NO HEALTH BAR. Nothing else in this game does damage, so hit points would be a
survival-horror UI bolted onto a demolition game. Instead: one meter, DREAD, fed by
every way this place gets at you — being stared at, something close behind you, each
loop, and your own coughing. It decays when nothing is happening to you, and every loop
makes it grip harder (DREAD_LOOP_GRIP), so the place gets better at this the longer you
stay.
At 100% you die, and WHICH source pushed it over decides the death, which is what keeps
the three memes legible at the one moment it matters:
STARE "YOU LOOKED TOO LONG / it was still. it was always still. that was never the
safe part." (Slenderman)
REACH "IT WAS ALREADY IN THE ROOM / you were making so much noise."
Sprays. This is the gory one. (the xenomorph)
LOOP "YOU ARE STILL IN THE ROOM / you walked it eleven times. you will walk it
again." Eleven loops and the room simply keeps you. (Blair Witch)
Gore.gd is procedural — seeded blobs that swell on the lens and then bleed downward in
streaks, a wet burst at the camera (physical deaths only; being taken by the static
shouldn't spray), the camera going down to land on its side on the carpet, then the
card. The sequence is deliberately SLOW: a jumpscare is a spike, but a death should take
its time, because the seconds spent watching the lens settle are where it lands. R wakes
you up.
Player.set_frozen() so you can't stroll around during your own death.
Renamed Backrooms' VHS layer to `tape` — `dread` is the meter now, and it was clearer
anyway.
dev/probe_death.gd drives all three deaths and the revive.
Note: the "Parameter material is null" warning only appears under the headless dummy
renderer; windowed runs are clean.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
350 lines
12 KiB
GDScript
350 lines
12 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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## How far below the eye a swing actually starts (see _strike).
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const SWING_DROP := 0.32
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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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## Set by Main. While a task is open the player is LOCKED at the station: no walking, no
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## looking, and keys go to the task instead. You're at your desk — that's the joke.
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var tasks: Tasks = null
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## Set by Main. E opens cabinet drawers / feeds the shredder when a run is live.
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var gauntlet: Gauntlet = null
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## Set by Main. RMB discharges powder on sites where the smashables are invisible.
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var dust: Dust = null
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## Set while you're dying, so you can't stroll around during it.
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var _frozen := false
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func set_frozen(v: bool) -> void:
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_frozen = v
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if v:
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velocity = Vector3.ZERO
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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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# dead men don't switch weapons. R is handled by Main and reaches it regardless.
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if _frozen:
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return
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# a task swallows the keyboard first, so digits and arrows edit the spreadsheet
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# instead of switching weapons and walking away from the desk
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if tasks != null and tasks.is_working():
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if event is InputEventKey and event.pressed and not event.echo:
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tasks.handle_key((event as InputEventKey).keycode)
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return
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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_RIGHT:
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# the extinguisher is the only thing you can shake powder out of
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if dust != null and dust.active and weapon().id == "extinguisher":
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dust.discharge()
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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:
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# a station in reach wins over the record ritual
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if tasks != null and tasks.try_start():
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pass
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elif gauntlet != null and gauntlet.interact():
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pass
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elif 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 seated := (tasks != null and tasks.is_working()) or _frozen
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var input_dir := Vector2.ZERO
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if not seated:
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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 CAPSULE sweep from the camera along 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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##
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## This used to be a sphere parked AT `reach`, which meant anything CLOSER than the
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## weapon's reach fell in front of the test and was missed completely — you could stand
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## against the printer with a sledgehammer and swing through it. A capsule spanning
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## camera -> camera + dir*reach covers the whole swing instead of just its far end.
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##
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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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# Swing from roughly where the hands are, not from the eyeballs. With eyes at 1.6 m,
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# a carton sitting on the floor is ~1.5 m away even when you're standing right over
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# it, so a short-reach weapon could never touch anything on the ground. Dropping the
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# origin to hand height fixes that without inflating every weapon's reach.
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var origin := camera.global_position - Vector3(0.0, SWING_DROP, 0.0)
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var dir := -camera.global_transform.basis.z
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var cap := CapsuleShape3D.new()
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cap.radius = w.radius
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cap.height = maxf(w.reach, w.radius * 2.0 + 0.01) # total height, caps included
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# CapsuleShape3D runs along its local Y, so build a basis whose Y is the view dir
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var ref := Vector3.UP if absf(dir.dot(Vector3.UP)) < 0.95 else Vector3.RIGHT
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var bx := ref.cross(dir).normalized()
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var bz := bx.cross(dir).normalized()
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var params := PhysicsShapeQueryParameters3D.new()
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params.shape = cap
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params.transform = Transform3D(Basis(bx, dir, bz), origin + dir * (w.reach * 0.5))
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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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