261 lines
11 KiB
C++
261 lines
11 KiB
C++
#include "tunnels_player.hpp"
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#include "character_actor.hpp"
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#include "character_data.hpp"
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#include "goal_marker.hpp"
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#include "godot_cpp/variant/callable_method_pointer.hpp"
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#include "godot_cpp/variant/utility_functions.hpp"
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#include "planner.hpp"
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#include "tunnels_game_mode.hpp"
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#include "tunnels_game_state.hpp"
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#include "utils/game_root.hpp"
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#include "utils/godot_macros.h"
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#include "utils/player_input.hpp"
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#include <algorithm>
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#include <godot_cpp/classes/input_event.hpp>
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#include <godot_cpp/classes/physics_direct_space_state3d.hpp>
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#include <godot_cpp/classes/physics_ray_query_parameters3d.hpp>
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#include <godot_cpp/classes/resource_loader.hpp>
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#include <godot_cpp/classes/scene_state.hpp>
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#include <godot_cpp/classes/viewport.hpp>
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#include <godot_cpp/classes/world3d.hpp>
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#include <godot_cpp/variant/plane.hpp>
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#include <godot_cpp/variant/projection.hpp>
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namespace godot {
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void TunnelsPlayer::_bind_methods() {
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#define CLASSNAME TunnelsPlayer
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GDPROPERTY_HINTED(camera_rotation_ramp, Variant::OBJECT, PROPERTY_HINT_RESOURCE_TYPE, "Curve");
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}
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void TunnelsPlayer::_enter_tree() { GDGAMEONLY();
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this->initialize_character();
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this->camera_rotation_ramp->bake();
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this->reticle = this->get_node<Node3D>("Reticle");
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}
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void TunnelsPlayer::_ready() {
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this->camera = this->get_viewport()->get_camera_3d();
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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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}
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void TunnelsPlayer::_process(double delta_time) { GDGAMEONLY();
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this->process_mouse_location(delta_time); // get the current screen location of the cursor
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// convert screen location to world location on the same y plane as the player character
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Vector3 const mouse_world_location = this->get_mouse_world_position(Vector3{0.f, 1.f, 0.f}, this->character->get_global_position().y + 1.f);
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// move the reticle
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this->reticle->set_global_position(mouse_world_location);
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// rotate the camera
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this->process_camera_rotation(delta_time);
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switch(this->state) {
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default:
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case State::ManualControl:
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// send the current wasd input to the character
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this->character->move(this->get_world_move_input().normalized());
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// send the current world cursor position the character
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this->character->aim(mouse_world_location);
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// move the camera along with the character
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this->set_global_position(this->character->get_global_position());
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break;
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case State::Tactics:
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// move camera along with the input
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this->set_global_position(this->get_global_position() + this->get_world_move_input().normalized() *
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delta_time * TunnelsPlayer::TACTICS_MOVEMENT_SPEED);
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break;
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case State::Overview:
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break;
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}
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}
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void TunnelsPlayer::process_mouse_location(double delta_time) {
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Viewport *view = this->get_viewport();
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Vector2 const pixel_location = view->get_mouse_position();
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// convert cursor's global pixel position to normalized screen coordinates
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this->mouse_location = pixel_location / view->get_visible_rect().get_size();
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// get the direction the mouse is pointing in the world
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this->mouse_world_ray_normal = this->camera->project_ray_normal(pixel_location);
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}
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void TunnelsPlayer::process_camera_rotation(double delta_time) {
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Vector3 rotation = this->get_global_rotation();
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// the influence of the mouse's y position on the rotation speed
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float const y_multiplier = std::max(TunnelsPlayer::ROTATION_Y_MIN_INFLUENCE, this->mouse_location.y);
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float const margin = TunnelsPlayer::ROTATION_MARGIN * (this->state == State::Tactics ? TunnelsPlayer::ROTATION_MARGIN_TACTICS_MUL : 1.f);
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// rotate the camera when the mouse is close to the edge of the screen
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if(this->mouse_location.x < margin) {
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// normalized measurement of how far into the rotation margin the mouse is
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float const normalized{1.f - (this->mouse_location.x / margin)};
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// rotate based on delta time and use a curve to make the rotation zone feel more natural
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rotation.y += delta_time * double(TunnelsPlayer::ROTATION_SPEED * camera_rotation_ramp->sample(normalized) * y_multiplier);
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}
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if(this->mouse_location.x > 1.f - margin) {
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float const normalized{((this->mouse_location.x - (1.f - margin)) / margin)};
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rotation.y -= delta_time * double(TunnelsPlayer::ROTATION_SPEED * camera_rotation_ramp->sample(normalized) * y_multiplier);
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}
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// wrap rotation to avoid going into invalid numbers
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while(rotation.y > 6.283185)
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rotation.y -= 6.283185;
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while(rotation.y < 0.f)
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rotation.y += 6.283185;
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// apply new rotation
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this->set_global_rotation(rotation);
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}
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void TunnelsPlayer::setup_player_input(PlayerInput *input) {
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input->listen_to(PlayerInput::Listener("move_left", "move_right", callable_mp(this, &TunnelsPlayer::horizontal_move_input)));
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input->listen_to(PlayerInput::Listener("move_forward", "move_backward", callable_mp(this, &TunnelsPlayer::vertical_move_input)));
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input->listen_to(PlayerInput::Listener("fire", callable_mp(this, &TunnelsPlayer::fire_pressed)));
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input->listen_to(PlayerInput::Listener("tactics_mode", callable_mp(this, &TunnelsPlayer::mode_switch_input)));
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}
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Node *TunnelsPlayer::to_node() {
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return Object::cast_to<Node>(this);
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}
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void TunnelsPlayer::spawn_at_position(Transform3D const &at) {
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this->character->set_global_transform(at);
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this->set_global_basis(at.get_basis());
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}
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void TunnelsPlayer::horizontal_move_input(Ref<InputEvent> event, float value) {
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this->move_input.x = value;
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}
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void TunnelsPlayer::vertical_move_input(Ref<InputEvent> event, float value) {
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this->move_input.y = value;
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}
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void TunnelsPlayer::mode_switch_input(Ref<InputEvent> event, float value) {
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if(value != 0.f)
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this->state = this->state == State::Tactics ? State::ManualControl : State::Tactics;
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}
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void TunnelsPlayer::fire_pressed(Ref<InputEvent> event, float value) {
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switch(this->state) {
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case State::ManualControl:
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this->character->set_firing(value != 0);
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break;
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case State::Tactics:
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if(value == 1.f)
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this->try_select_marker();
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break;
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case State::Overview:
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break;
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}
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}
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void TunnelsPlayer::try_select_marker() {
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UtilityFunctions::print("TunnelsPlayer::try_select_marker()");
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Transform3D const &camera_trans{this->camera->get_global_transform()};
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// prepare raycast query
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Ref<PhysicsRayQueryParameters3D> params{PhysicsRayQueryParameters3D::create(camera_trans.origin, camera_trans.origin + this->mouse_world_ray_normal * 1000.f)};
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params->set_collision_mask(1u << 3u);
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params->set_collide_with_areas(true);
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// fetch current physics state and cast ray
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PhysicsDirectSpaceState3D *state = this->get_world_3d()->get_direct_space_state();
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Dictionary dict{state->intersect_ray(params)};
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// fail if nothing was hit
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if(dict.is_empty())
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return;
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// attempt to cast hit node to a marker
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GoalMarker *marker{Object::cast_to<GoalMarker>(dict["collider"])};
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// fail if hit object is not a marker
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if(marker == nullptr)
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return;
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UtilityFunctions::print("Hit: ", marker->get_path());
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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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if(loop_character != this->character) {
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target_character = loop_character;
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break;
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}
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}
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// no non-player ally was found
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if(target_character == nullptr)
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return;
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// cache planner component
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goap::Planner *planner{target_character->get_planner()};
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// cache previous target in case planning fails
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Node *previous_target{target_character->get_target()};
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// attempt to find a plan to marker's goal
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target_character->set_target(marker);
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if(planner->can_do(marker->get_goal())) {
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planner->add_goal(marker->get_goal());
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planner->make_plan();
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target_character->force_update_action();
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UtilityFunctions::print("Made plan for character ", target_character->get_path());
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} else {
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// reset character to the state it was in before attempts to change goal
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UtilityFunctions::push_warning("Failed to make plan for ", marker->get_goal()->get_path());
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target_character->set_target(previous_target);
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}
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}
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void TunnelsPlayer::initialize_character() {
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Ref<PackedScene> player_scene = ResourceLoader::get_singleton()->load("res://player_character.tscn");
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// check if the player scene is a valid player character
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if(player_scene.is_null() || !player_scene.is_valid())
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return;
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if(player_scene->get_state()->get_node_type(0) != StringName("CharacterActor"))
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return;
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UtilityFunctions::print("initialize_character pos: ", this->get_global_position());
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// instantiate and store the player 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<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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}
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Vector3 TunnelsPlayer::get_world_move_input() const {
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Basis const basis = this->get_global_transform().get_basis();
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// get the forward and left vectors, ensuring that they won't produce {0,0,0} when flattened
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Vector3 x = basis.get_column(0);
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if(x.x == 0.f && x.z == 0.f)
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x = basis.get_column(1);
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Vector3 z = basis.get_column(2);
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if(z.x == 0.f && z.z == 0.f)
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z = basis.get_column(1);
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// convert input vector to world normal by way of flattened forward and left units
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return this->move_input.x * Vector3{x.x, 0.f, x.z}.normalized()
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+ this->move_input.y * Vector3{z.x, 0.f, z.z}.normalized();
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}
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Vector3 TunnelsPlayer::get_mouse_world_position(Vector3 axis, float depth) const {
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// cache camera location
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Vector3 const cam_origin = this->camera->get_global_position();
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// get the ray and origin depths along the axis
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float const cam_depth = axis.dot(cam_origin);
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float const ray_step = axis.dot(this->mouse_world_ray_normal);
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// calculate the number of "steps" the ray needs to take to get the target depth from the origin along the axis
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float const distance = depth - cam_depth;
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float const steps = distance / ray_step;
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return cam_origin + this->mouse_world_ray_normal * steps;
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}
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void TunnelsPlayer::set_camera_rotation_ramp(Ref<Curve> curve) {
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this->camera_rotation_ramp = curve;
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}
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Ref<Curve> TunnelsPlayer::get_camera_rotation_ramp() const {
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return this->camera_rotation_ramp;
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}
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CharacterActor *TunnelsPlayer::get_character() const {
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return this->character;
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}
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float const TunnelsPlayer::ROTATION_SPEED{0.5f};
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float const TunnelsPlayer::ROTATION_Y_MIN_INFLUENCE{7.f};
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float const TunnelsPlayer::ROTATION_MARGIN{0.4f};
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float const TunnelsPlayer::ROTATION_MARGIN_TACTICS_MUL{0.6f};
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float const TunnelsPlayer::TACTICS_MOVEMENT_SPEED{10.f};
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}
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