||||
|
||||
|
||||
func _process(_delta: float) -> void:
|
||||
if not _initialized:
|
||||
return
|
||||
for combatant_id in _hostile_ids():
|
||||
if not hostiles.has(combatant_id):
|
||||
_spawn_visual(combatant_id)
|
||||
|
||||
|
||||
func _hostile_ids() -> Array:
|
||||
var ids: Array[StringName] = []
|
||||
var living: Array = simulation_manager.get_living_hostile_combatants()
|
||||
for combatant in living:
|
||||
ids.append(combatant.get_combatant_id())
|
||||
return ids
|
||||
|
||||
|
||||
func _spawn_visual(combatant_id: StringName) -> void:
|
||||
if hostiles.has(combatant_id):
|
||||
return
|
||||
var scene := HOSTILE_SCENE.instantiate() as HostileCombatant
|
||||
hostiles_parent.add_child(scene)
|
||||
scene.bind(combatant_id, simulation_manager)
|
||||
hostiles[combatant_id] = scene
|
||||
|
||||
|
||||
func _on_combatant_spawned(combatant_id: StringName) -> void:
|
||||
_spawn_visual(combatant_id)
|
||||
|
||||
|
||||
func _on_combatant_died(combatant_id: StringName) -> void:
|
||||
var scene := hostiles.get(combatant_id) as HostileCombatant
|
||||
if scene != null:
|
||||
scene._play_death()
|
||||
hostiles.erase(combatant_id)
|
||||
|
||||
|
||||
func _on_state_restored() -> void:
|
||||
for combatant_id in hostiles.keys():
|
||||
var scene := hostiles[combatant_id] as Node
|
||||
if is_instance_valid(scene):
|
||||
scene.queue_free()
|
||||
hostiles.clear()
|
||||
_refresh_from_state()
|
||||
|
||||
|
||||
func _refresh_from_state() -> void:
|
||||
if simulation_manager == null:
|
||||
return
|
||||
for combatant_id in _hostile_ids():
|
||||
_spawn_visual(combatant_id)
|
||||
|
||||
|
||||
func find_hostile_in_arc(
|
||||
origin: Vector3, facing: Vector3, max_distance: float, angle_degrees: float
|
||||
) -> CombatantStateRecord:
|
||||
var living: Array = simulation_manager.get_living_hostile_combatants()
|
||||
var best: CombatantStateRecord
|
||||
var best_score := INF
|
||||
var facing_flat := Vector3(facing.x, 0.0, facing.z).normalized()
|
||||
var half_cos := cos(deg_to_rad(angle_degrees) * 0.5)
|
||||
for combatant in living:
|
||||
var candidate := combatant as CombatantStateRecord
|
||||
var offset := candidate.get_position() - origin
|
||||
var horizontal := Vector2(offset.x, offset.z)
|
||||
if horizontal.length() > max_distance:
|
||||
continue
|
||||
var direction := Vector3(offset.x, 0.0, offset.z).normalized()
|
||||
if facing_flat.dot(direction) < half_cos:
|
||||
continue
|
||||
var distance := horizontal.length()
|
||||
if distance < best_score:
|
||||
best = candidate
|
||||
best_score = distance
|
||||
return best
|
||||
@@ -0,0 +1 @@
|
||||
uid://qw0qb6mc8j7
|
||||
Reference in New Issue
Block a user