Files
gamedev-the-steward/player/combat/player_combat_controller.gd
T
2026-08-12 10:02:45 +02:00

152 lines
4.5 KiB
GDScript

class_name PlayerCombatController
extends Node3D
const SLASH_REST_ANGLE := Vector3(-0.35, 0.0, 0.0)
@export var player: CharacterBody3D
@export var simulation_manager: Node
@export var combat_presentation: Node
@export var sword: Node3D
var attack_range := 2.4
@export_range(30.0, 160.0, 5.0) var attack_angle := 90.0
@export var dash_speed := 22.0
@export var dash_duration := 0.18
@export var dash_cooldown_seconds := 1.1
var attack_cooldown_seconds := 0.55
var attack_timer := 0.0
var dash_duration_remaining := 0.0
var dash_cooldown_remaining := 0.0
var dashing := false
var dash_velocity := Vector3.ZERO
var _swing_tween: Tween
var _references_resolved := false
func _ready() -> void:
process_physics_priority = -1
if sword != null:
sword.rotation = SLASH_REST_ANGLE
var definition := SimulationItems.get_weapon(SimulationIds.ITEM_SWORD)
if definition != null:
attack_cooldown_seconds = definition.attack_cooldown
attack_range = definition.reach
func _resolve_references() -> void:
if simulation_manager == null:
simulation_manager = get_tree().get_first_node_in_group("simulation_manager")
if combat_presentation == null:
combat_presentation = get_tree().get_first_node_in_group("combat_presentation")
_references_resolved = true
func _physics_process(delta: float) -> void:
if not _references_resolved:
_resolve_references()
if simulation_manager != null and simulation_manager.has_method("update_player_combatant"):
simulation_manager.update_player_combatant(player.global_position)
_advance_timers(delta)
if _player_is_downed():
attack_timer = 0.0
dash_duration_remaining = 0.0
dash_cooldown_remaining = 0.0
dashing = false
return
if dashing:
return
if Input.is_action_just_pressed("attack"):
_perform_attack()
if Input.is_action_just_pressed("dash"):
_perform_dash()
func _advance_timers(delta: float) -> void:
if not is_finite(delta) or delta <= 0.0:
return
attack_timer = maxf(attack_timer - delta, 0.0)
dash_duration_remaining = maxf(dash_duration_remaining - delta, 0.0)
dash_cooldown_remaining = maxf(dash_cooldown_remaining - delta, 0.0)
if dashing and dash_duration_remaining <= 0.0:
dashing = false
func _player_is_downed() -> bool:
return (
simulation_manager != null
and simulation_manager.has_method("player_is_downed")
and simulation_manager.player_is_downed()
)
func _perform_attack() -> void:
if attack_timer > 0.0 or not _simulation_attack_ready():
return
attack_timer = attack_cooldown_seconds
_play_swing()
var facing := -player.global_transform.basis.z
var hostile: CombatantStateRecord = null
if combat_presentation != null and combat_presentation.has_method("find_hostile_in_arc"):
hostile = combat_presentation.find_hostile_in_arc(
player.global_position, facing, attack_range, attack_angle
)
if hostile == null:
return
if simulation_manager != null and simulation_manager.has_method("player_attack"):
var damage: float = simulation_manager.player_attack(hostile.get_combatant_id())
if damage > 0.0:
_emit_combat_feedback("Struck %s" % hostile.get_display_name(), damage)
func _perform_dash() -> void:
if dash_cooldown_remaining > 0.0 or _player_is_downed():
return
dash_duration_remaining = dash_duration
dash_cooldown_remaining = maxf(dash_cooldown_seconds, dash_duration)
dashing = true
var facing := -player.global_transform.basis.z
facing.y = 0.0
facing = facing.normalized()
dash_velocity = facing * dash_speed
dash_velocity.y = 0.0
func _simulation_attack_ready() -> bool:
if simulation_manager == null or not simulation_manager.has_method("player_attack_ready"):
return true
return simulation_manager.player_attack_ready()
func _play_swing() -> void:
if sword == null:
return
if _swing_tween != null and _swing_tween.is_valid():
_swing_tween.kill()
sword.rotation = SLASH_REST_ANGLE
_swing_tween = create_tween()
_swing_tween.set_trans(Tween.TRANS_QUAD).set_ease(Tween.EASE_OUT)
_swing_tween.tween_property(sword, "rotation", SLASH_REST_ANGLE + Vector3(-1.6, 0.6, 0.0), 0.12)
_swing_tween.tween_property(sword, "rotation", SLASH_REST_ANGLE, 0.2)
func _emit_combat_feedback(heading: String, damage: float) -> void:
if player != null and player.has_signal("interaction_feedback"):
player.interaction_feedback.emit(heading, "Dealt %.0f damage." % damage, true)
func is_attacking() -> bool:
return attack_timer > 0.0
func is_dashing() -> bool:
return dashing
func get_dash_velocity() -> Vector3:
return dash_velocity if dashing else Vector3.ZERO
func get_dash_cooldown_remaining() -> float:
return dash_cooldown_remaining