feat: updated utils, all references to GameRoot are now GameRoot3D
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@ -32,7 +32,7 @@ void CharacterActor::_enter_tree() { GDGAMEONLY();
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this->health = this->get_node<Health>("Health");
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this->primary_weapon_pool = this->get_node<ProjectilePool>("ProjectilePool");
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this->planner = this->get_node<goap::Planner>("Planner");
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Ref<TunnelsGameMode>(GameRoot::get_singleton()->get_game_mode())->register_player_character(this);
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Ref<TunnelsGameMode>(GameRoot3D::get_singleton()->get_game_mode())->register_player_character(this);
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}
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void CharacterActor::_process(double delta_time) { GDGAMEONLY();
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@ -145,7 +145,7 @@ Vector3 CharacterActor::get_velocity_target() const {
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}
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bool CharacterActor::get_is_near_player() const {
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return Ref<TunnelsGameMode>(GameRoot::get_singleton()->get_game_mode())
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return Ref<TunnelsGameMode>(GameRoot3D::get_singleton()->get_game_mode())
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->get_player_instance()
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->get_character()
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->get_global_position().distance_to(this->get_global_position()) < 5.f;
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@ -38,7 +38,7 @@ Vector3 GlobalWorldState::get_player_position() const {
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}
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CharacterActor *GlobalWorldState::get_player_character() const {
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return Ref<TunnelsGameMode>(GameRoot::get_singleton()->get_game_mode())->get_player_instance()->get_character();
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return Ref<TunnelsGameMode>(GameRoot3D::get_singleton()->get_game_mode())->get_player_instance()->get_character();
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}
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Variant GlobalWorldState::get_world_property(StringName prop_key) {
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@ -33,7 +33,6 @@ void initialize_gdextension_types(ModuleInitializationLevel p_level)
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if (p_level != MODULE_INITIALIZATION_LEVEL_SCENE) {
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return;
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}
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ClassDB::register_abstract_class<GameRoot>();
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ClassDB::register_class<GameMode>();
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ClassDB::register_class<GameRoot3D>();
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ClassDB::register_class<GameState>();
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@ -15,7 +15,7 @@ void TunnelsGameMode::_bind_methods() {
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}
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void TunnelsGameMode::_begin() {
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GameRoot::get_singleton()->connect("player_spawned", Callable(this, "on_player_spawned"));
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GameRoot3D::get_singleton()->connect("player_spawned", Callable(this, "on_player_spawned"));
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}
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void TunnelsGameMode::on_player_spawned(Node *player) {
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@ -38,7 +38,7 @@ void TunnelsPlayer::_ready() {
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}
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void TunnelsPlayer::_exit_tree() { GDGAMEONLY();
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GameRoot::get_singleton()->remove_player(this->get_player_id());
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GameRoot3D::get_singleton()->remove_player(this->get_player_id());
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}
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void TunnelsPlayer::_process(double delta_time) { GDGAMEONLY();
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@ -161,7 +161,7 @@ void TunnelsPlayer::try_select_marker() {
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UtilityFunctions::print("Hit: ", marker->get_path());
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// select a character to send orders to
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CharacterActor *target_character{nullptr};
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for(CharacterActor *loop_character : Ref<TunnelsGameMode>(GameRoot::get_singleton()->get_game_mode())->get_player_characters()) {
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for(CharacterActor *loop_character : Ref<TunnelsGameMode>(GameRoot3D::get_singleton()->get_game_mode())->get_player_characters()) {
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if(loop_character != this->character) {
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target_character = loop_character;
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break;
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@ -200,12 +200,12 @@ void TunnelsPlayer::initialize_character() {
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this->character = Object::cast_to<CharacterActor>(player_scene->instantiate());
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this->get_parent()->add_child(this->character);
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this->character->set_global_transform(this->get_global_transform());
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Ref<TunnelsGameState> game_state = GameRoot::get_singleton()->get_game_state();
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Ref<TunnelsGameState> game_state = GameRoot3D::get_singleton()->get_game_state();
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Ref<CharacterData> character = game_state->get_characters()[0];
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this->character->set_character_data(game_state->get_characters()[0]);
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// disable navmesh navigation and start using player input
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this->character->set_manual_mode(true);
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Ref<TunnelsGameMode>(GameRoot::get_singleton()->get_game_mode())->set_manual_character(this->character);
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Ref<TunnelsGameMode>(GameRoot3D::get_singleton()->get_game_mode())->set_manual_character(this->character);
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}
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Vector3 TunnelsPlayer::get_world_move_input() const {
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@ -1 +1 @@
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Subproject commit d81ad91a885a74338c02edf1d52a2fa5aa8746b6
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Subproject commit 2344f3f2b653dbf6a6c57c2e18c43a1f2c813024
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