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34 changed files with 6 additions and 1040 deletions

8
.gitignore vendored
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@ -5,16 +5,16 @@
# When configure fails, SCons outputs these # When configure fails, SCons outputs these
config.log config.log
.sconf_temp .sconf_temp
.config
# build artefacts # build artifacts
.cache/
*.o *.o
compile_commands.json compile_commands.json
engine/.github engine/.github
project/.godot project/.godot
build/authority.pck build/authority.pck
build/authority.x86_64 build/authority.x86_64
build/authority.exe build/authority.exe
build.zip build.zip
# general-purpose cache folder (used by e.g clangd)
.cache

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@ -1,183 +0,0 @@
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2
engine

@ -1 +1 @@
Subproject commit e531f3eb7b13a9adaaf5b15ac9b3aebc4c2030cd Subproject commit 3b48b0110e04e84db54788ccda4f8f5f7fa1fcf4

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@ -37,9 +37,8 @@ release-windows: build
initialize-template projectname: initialize-template projectname:
# Initializing Template {{projectname}} # Initializing Template {{projectname}}
sed -i -e "s/PROJECT/{{projectname}}/g" ./modules/PROJECT/register_types.h ./modules/PROJECT/register_types.cpp ./project/project.godot ./project/export_presets.cfg .gitignore sed -i -e "s/PROJECT/{{projectname}}/g" ./modules/PROJECT/register_types.h ./modules/PROJECT/register_types.cpp ./project/project.godot ./project/export_presets.cfg .gitignore
sed "s/change_me/{{projectname}}/" ./justfile sed -i -e "s/authority/{{projectname}}/" ./justfile
mv ./modules/PROJECT ./modules/{{projectname}} mv ./modules/PROJECT ./modules/{{projectname}}
# Done Initializing, you will still have to update BUILD_NAME in your justfile
format: format:
# Formatting Custom Modules # Formatting Custom Modules

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@ -1,81 +0,0 @@
#include "actor_body.h"
#include "core/config/engine.h"
#include "core/object/object.h"
#include "macros.h"
void ActorBody::_bind_methods() {
BIND_HPROPERTY(Variant::FLOAT, movement_speed, PROPERTY_HINT_RANGE, "0.0,20.0");
}
void ActorBody::physics_process(double delta) {
if (this->teleport_on_process) {
set_global_position(this->teleport_target);
this->teleport_on_process = false;
force_update_transform();
}
set_velocity(get_movement_direction() * this->movement_speed);
move_and_slide();
}
void ActorBody::_notification(int what) {
if (Engine::get_singleton()->is_editor_hint()) {
return;
}
switch (what) {
default:
return;
case NOTIFICATION_READY:
set_physics_process(true);
set_as_top_level(true);
case NOTIFICATION_PHYSICS_PROCESS:
physics_process(get_physics_process_delta_time());
return;
}
}
void ActorBody::set_movement_direction(Vector3 direction) {
this->mode = Direction;
this->movement_vector = Vector3(direction.x, 0.f, direction.z).normalized();
}
Vector3 ActorBody::get_movement_direction() const {
switch (this->mode) {
case Position: {
Vector3 const direction_3d{ get_global_position().direction_to(get_movement_target()) };
return Vector3{ direction_3d.x, 0.f, direction_3d.z };
} break;
case Direction:
return this->movement_vector;
}
}
void ActorBody::set_movement_target(Vector3 location) {
this->mode = Position;
this->movement_vector = { location.x, 0.f, location.z };
}
Vector3 ActorBody::get_movement_target() const {
switch (this->mode) {
case Position:
return this->movement_vector;
case Direction:
return get_global_position() + this->movement_vector;
}
}
void ActorBody::teleport(Vector3 target) {
this->teleport_target = target;
this->teleport_on_process = true;
}
void ActorBody::set_movement_speed(float speed) {
this->movement_speed = speed;
}
float ActorBody::get_movement_speed() const {
return this->movement_speed;
}
ActorBody::MovementMode ActorBody::get_movement_mode() const {
return this->mode;
}

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@ -1,37 +0,0 @@
#ifndef ACTOR_BODY_H
#define ACTOR_BODY_H
#include "scene/3d/physics/character_body_3d.h"
class ActorBody : public CharacterBody3D {
GDCLASS(ActorBody, CharacterBody3D);
static void _bind_methods();
void physics_process(double delta);
public:
// support both directional and positional movement modes
enum MovementMode {
Direction,
Position
};
void _notification(int what);
void set_movement_direction(Vector3 direction);
Vector3 get_movement_direction() const;
void set_movement_target(Vector3 location);
Vector3 get_movement_target() const;
void teleport(Vector3 target);
void set_movement_speed(float speed);
float get_movement_speed() const;
MovementMode get_movement_mode() const;
private:
float movement_speed{ 3.f };
Vector3 movement_vector{ 0.f, 0.f, 0.f };
MovementMode mode{ Direction };
bool teleport_on_process{ false };
Vector3 teleport_target{};
};
#endif //! ACTOR_BODY_H

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@ -1,18 +0,0 @@
#include "game_state.h"
#include "macros.h"
GameState *GameState::singleton_instance{ nullptr };
void GameState::_bind_methods() {}
GameState::GameState() {
self_type::singleton_instance = this;
}
GameState::~GameState() {
self_type::singleton_instance = nullptr;
}
GameState *GameState::get_singleton() {
return self_type::singleton_instance;
}

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@ -1,19 +0,0 @@
#ifndef GAME_STATE_H
#define GAME_STATE_H
#include "core/object/class_db.h"
#include "core/object/object.h"
#include "core/templates/vector.h"
class GameState : public Object {
GDCLASS(GameState, Object);
static void _bind_methods();
static GameState *singleton_instance;
public:
GameState();
virtual ~GameState();
static GameState *get_singleton();
};
#endif // !GAME_STATE_H

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@ -1,42 +0,0 @@
#include "player_actor.h"
#include "authority/game_state.h"
#include "authority/player_input.h"
#include "scene/main/viewport.h"
void PlayerActor::_bind_methods() {
}
void PlayerActor::ready() {
PlayerInput *input{ cast_to<PlayerInput>(get_node(NodePath("%PlayerInput"))) };
input->connect(PlayerInput::signal_movement, callable_mp(this, &self_type::input_move));
set_process(true);
}
void PlayerActor::process(double delta) {
Basis const basis{ this->get_viewport()->get_camera_3d()->get_global_basis() };
Vector3 x{ basis.get_column(0) };
x = Vector3{ x.x, 0.f, x.z }.normalized();
Vector3 z{ basis.get_column(2) };
z = Vector3{ z.x, 0.f, z.z }.normalized();
set_movement_direction(x * this->move_input.x + z * this->move_input.y);
}
void PlayerActor::input_move(Vector2 movement) {
this->move_input = movement;
}
void PlayerActor::_notification(int what) {
if (Engine::get_singleton()->is_editor_hint()) {
return;
}
switch (what) {
default:
return;
case NOTIFICATION_READY:
ready();
return;
case NOTIFICATION_PROCESS:
process(get_process_delta_time());
return;
}
}

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@ -1,20 +0,0 @@
#ifndef PLAYER_ACTOR_H
#define PLAYER_ACTOR_H
#include "actor_body.h"
class PlayerActor : public ActorBody {
GDCLASS(PlayerActor, ActorBody);
static void _bind_methods();
void ready();
void process(double delta);
void input_move(Vector2 movement);
public:
void _notification(int what);
private:
Vector2 move_input{ 0.f, 0.f };
};
#endif // !PLAYER_ACTOR_H

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@ -1,146 +0,0 @@
#include "player_input.h"
#include "core/input/input_event.h"
#include "macros.h"
String const PlayerInput::signal_movement{ "movement" };
String const PlayerInput::signal_look{ "look" };
String const PlayerInput::signal_mouselook{ "mouselook" };
void PlayerInput::_bind_methods() {
BIND_PROPERTY(Variant::STRING, action_move_left);
BIND_PROPERTY(Variant::STRING, action_move_right);
BIND_PROPERTY(Variant::STRING, action_move_forward);
BIND_PROPERTY(Variant::STRING, action_move_back);
BIND_PROPERTY(Variant::STRING, action_look_left);
BIND_PROPERTY(Variant::STRING, action_look_right);
BIND_PROPERTY(Variant::STRING, action_look_up);
BIND_PROPERTY(Variant::STRING, action_look_down);
ADD_SIGNAL(MethodInfo(self_type::signal_movement, PropertyInfo(Variant::VECTOR2, "movement_directions")));
ADD_SIGNAL(MethodInfo(self_type::signal_look, PropertyInfo(Variant::VECTOR2, "look_delta")));
ADD_SIGNAL(MethodInfo(self_type::signal_mouselook, PropertyInfo(Variant::VECTOR2, "mouse_delta")));
}
void PlayerInput::_notification(int what) {
if (Engine::get_singleton()->is_editor_hint()) {
return;
}
switch (what) {
default:
return;
case NOTIFICATION_READY:
set_process_unhandled_input(true);
Input::get_singleton()->set_mouse_mode(Input::MOUSE_MODE_CAPTURED);
return;
}
}
void PlayerInput::unhandled_input(Ref<InputEvent> const &event) {
Input *input{ Input::get_singleton() };
bool is_movement_action{ event->is_action(self_type::action_move_left) };
is_movement_action |= event->is_action(self_type::action_move_right);
is_movement_action |= event->is_action(self_type::action_move_forward);
is_movement_action |= event->is_action(self_type::action_move_back);
if (is_movement_action) {
float const h_axis{ input->get_axis(self_type::action_move_left, self_type::action_move_right) };
float const v_axis{ input->get_axis(self_type::action_move_forward, self_type::action_move_back) };
emit_signal(self_type::signal_movement, Vector2{ h_axis, v_axis });
}
bool is_look_action{ event->is_action(self_type::action_look_left) };
is_look_action |= event->is_action(self_type::action_look_right);
is_look_action |= event->is_action(self_type::action_look_up);
is_look_action |= event->is_action(self_type::action_look_down);
if (is_look_action) {
float const h_axis{ input->get_axis(self_type::action_look_right, self_type::action_look_left) };
float const v_axis{ input->get_axis(self_type::action_look_down, self_type::action_look_up) };
emit_signal(self_type::signal_look, Vector2{ h_axis, v_axis } * this->look_speed);
}
Ref<InputEventMouseMotion> mouse_motion_action{ event };
if (mouse_motion_action.is_valid()) {
Vector2 const velocity{ mouse_motion_action->get_relative() };
emit_signal(self_type::signal_mouselook, velocity * this->mouselook_speed);
}
}
void PlayerInput::set_mouselook_speed(Vector2 speed) {
this->mouselook_speed = speed;
}
Vector2 PlayerInput::get_mouselook_speed() const {
return this->mouselook_speed;
}
void PlayerInput::set_look_speed(Vector2 speed) {
this->look_speed = speed;
}
Vector2 PlayerInput::get_look_speed() const {
return this->look_speed;
}
void PlayerInput::set_action_move_left(String action) {
this->action_move_left = action;
}
String PlayerInput::get_action_move_left() const {
return this->action_move_left;
}
void PlayerInput::set_action_move_right(String action) {
this->action_move_right = action;
}
String PlayerInput::get_action_move_right() const {
return this->action_move_right;
}
void PlayerInput::set_action_move_forward(String action) {
this->action_move_forward = action;
}
String PlayerInput::get_action_move_forward() const {
return this->action_move_forward;
}
void PlayerInput::set_action_move_back(String action) {
this->action_move_back = action;
}
String PlayerInput::get_action_move_back() const {
return this->action_move_back;
}
void PlayerInput::set_action_look_left(String action) {
this->action_look_left = action;
}
String PlayerInput::get_action_look_left() const {
return this->action_look_left;
}
void PlayerInput::set_action_look_right(String action) {
this->action_look_right = action;
}
String PlayerInput::get_action_look_right() const {
return this->action_look_right;
}
void PlayerInput::set_action_look_up(String action) {
this->action_look_up = action;
}
String PlayerInput::get_action_look_up() const {
return this->action_look_up;
}
void PlayerInput::set_action_look_down(String action) {
this->action_look_down = action;
}
String PlayerInput::get_action_look_down() const {
return this->action_look_down;
}

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@ -1,58 +0,0 @@
#ifndef PLAYER_INPUT_H
#define PLAYER_INPUT_H
#include "core/input/input_event.h"
#include "scene/main/node.h"
class PlayerInput : public Node {
GDCLASS(PlayerInput, Node);
static void _bind_methods();
public:
void _notification(int what);
virtual void unhandled_input(Ref<InputEvent> const &event) override;
void set_mouselook_speed(Vector2 speed);
Vector2 get_mouselook_speed() const;
void set_look_speed(Vector2 speed);
Vector2 get_look_speed() const;
void set_action_move_left(String action);
String get_action_move_left() const;
void set_action_move_right(String action);
String get_action_move_right() const;
void set_action_move_forward(String action);
String get_action_move_forward() const;
void set_action_move_back(String action);
String get_action_move_back() const;
void set_action_look_left(String action);
String get_action_look_left() const;
void set_action_look_right(String action);
String get_action_look_right() const;
void set_action_look_up(String action);
String get_action_look_up() const;
void set_action_look_down(String action);
String get_action_look_down() const;
public:
static String const signal_movement;
static String const signal_look;
static String const signal_mouselook;
private:
Vector2 mouselook_speed{ 0.001f, 0.001f };
Vector2 look_speed{ 1.75f, 1.75f };
String action_move_left{ "move_left" };
String action_move_right{ "move_right" };
String action_move_forward{ "move_forward" };
String action_move_back{ "move_back" };
String action_look_left{ "look_left" };
String action_look_right{ "look_right" };
String action_look_up{ "look_up" };
String action_look_down{ "look_down" };
};
#endif // !PLAYER_INPUT_H

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@ -1,34 +1,15 @@
#include "register_types.h" #include "register_types.h"
#include "authority/actor_body.h"
#include "authority/game_state.h"
#include "authority/player_actor.h"
#include "authority/player_input.h"
#include "authority/third_person_camera.h"
#include "core/config/engine.h"
#include "core/object/class_db.h" #include "core/object/class_db.h"
GameState *game_state{ nullptr };
void initialize_authority_module(ModuleInitializationLevel p_level) { void initialize_authority_module(ModuleInitializationLevel p_level) {
if (p_level != MODULE_INITIALIZATION_LEVEL_SCENE) { if (p_level != MODULE_INITIALIZATION_LEVEL_SCENE) {
return; return;
} }
GDREGISTER_CLASS(GameState);
GDREGISTER_CLASS(ActorBody);
GDREGISTER_CLASS(PlayerActor);
GDREGISTER_CLASS(PlayerInput);
GDREGISTER_CLASS(ThirdPersonCamera);
game_state = memnew(GameState);
Engine::get_singleton()->add_singleton(Engine::Singleton("GameState", GameState::get_singleton()));
} }
void uninitialize_authority_module(ModuleInitializationLevel p_level) { void uninitialize_authority_module(ModuleInitializationLevel p_level) {
if (p_level != MODULE_INITIALIZATION_LEVEL_SCENE) { if (p_level != MODULE_INITIALIZATION_LEVEL_SCENE) {
return; return;
} }
if (game_state) {
memdelete(game_state);
}
} }

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@ -1,54 +0,0 @@
#include "third_person_camera.h"
#include "player_input.h"
void ThirdPersonCamera::_bind_methods() {
}
void ThirdPersonCamera::ready() {
set_process(true);
if (PlayerInput * player_input{ cast_to<PlayerInput>(get_node(NodePath("%PlayerInput"))) }) {
player_input->connect(PlayerInput::signal_look, callable_mp(this, &self_type::on_look_input));
player_input->connect(PlayerInput::signal_mouselook, callable_mp(this, &self_type::on_mouselook_input));
}
}
void ThirdPersonCamera::process(double delta) {
this->look_rotation += look_rotation_motion * delta;
this->look_rotation.y = CLAMP(this->look_rotation.y, -Math_PI / 2.5, Math_PI / 2.5);
Vector3 pivot{ get_parent_node_3d()->get_global_position() };
pivot.y += this->height;
Vector3 offset{ 0.f, 0.f, this->distance };
offset.rotate({ 1.f, 0.f, 0.f }, this->look_rotation.y);
offset.rotate({ 0.f, 1.f, 0.f }, this->look_rotation.x);
look_at_from_position(pivot + offset, pivot);
}
void ThirdPersonCamera::on_look_input(Vector2 input) {
this->look_rotation_motion = input;
}
void ThirdPersonCamera::on_mouselook_input(Vector2 input) {
this->look_rotation -= input;
}
void ThirdPersonCamera::_notification(int what) {
if (Engine::get_singleton()->is_editor_hint()) {
return;
}
switch (what) {
case NOTIFICATION_READY:
ready();
break;
case NOTIFICATION_PROCESS:
process(get_process_delta_time());
break;
}
}
void ThirdPersonCamera::set_base_rotation_speed(Vector2 value) {
this->base_rotation_speed = value;
}
Vector2 ThirdPersonCamera::get_base_rotation_speed() const {
return this->base_rotation_speed;
}

View file

@ -1,29 +0,0 @@
#ifndef THIRD_PERSON_CAMERA_H
#define THIRD_PERSON_CAMERA_H
#include "scene/3d/camera_3d.h"
class ThirdPersonCamera : public Camera3D {
GDCLASS(ThirdPersonCamera, Camera3D);
static void _bind_methods();
void ready();
void process(double delta);
void on_look_input(Vector2 input);
void on_mouselook_input(Vector2 input);
public:
void _notification(int what);
void set_base_rotation_speed(Vector2 value);
Vector2 get_base_rotation_speed() const;
private:
Vector2 look_rotation_motion{ 0.f, 0.f };
Vector2 look_rotation{ 0.f, 0.f };
Vector2 base_rotation_speed{ 0.1f, 0.1f };
float distance{ 3.f };
float height{ 2.2f };
};
#endif // !THIRD_PERSON_CAMERA_H

View file

@ -1,13 +0,0 @@
[gd_scene load_steps=3 format=3 uid="uid://dkgep77ogr1tv"]
[ext_resource type="Material" uid="uid://cupy5mpdsngcl" path="res://materials/grids/tent.tres" id="1_yfc7x"]
[sub_resource type="BoxMesh" id="BoxMesh_dudpm"]
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[node name="Tent" type="Node3D"]
[node name="MeshInstance3D" type="MeshInstance3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.658981, 0)
material_override = ExtResource("1_yfc7x")
mesh = SubResource("BoxMesh_dudpm")

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[gd_scene load_steps=6 format=3 uid="uid://bqaoxvqgrbi3v"]
[ext_resource type="Material" uid="uid://cbuk8uxxuj7j5" path="res://materials/grids/grass.tres" id="1_etye1"]
[ext_resource type="PackedScene" uid="uid://cykd1a23ria6k" path="res://objects/characters/player_actor.tscn" id="3_vuk2b"]
[sub_resource type="ProceduralSkyMaterial" id="ProceduralSkyMaterial_sb1vi"]
sky_horizon_color = Color(0.662243, 0.671743, 0.686743, 1)
ground_horizon_color = Color(0.662243, 0.671743, 0.686743, 1)
[sub_resource type="Sky" id="Sky_vuk2b"]
sky_material = SubResource("ProceduralSkyMaterial_sb1vi")
[sub_resource type="Environment" id="Environment_wwygw"]
background_mode = 2
sky = SubResource("Sky_vuk2b")
tonemap_mode = 2
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[node name="WorldEnvironment" type="WorldEnvironment" parent="."]
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shadow_enabled = true
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unique_name_in_owner = true
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 16.2797, -0.00393486, -42.0831)
[node name="PlayerActor" parent="." instance=ExtResource("3_vuk2b")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -0.0171704, -0.00572681, 0.28793)
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -0.505729, 0)
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size = Vector3(100, 1, 100)
material = ExtResource("1_etye1")

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[ext_resource type="Texture2D" uid="uid://cd4cchmulwnc5" path="res://textures/grids/bricks.png" id="1_ustix"]
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@ -1,21 +0,0 @@
[gd_scene load_steps=3 format=3 uid="uid://cykd1a23ria6k"]
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_7py3r"]
[sub_resource type="CylinderMesh" id="CylinderMesh_66ixd"]
[node name="PlayerActor" type="PlayerActor"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0)
shape = SubResource("CapsuleShape3D_7py3r")
[node name="MeshInstance3D" type="MeshInstance3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0)
mesh = SubResource("CylinderMesh_66ixd")
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]
}
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}
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