Hands/POV - Cut a real first-person arms rig out of the GODVERSE modular character kit (tools/gen_fps_arms.py): ch01 hands + per-side sleeves on the full 65-bone mixamorig skeleton, so all 20 finger bones per hand are poseable at runtime. Textures shrunk to 1k; 4.2 MB. - ViewModel.gd instances that rig ONCE PER HAND and places each instance so its own hand bone lands on the grip — no IK. Grip orientation is measured off the rig at load (pinky->index knuckle = bore axis, elbow->hand = forearm dir), so it survives re-tuning grip_rest_rot instead of needing new euler angles. - Motion layers: look-sway with spring-back, walk bob scaled by speed and weapon heft, idle breathe, landing dip, weapon lower/raise on swap. - Sleeve material overridden (donor asset is a fantasy leather bracer); hand material forced non-metallic (its spec/gloss maps rendered skin as bronze). Weapons - Weapon.gd replaces MeleeAttack: 6 weapons, 4 swing archetypes, and the weapon-vs-material matrix from the founding chat. - Smashable moves from binary hits_to_break to hp/toughness, giving three outcomes: break, dent, or futile (dead clank, no score, HUD nudge). The box cutter genuinely shreds cardboard and genuinely cannot hurt a filing cabinet. - The hit lands at Weapon.contact THROUGH the swing, not on the click — that delay is most of why the sledge feels different from the cutter. - Slots on 1-6 / wheel / Q; game modes moved to M, HUD cycle to H. HUD - Hud.gd: Arcade, Minimal, Work Order (a corporate destruction docket that fills in line items) and Dev, over one shared data feed. Scoring + combo multipliers. Dev harness (not shipped) - macOS screen-recording perms aren't available to the CLI, so the game records itself: dev/demo.tscn + DemoDriver.gd drive a scripted tour for --write-movie, and dev/probe_*.gd print rig/scale/placement numbers. Fix: tools/gen_viewmodel.py box() scaled by size/2 on top of primitive_cube_add's already-unit side length, halving every box — which detached the bat's blade. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
296 lines
9.6 KiB
GDScript
296 lines
9.6 KiB
GDScript
extends CharacterBody3D
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class_name Player
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## First-person player for Destroyulator. Built entirely in code so Main.gd can spawn it
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## where the old fixed Camera3D was and reuse `player.camera` for the crosshair raycast.
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## Mouse-captured look, WASD move, Space jump; Esc releases the mouse (click recaptures).
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##
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## Melee is a `Weapon` resource (stats + the weapon-vs-material matrix + a swing
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## archetype) and the arms are a rigged `ViewModel`. Swapping weapon swaps both; movement
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## never changes.
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##
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## The hit does NOT land on the click — it lands at `weapon.contact` through the swing
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## animation. That single delay is most of why a sledgehammer feels different from a box
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## cutter: you commit, then it connects.
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##
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## Godot 4.7 GDScript 2.0. No 3.x APIs: move_and_slide() takes no args and reads/writes
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## `velocity`; get_gravity() supplies the project default; mouse_mode is a property.
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@export var move_speed: float = 5.0
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@export var accel: float = 12.0
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@export var air_accel: float = 3.0
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@export var jump_velocity: float = 4.5
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@export var mouse_sensitivity: float = 0.0025 # radians per pixel of mouse motion
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@export var pitch_limit_deg: float = 89.0
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@export var eye_height: float = 1.6
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var camera: Camera3D # Main reads this for the crosshair raycast
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var grab: GrabController # the record grab/extract/throw hands
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var viewmodel: ViewModel # the arms + weapon rig
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var _head: Node3D
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var _pitch := 0.0
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var _cd_left := 0.0
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# --- loadout -------------------------------------------------------------
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var _loadout: Array[Weapon] = []
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var _slot := 0
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var _prev_slot := 0
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# --- swing scheduling ----------------------------------------------------
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var _queued := false # a click waiting for the cooldown
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var _swing_left := -1.0 # seconds until this swing's contact frame
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var _swinging: Weapon = null
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# --- feel bookkeeping ----------------------------------------------------
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var _look_delta := Vector2.ZERO # mouse motion this frame, fed to viewmodel sway
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var _was_on_floor := true
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var _fall_speed := 0.0
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signal weapon_changed(w: Weapon)
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signal hit_landed(node: Node, w: Weapon)
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signal swung(w: Weapon)
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func _ready() -> void:
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# --- collision capsule (feet at the body origin) ---
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var col := CollisionShape3D.new()
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var cap := CapsuleShape3D.new()
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cap.radius = 0.35
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cap.height = 1.8
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col.shape = cap
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col.position = Vector3(0, 0.9, 0) # capsule center at height/2 so feet sit at origin
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add_child(col)
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# --- head (pitch) + camera ---
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_head = Node3D.new()
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_head.name = "Head"
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_head.position = Vector3(0, eye_height, 0)
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add_child(_head)
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camera = Camera3D.new()
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camera.name = "Camera3D"
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_head.add_child(camera)
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camera.current = true
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camera.near = 0.03 # the viewmodel sits ~40 cm out; don't clip it
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_loadout = Weapon.loadout()
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viewmodel = ViewModel.new()
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viewmodel.setup(camera) # parents itself to the camera
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viewmodel.equip(_loadout[_slot])
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_build_crosshair()
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# the record ritual hands: a child node that owns a hold point under the camera
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grab = GrabController.new()
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add_child(grab)
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grab.setup(camera)
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Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
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weapon_changed.emit(_loadout[_slot])
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# ---------------------------------------------------------------- loadout
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func weapon() -> Weapon:
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return _loadout[_slot]
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func loadout() -> Array[Weapon]:
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return _loadout
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func slot() -> int:
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return _slot
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func select(i: int) -> void:
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if i < 0 or i >= _loadout.size() or i == _slot:
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return
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if viewmodel != null and viewmodel.is_swapping():
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return
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_prev_slot = _slot
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_slot = i
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_queued = false
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_swing_left = -1.0
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_swinging = null
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if viewmodel != null:
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viewmodel.request_swap(_loadout[_slot])
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weapon_changed.emit(_loadout[_slot])
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func cycle(step: int) -> void:
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select(posmod(_slot + step, _loadout.size()))
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func quick_swap() -> void:
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select(_prev_slot)
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# ---------------------------------------------------------------- crosshair
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func _build_crosshair() -> void:
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var layer := CanvasLayer.new()
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layer.name = "CrosshairLayer"
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add_child(layer)
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var dot := ColorRect.new()
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dot.color = Color(1, 1, 1, 0.85)
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dot.anchor_left = 0.5
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dot.anchor_top = 0.5
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dot.anchor_right = 0.5
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dot.anchor_bottom = 0.5
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dot.offset_left = -2
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dot.offset_top = -2
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dot.offset_right = 2
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dot.offset_bottom = 2
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layer.add_child(dot)
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# ---------------------------------------------------------------- input
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func _unhandled_input(event: InputEvent) -> void:
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if event is InputEventMouseMotion and Input.mouse_mode == Input.MOUSE_MODE_CAPTURED:
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var mm := event as InputEventMouseMotion
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_look_delta += mm.relative * 0.01
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# while pulling a disc out, horizontal drag slides the disc (yaw is suspended);
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# vertical still looks up/down so you're never fully locked.
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if grab != null and grab.is_extracting():
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grab.feed_drag(mm.relative.x)
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else:
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rotate_y(-mm.relative.x * mouse_sensitivity) # yaw on the body only
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_pitch = clamp(
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_pitch - mm.relative.y * mouse_sensitivity,
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deg_to_rad(-pitch_limit_deg), deg_to_rad(pitch_limit_deg))
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_head.rotation.x = _pitch # pitch on the head only
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return
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if event is InputEventMouseButton and event.pressed:
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var mb := event as InputEventMouseButton
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if Input.mouse_mode != Input.MOUSE_MODE_CAPTURED:
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Input.mouse_mode = Input.MOUSE_MODE_CAPTURED # click recaptures; not an attack
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return
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match mb.button_index:
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MOUSE_BUTTON_LEFT:
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# holding a record? LMB throws the disc / trashes the sleeve, not a swing.
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if grab != null and grab.is_holding():
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grab.primary()
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else:
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_queued = true
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MOUSE_BUTTON_WHEEL_UP:
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cycle(-1)
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MOUSE_BUTTON_WHEEL_DOWN:
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cycle(1)
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return
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if event is InputEventKey and event.pressed and not event.echo:
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var k := (event as InputEventKey).keycode
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if k == KEY_ESCAPE:
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Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
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elif k == KEY_E and grab != null:
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grab.try_grab() # grab the record under the crosshair
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elif k == KEY_G and grab != null:
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grab.drop() # drop / trash whatever's in hand
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elif k == KEY_Q:
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quick_swap()
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elif k >= KEY_1 and k <= KEY_6:
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select(k - KEY_1)
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# ---------------------------------------------------------------- physics / movement
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func _physics_process(delta: float) -> void:
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_cd_left = max(0.0, _cd_left - delta)
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# --- start a swing when the cooldown allows ---
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if _queued and _cd_left <= 0.0 and (viewmodel == null or not viewmodel.is_swapping()):
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_queued = false
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var w := weapon()
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_cd_left = w.cooldown
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_swinging = w
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_swing_left = w.swing_time * w.contact
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if viewmodel != null:
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viewmodel.start_swing()
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swung.emit(w)
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# --- land the hit at the contact frame, not on the click ---
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if _swing_left >= 0.0:
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_swing_left -= delta
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if _swing_left <= 0.0:
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var w := _swinging
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_swing_left = -1.0
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_swinging = null
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if w != null:
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var hit := _strike(w)
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if hit != null:
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hit_landed.emit(hit, w)
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# gravity (only off the floor, or it accumulates and you rocket downward)
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if not is_on_floor():
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velocity += get_gravity() * delta
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_fall_speed = maxf(_fall_speed, -velocity.y)
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elif not _was_on_floor:
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if viewmodel != null:
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viewmodel.land(_fall_speed)
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_fall_speed = 0.0
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_was_on_floor = is_on_floor()
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if Input.is_key_pressed(KEY_SPACE) and is_on_floor():
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velocity.y = jump_velocity
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var input_dir := Vector2(
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float(Input.is_key_pressed(KEY_D)) - float(Input.is_key_pressed(KEY_A)),
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float(Input.is_key_pressed(KEY_S)) - float(Input.is_key_pressed(KEY_W)))
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var wish := transform.basis * Vector3(input_dir.x, 0.0, input_dir.y)
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wish.y = 0.0
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if wish.length() > 1.0:
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wish = wish.normalized()
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var target := wish * move_speed
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var a := accel if is_on_floor() else air_accel
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velocity.x = move_toward(velocity.x, target.x, a * move_speed * delta)
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velocity.z = move_toward(velocity.z, target.z, a * move_speed * delta)
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move_and_slide()
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func _process(dt: float) -> void:
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if viewmodel != null:
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var planar := Vector2(velocity.x, velocity.z).length()
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viewmodel.drive(_look_delta, planar, is_on_floor(), dt)
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_look_delta = _look_delta.lerp(Vector2.ZERO, clampf(dt * 14.0, 0.0, 1.0))
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# ---------------------------------------------------------------- the hit
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## Forgiving SPHERE query from the camera centre (the crosshair), so melee doesn't need
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## pixel aim. intersect_shape is NOT distance-sorted, so pick the nearest collider.
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## Runs from _physics_process, where direct_space_state is valid.
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func _strike(w: Weapon) -> Node:
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var space := get_world_3d().direct_space_state
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if space == null:
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return null
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var origin := camera.global_position
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var dir := -camera.global_transform.basis.z
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var sphere := SphereShape3D.new()
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sphere.radius = w.radius
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var params := PhysicsShapeQueryParameters3D.new()
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params.shape = sphere
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params.transform = Transform3D(Basis.IDENTITY, origin + dir * w.reach)
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params.collide_with_bodies = true
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params.collide_with_areas = false
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params.exclude = [get_rid()]
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var hits := space.intersect_shape(params, 8)
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if hits.is_empty():
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return null
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var best: Node = null
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var best_d := INF
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for h in hits:
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var c = h.get("collider")
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if c == null or not (c is Node3D):
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continue
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var d: float = (c.global_position - origin).length_squared()
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if d < best_d:
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best_d = d
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best = c
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if best == null:
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return null
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# Smashable extends RigidBody3D, so this branch MUST come first or we'd only shove
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# props around and never break them.
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if best is Smashable:
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var s := best as Smashable
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s.smash(dir * w.impulse, w.damage_against(s.kind))
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elif best is RigidBody3D:
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var hit_pos: Vector3 = origin + dir * w.reach
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(best as RigidBody3D).apply_impulse(dir * w.knockback,
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hit_pos - (best as RigidBody3D).global_position)
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return best
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