imperfect-space/scripts/Player.cs
2026-02-02 12:17:04 -05:00

242 lines
6.2 KiB
C#

using Godot;
public partial class Player : CharacterBody3D
{
[Export] public double Speed = 5;
[Export] public double SprintMultiplier = 2;
[Export] public double JumpForce = 5;
[Export] public double MouseSensitivity = 0.2;
[Export] public double NetworkSyncInterval = 0.2;
[Export] public double NetworkPhysicsSyncInterval = 0.05;
public Control GameMenu { get; set; }
public Character PlayerData { get; set; }
public Vector3 GravityVelocity { get; set; } = Vector3.Zero;
public Vector3 MovementVelocity { get; set; } = Vector3.Zero;
private GravityReceiver gravityReceiver;
private double cameraPitch = 0;
private Camera3D camera;
private double networkSyncCounter = 0;
private double networkPhysicsSyncCounter = 0;
public override void _Ready()
{
camera = GetNode<Camera3D>("Camera");
camera.Current = IsMultiplayerAuthority();
gravityReceiver = GetNode<GravityReceiver>("GravityReceiver");
PlayerData.UpdateNodePosition();
}
public override void _Process(double delta)
{
if (IsMultiplayerAuthority())
{
RPCNode rpc = RPCNode.Instance;
networkPhysicsSyncCounter += delta;
if (networkPhysicsSyncCounter >= NetworkPhysicsSyncInterval)
{
networkPhysicsSyncCounter = 0;
rpc.Rpc(nameof(rpc.RpcSyncPlayerPhysics), GetMultiplayerAuthority(), MovementVelocity, GravityVelocity, GlobalRotation);
}
networkSyncCounter += delta;
if (networkSyncCounter >= NetworkSyncInterval)
{
networkSyncCounter = 0;
rpc.Rpc(nameof(rpc.RpcSyncPlayer), GetMultiplayerAuthority(), GlobalPosition, PlayerData.CurrentSector.Coordinates);
}
PlayerData.SetCoordinatesFromLocal(GlobalPosition);
}
PlayerData.Simulate(delta);
}
public override void _PhysicsProcess(double delta)
{
Vector3 newGravityVelocity = GravityVelocity;
Vector3 newMovementVelocity = MovementVelocity;
if (!GameMenu.Visible && IsMultiplayerAuthority())
{
if (IsInGravity())
{
ProcessGravity(delta, ref newGravityVelocity);
ProcessControlsGravity(ref newGravityVelocity, ref newMovementVelocity);
}
else
{
newGravityVelocity = Vector3.Zero;
ProcessCamera(delta);
ProcessControls(ref newMovementVelocity);
}
}
GravityVelocity = newGravityVelocity;
MovementVelocity = newMovementVelocity;
Velocity = newGravityVelocity + newMovementVelocity;
MoveAndSlide();
}
public override void _Input(InputEvent @event)
{
if (GameMenu.Visible)
{
return;
}
if (!IsMultiplayerAuthority())
{
return;
}
if (@event is InputEventMouseMotion motion)
{
double yawDelta = -motion.Relative.X * MouseSensitivity;
double yawDeltaRad = Mathf.DegToRad(yawDelta);
double pitchDelta = -motion.Relative.Y * MouseSensitivity;
double pitchDeltaRad = Mathf.DegToRad(pitchDelta);
RotateObjectLocal(Vector3.Up, yawDeltaRad);
if (IsInGravity())
{
cameraPitch = Mathf.Clamp(cameraPitch + pitchDelta, -90, 90);
}
else
{
RotateObjectLocal(Vector3.Right, pitchDeltaRad);
}
camera.RotationDegrees = new Vector3(cameraPitch, 0, 0);
}
}
public bool IsInGravity()
{
return gravityReceiver.InGravityZone && gravityReceiver.GetGravityStrength() > 0;
}
public bool IsOnGravityFloor()
{
for (int i = 0; i < GetSlideCollisionCount(); i++)
{
KinematicCollision3D collision = GetSlideCollision(i);
Vector3 collisionNormal = collision.GetNormal();
double alignment = collisionNormal.Dot(gravityReceiver.GetGravityDirection());
if (alignment > 0.7)
{
return true;
}
}
return false;
}
private void ProcessGravity(double delta, ref Vector3 newGravityVelocity)
{
if (!IsOnGravityFloor())
{
newGravityVelocity -= gravityReceiver.GetGravityDirection() * gravityReceiver.GetGravityStrength() * (float)delta;
}
else
{
newGravityVelocity = -gravityReceiver.GetGravityDirection();
}
Vector3 currentUp = GlobalTransform.Basis.Y;
Vector3 targetUp = gravityReceiver.GetGravityDirection();
Vector3 axis = currentUp.Cross(targetUp);
if (axis.Length() < 0.00001)
{
return;
}
double angle = currentUp.AngleTo(targetUp);
GlobalRotate(axis.Normalized(), angle * delta * 10);
}
private void ProcessCamera(double delta)
{
if (cameraPitch > 0.01)
{
cameraPitch -= 90 * delta;
}
else if (cameraPitch < -0.001)
{
cameraPitch += 90 * delta;
}
if (Mathf.Abs(cameraPitch) < 1)
{
cameraPitch = 0;
}
camera.RotationDegrees = new Vector3(cameraPitch, 0, 0);
}
private void ProcessControlsGravity(ref Vector3 newGravityVelocity, ref Vector3 newMovementVelocity)
{
float inputX = Input.GetAxis("move_left", "move_right");
float inputZ = Input.GetAxis("move_forward", "move_back");
bool sprint = Input.IsActionPressed("sprint");
Vector3 direction = GlobalTransform.Basis.X * inputX + GlobalTransform.Basis.Z * inputZ;
if (direction != Vector3.Zero)
{
newMovementVelocity.X = direction.X * Speed * (sprint ? SprintMultiplier : 1);
newMovementVelocity.Y = direction.Y * Speed * (sprint ? SprintMultiplier : 1);
newMovementVelocity.Z = direction.Z * Speed * (sprint ? SprintMultiplier : 1);
}
else
{
newMovementVelocity.X = 0;
newMovementVelocity.Y = 0;
newMovementVelocity.Z = 0;
}
if (Input.IsActionJustPressed("jump") && IsOnGravityFloor())
{
newGravityVelocity = gravityReceiver.GetGravityDirection() * JumpForce;
}
}
private void ProcessControls(ref Vector3 newMovementVelocity)
{
float inputX = Input.GetAxis("move_left", "move_right");
float inputY = -Input.GetAxis("move_up", "move_down");
float inputZ = Input.GetAxis("move_forward", "move_back");
bool sprint = Input.IsActionPressed("sprint");
Vector3 direction = Transform.Basis.X * inputX + Transform.Basis.Y * inputY + Transform.Basis.Z * inputZ;
if (direction != Vector3.Zero)
{
newMovementVelocity.X = direction.X * Speed * (sprint ? SprintMultiplier : 1);
newMovementVelocity.Y = direction.Y * Speed * (sprint ? SprintMultiplier : 1);
newMovementVelocity.Z = direction.Z * Speed * (sprint ? SprintMultiplier : 1);
}
else
{
newMovementVelocity.X = 0;
newMovementVelocity.Y = 0;
newMovementVelocity.Z = 0;
}
double inputRotateZ = Input.GetAxis("rotate_left", "rotate_right");
double rotateAmountZ = Mathf.DegToRad(inputRotateZ);
RotateObjectLocal(Vector3.Forward, rotateAmountZ);
}
}