The game stopped being a smash sandbox. You work a shift, the work provokes you, a
meter fills, you snap, and you cannot go back to your desk until you have broken
enough things. Then you sit back down and try to earn the rest of your day.
The score is your payslip: WAGES (tasks completed) - DAMAGES (everything you broke).
The load-bearing detail is that rage drains a FLAT amount per object destroyed while
each object bills at its OWN value — so during a meltdown the play is to wreck a lot
of cheap rubbish fast rather than put the sledgehammer through a filing cabinet. You
don't choose whether you lose your temper, you choose how much it costs. FURY (objects
broken while melting down) is tracked separately and deliberately isn't money, so
"I ended the shift owing them $2,400" stays a brag.
Rage.gd — WORKING -> MELTDOWN -> COOLDOWN. During a meltdown the clock STALLS if you
stop destroying; you must actually be breaking things.
RageOverlay.gd — the blood vessel. A vignette that closes in with rage and jumps
inward on every heartbeat, procedural veins that creep further into frame the angrier
you get, and a synthesized lub-dub going 62 -> 172 BPM. Zero assets: the shader is
built in code, the veins are draw_polyline from a seeded RNG, the heartbeat is a
generated WAV. Tops out as a heavy frame rather than a red screen — you have to be
able to see what you're about to destroy.
Tasks.gd — stations you walk to and are LOCKED IN PLACE at, because you're at your
desk and that's the joke. Two so far:
SPREADSHEET the selected cell silently drifts one cell partway through entry, with
no sound and no animation. Commit without noticing and the figure lands
in the wrong cell and you start again. This is the whole thesis of the
game in about forty lines.
PHOTOCOPIER jams, and wants the right tray out of 1, 2, 2A, 3, 3B.
Snapping ejects you from the station at no penalty — you didn't choose to walk away.
CubicleHell.gd — 5-minute shift, wages vs damages, meltdown count, end-of-shift
payslip with a verdict line.
Also: HUD gets a monospace face (Godot's fallback is proportional, so the spreadsheet
grid and the work-order docket never lined up), and the arcade HUD's headline becomes
net pay, red when negative.
LANES/LANE7-cubicle-hell.md captures the rest of the design: more provocations, the
GAUNTLET mode (find which of many cabinets, pull drawers, destroy files individually,
and work out which tool the level wants without being told), the other three
workplaces, and why doratracyer/floor_plan can't help — it's OpenSCAD SVG->STL for
3D printing, no generation, no room polygons, GPL-3.0. Office.gd is already most of
a parametric floor-plan builder; lifting its numbers into a data spec is the real path.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
330 lines
11 KiB
GDScript
330 lines
11 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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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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# 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_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 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()
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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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