tunnel-strategy/src/tunnels_player.cpp

261 lines
11 KiB
C++

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