Files
DungeonsOfKharadum/src/scripts/entities/world/pot.gd

933 lines
34 KiB
GDScript

extends CharacterBody2D
var tileParticleScene = preload("res://scripts/components/TileParticle.tscn")
var liftable = true
var thrown_by = null
var entity_id = ""
var object_name = "bomb"
@export var is_being_thrown = false
@export var is_being_lifted = false:
set(value):
is_being_lifted = value
@export var is_being_put_down = false:
set(value):
is_being_put_down = value
@export var is_being_grabbed = false
@export var is_moving = false
@export var is_spawning = false
@export var is_fused = false
var throw_speed = 200
var throw_height = 30
var current_height = 0
var gravity = 800
var holder = null
var flipFromWall = false
# Add Z-axis variables similar to loot.gd
@export var positionZ = 0.0
var velocityZ = 0.0
var accelerationZ = -330.0 # Gravity
var bounceRestitution = 0.3
var minBounceVelocity = 60.0
var destroy_initiated = false
@export var is_destroyed = false
# Smooth lifting variables
var target_position = Vector2.ZERO
var lift_height = 12.0 # Height above player's head
var lift_speed = 10.0 # Speed of smooth movement
var put_down_start_pos = Vector2.ZERO
var put_down_target_pos = Vector2.ZERO
@export var lift_progress = 0.0
@export var re_enable_collision_after_time = 0.0
var re_enable_time = 0.08
var previousFrameVel = Vector2.ZERO
var hasShownSmokePuffs = false
var grab_follow_speed = 15.0 # Speed at which pot follows holder when grabbed
var previous_holder_position = Vector2.ZERO # Track previous holder position to calculate movement delta
var previous_client_position = Vector2.ZERO # Track previous position on client for movement detection
var push_lead_factor = 1.1 # When pushing, pot moves slightly ahead (110% of player movement)
var min_push_distance = 12.0 # Minimum distance pot should maintain from player when pushing to avoid blocking
var _throw_collision_initialized = false # Track if collision state has been initialized for throw on client
@export var holder_peer_id: int = 0:
set(value):
holder_peer_id = value
# Clear state when holder is cleared
if value == 0:
holder = null
# Always clear grabbed and lifted states when holder is cleared
is_being_grabbed = false
is_being_lifted = false
elif value != 0:
# Find the holder by peer ID
var spawn_root = get_tree().get_current_scene().get_node("SpawnRoot")
if spawn_root:
holder = spawn_root.get_node_or_null(str(value))
func _ready() -> void:
if is_spawning:
liftable = false
$Area2DCollision.set_deferred("monitoring", false)
self.set_collision_layer_value(8, false)
self.set_collision_mask_value(9, false)
self.set_collision_mask_value(10, false)
self.set_collision_mask_value(8, false)
update_sprite_scale()
pass
indicate(false)
pass
func _physics_process(delta: float) -> void:
# Update holder based on holder_peer_id for network sync
# CRITICAL: holder_peer_id is the source of truth - if it's 0, there's no holder
if holder_peer_id != 0:
var player = get_tree().get_current_scene().get_node("SpawnRoot").get_node_or_null(str(holder_peer_id))
if player and holder != player:
holder = player
elif holder_peer_id == 0:
# No holder - clear everything
# BUT: Don't clear velocity if pot is being thrown (it needs velocity to fly)
if holder != null:
holder = null
if is_being_grabbed and not is_being_thrown:
is_being_grabbed = false
if is_being_lifted and not is_being_thrown:
is_being_lifted = false
if velocity != Vector2.ZERO and not is_being_thrown:
velocity = Vector2.ZERO
# Handle lifted pot position on ALL clients for smooth following
if is_being_lifted and holder:
$GPUParticles2D.emitting = false
if lift_progress < 1.0:
lift_progress += delta * lift_speed
lift_progress = min(lift_progress, 1.0)
# Smoothly interpolate from current position to above holder during lifting
# Use the same calculation on both server and client to ensure consistent Y position
var target_pos = holder.global_position + Vector2(0, 0)
if lift_progress < 1.0:
global_position = global_position.lerp(target_pos, lift_progress)
positionZ = lift_height * lift_progress
else:
# When fully lifted, maintain exact position above holder
global_position = target_pos
positionZ = lift_height
update_sprite_scale() # Ensure sprite scale/offset is updated consistently
else:
# Debug: Check why pot is not following
if is_being_lifted and !holder:
# Fix inconsistent state
if holder_peer_id == 0:
is_being_lifted = false
elif !is_being_lifted and holder:
# Pot has holder but is_being_lifted is false - this is normal during transitions
pass
update_sprite_scale()
if multiplayer.is_server():
# CRITICAL: If holder_peer_id is 0, ALWAYS clear grab state immediately
# This must happen before ANY logic runs to prevent movement after release
# BUT: Don't clear velocity if pot is being thrown (it needs velocity to fly)
if holder_peer_id == 0 and not is_being_thrown:
is_being_grabbed = false
if holder != null:
holder = null
if velocity != Vector2.ZERO:
velocity = Vector2.ZERO
if is_moving:
is_moving = false
if $SfxDrag2.playing:
$SfxDrag2.stop()
# Skip all grab logic if holder_peer_id is 0
pass
if is_being_thrown:
re_enable_collision_after_time -= delta
if re_enable_collision_after_time <= 0.0:
# enable collisions with players again after the delay
self.set_collision_layer_value(8, true)
# Collision layer is already enabled, just re-enable collision mask with players
self.set_collision_mask_value(9, true) # Re-enable collision with players
self.set_collision_mask_value(10, true) # Re-enable collision with players (if using both)
re_enable_collision_after_time = 0
# Apply gravity to vertical movement
velocityZ += accelerationZ * delta
positionZ += velocityZ * delta
if positionZ <= 0:
# Pot has hit the ground
positionZ = 0
$SfxLand.play()
$GPUParticles2D.emitting = true
$GPUParticles2D/TimerSmokeParticles.start()
if abs(velocityZ) > minBounceVelocity:
velocityZ = - velocityZ * bounceRestitution
else:
velocityZ = 0
is_being_thrown = false
velocity = velocity.lerp(Vector2.ZERO, 0.5)
if velocity.x == 0 and velocity.y == 0:
thrown_by = null
# Move horizontally
if self.get_collision_layer_value(8) == false:
move_and_slide()
else:
var collision = move_and_collide(velocity * delta)
if collision:
if positionZ == 0:
is_being_thrown = false
update_sprite_scale()
elif is_being_put_down:
lift_progress -= delta * lift_speed
if lift_progress <= 0.0:
$SfxLand.play()
$GPUParticles2D.emitting = true
$GPUParticles2D/TimerSmokeParticles.start()
lift_progress = 0
is_being_put_down = false
is_being_lifted = false
holder = null
positionZ = 0
# enable collisions again
self.set_collision_layer_value(8, true)
self.set_collision_mask_value(9, true)
self.set_collision_mask_value(10, true)
self.set_collision_mask_value(7, true)
self.set_collision_mask_value(8, true)
$Area2DCollision.set_deferred("monitoring", true)
else:
global_position = put_down_start_pos.lerp(put_down_target_pos, 1.0 - lift_progress)
positionZ = lift_height * lift_progress
update_sprite_scale()
# CRITICAL: Only follow if holder_peer_id is NOT 0 (this is the source of truth)
# Check holder_peer_id FIRST before is_being_grabbed to ensure we never follow when released
# ONLY run this on server (pot has authority 1 = server)
# DOUBLE CHECK: holder_peer_id must be non-zero AND holder must exist AND match
# BUT: Don't run grab logic if pot is being thrown (throw logic handles movement)
if holder_peer_id != 0 and is_being_grabbed and holder != null and not is_being_thrown:
# Only follow if holder's authority matches holder_peer_id
if holder.get_multiplayer_authority() == holder_peer_id:
# Calculate how much the player has moved since last frame
var player_movement = holder.global_position - previous_holder_position
# Only move pot if player has moved
if player_movement.length() > 0.01:
# Get the locked grab direction to determine push/pull axis
var locked_dir = Vector2.ZERO
if "locked_grab_direction" in holder and holder.locked_grab_direction != Vector2.ZERO:
locked_dir = holder.locked_grab_direction.normalized()
if locked_dir != Vector2.ZERO:
# Project player's movement onto the push/pull direction
var movement_along_axis = player_movement.project(locked_dir)
# Determine if pushing (moving in locked_dir direction) or pulling (moving opposite)
var is_pushing = movement_along_axis.dot(locked_dir) > 0
if is_pushing:
# PUSHING: Pot moves first, ahead of player
# Move pot by slightly more than player movement so it leads (moves first)
var push_movement = movement_along_axis * push_lead_factor
global_position += push_movement
velocity = push_movement / delta if delta > 0 else Vector2.ZERO
else:
# PULLING: Player moves first, pot follows behind
# Move pot by the exact same amount as player (pot follows immediately)
global_position += movement_along_axis
velocity = movement_along_axis / delta if delta > 0 else Vector2.ZERO
else:
# No locked direction, just move pot by player's movement
global_position += player_movement
velocity = player_movement / delta if delta > 0 else Vector2.ZERO
# Update previous position for next frame
previous_holder_position = holder.global_position
if velocity.length() > 1.0:
is_moving = true
$GPUParticles2D.emitting = true
$GPUParticles2D/TimerSmokeParticles.start()
if !$SfxDrag2.playing:
$SfxDrag2.play()
else:
is_moving = false
if $SfxDrag2.playing:
$SfxDrag2.stop()
previousFrameVel = velocity
else:
# Player hasn't moved - keep pot at current position
velocity = Vector2.ZERO
is_moving = false
if $SfxDrag2.playing:
$SfxDrag2.stop()
# Still update previous position even if not moving
previous_holder_position = holder.global_position
else:
# No valid holder, clear grab state and stop movement immediately
is_being_grabbed = false
is_moving = false
if $SfxDrag2.playing:
$SfxDrag2.stop()
velocity = Vector2.ZERO
holder = null
holder_peer_id = 0 # Force clear to ensure no following
pass
# CRITICAL FINAL CHECK: If holder_peer_id is 0, STOP ALL MOVEMENT immediately
# This must run AFTER all grab logic to catch any cases where holder_peer_id was set to 0
# but the pot is still trying to move
# BUT: Don't clear velocity if pot is being thrown (it needs velocity to fly)
if holder_peer_id == 0 and not is_being_thrown:
if is_being_grabbed:
is_being_grabbed = false
if holder != null:
holder = null
if velocity != Vector2.ZERO:
velocity = Vector2.ZERO
if is_moving:
is_moving = false
if $SfxDrag2.playing:
$SfxDrag2.stop()
# Only handle free-falling if we're not being held (holder_peer_id == 0 is the source of truth)
# BUT: Don't run free-falling logic if pot is being thrown (throw logic handles movement)
if holder_peer_id == 0 and !is_being_lifted and !is_being_thrown: # it just spawned or is free-falling:
# Apply gravity to vertical movement
velocityZ += accelerationZ * delta
positionZ += velocityZ * delta
if positionZ <= 0:
if is_spawning:
is_spawning = false
liftable = true
$Area2DCollision.set_deferred("monitoring", true)
self.set_collision_layer_value(8, true)
self.set_collision_mask_value(9, true)
self.set_collision_mask_value(10, true)
self.set_collision_mask_value(8, true)
# Pot has hit the ground
positionZ = 0
if abs(velocityZ) > 30:
$SfxLand.play()
$GPUParticles2D.emitting = true
$GPUParticles2D/TimerSmokeParticles.start()
if abs(velocityZ) > minBounceVelocity:
velocityZ = - velocityZ * bounceRestitution
else:
velocityZ = 0
velocity = velocity.lerp(Vector2.ZERO, 0.5)
move_and_collide(velocity * delta)
update_sprite_scale()
pass
else:
# CRITICAL: If holder_peer_id is 0, ALWAYS clear grab state immediately (client side)
# This must happen before any grab logic runs
if holder_peer_id == 0:
is_being_grabbed = false
if holder != null:
holder = null
if is_fused and $AnimationPlayer.current_animation == "idle":
if $SfxBombFuse.playing:
$SfxBombFuse.play()
$AnimationPlayer.play("fused")
# for client:'
if is_being_thrown:
if $SfxDrag2.playing:
$SfxDrag2.stop()
# Timer is synced from server via sync_throw_timer RPC
# If not initialized yet, wait for RPC (fallback initialization)
if not _throw_collision_initialized:
# Fallback: initialize if RPC hasn't arrived yet
self.set_collision_layer_value(8, false)
self.set_collision_mask_value(7, true)
self.set_collision_mask_value(9, false)
self.set_collision_mask_value(10, false)
# CRITICAL: Set timer to a positive value to prevent immediate expiration
re_enable_collision_after_time = re_enable_time
_throw_collision_initialized = true
# Apply the same throw movement logic on client for smooth movement
# Handle collision re-enable timer (same as server)
# CRITICAL: Only decrement and check timer if it's been initialized AND is positive
if _throw_collision_initialized and re_enable_collision_after_time > 0.0:
re_enable_collision_after_time -= delta
if re_enable_collision_after_time <= 0.0:
# enable collisions with players again after the delay
self.set_collision_layer_value(8, true)
# Collision layer is already enabled, just re-enable collision mask with players
self.set_collision_mask_value(9, true) # Re-enable collision with players
self.set_collision_mask_value(10, true) # Re-enable collision with players (if using both)
re_enable_collision_after_time = 0
# Apply gravity to vertical movement
velocityZ += accelerationZ * delta
positionZ += velocityZ * delta
if positionZ <= 0:
# Pot has hit the ground
positionZ = 0
if !$SfxLand.playing:
$SfxLand.play()
$GPUParticles2D.emitting = true
$GPUParticles2D/TimerSmokeParticles.start()
if abs(velocityZ) > minBounceVelocity:
velocityZ = - velocityZ * bounceRestitution
else:
velocityZ = 0
is_being_thrown = false
velocity = velocity.lerp(Vector2.ZERO, 0.5)
if velocity.x == 0 and velocity.y == 0:
thrown_by = null
# Move horizontally using the same logic as server
if self.get_collision_layer_value(8) == false:
move_and_slide()
else:
var collision = move_and_collide(velocity * delta)
if collision:
if positionZ == 0:
is_being_thrown = false
update_sprite_scale()
else:
# Pot is no longer being thrown - reset initialization flag
if _throw_collision_initialized:
_throw_collision_initialized = false
if is_being_put_down:
if $SfxDrag2.playing:
$SfxDrag2.stop()
if !$SfxLand.playing:
$SfxLand.play()
$GPUParticles2D.emitting = true
$GPUParticles2D/TimerSmokeParticles.start()
elif is_being_lifted:
if $SfxDrag2.playing:
$SfxDrag2.stop()
$GPUParticles2D.emitting = false
# Update position on client to follow holder
if holder:
target_position = holder.global_position + Vector2(0, 0)
if lift_progress < 1.0:
lift_progress += delta * lift_speed
lift_progress = min(lift_progress, 1.0)
global_position = global_position.lerp(target_position, lift_progress)
positionZ = lift_height * lift_progress
else:
# When fully lifted, maintain exact position above holder
global_position = target_position
positionZ = lift_height
update_sprite_scale()
# CRITICAL: On client, do NOT move the pot - only the server should move it
# The pot's position is synced via replication from the server
# We only handle visual/audio effects here
elif holder_peer_id == 0:
# No holder - ensure we're not in grabbed state
if is_being_grabbed:
is_being_grabbed = false
is_moving = false
if $SfxDrag2.playing:
$SfxDrag2.stop()
elif is_being_grabbed and holder_peer_id != 0:
# Only handle visual/audio effects on client, don't move the pot
# The server handles the actual movement and syncs position via replication
if holder != null and holder.get_multiplayer_authority() == holder_peer_id:
# Check if pot appears to be moving (based on position changes from server)
var pot_movement = global_position - previous_client_position
# If pot has moved, it's being pushed/pulled
if pot_movement.length() > 0.5:
is_moving = true
$GPUParticles2D.emitting = true
$GPUParticles2D/TimerSmokeParticles.start()
if !$SfxDrag2.playing:
$SfxDrag2.play()
else:
is_moving = false
if $SfxDrag2.playing:
$SfxDrag2.stop()
# Update previous position for next frame
previous_client_position = global_position
else:
# No valid holder, clear state
is_being_grabbed = false
is_moving = false
if $SfxDrag2.playing:
$SfxDrag2.stop()
elif !is_being_grabbed:
if is_spawning:
if positionZ <= 0:
$SfxLand.play()
$GPUParticles2D.emitting = true
$GPUParticles2D/TimerSmokeParticles.start()
else:
if $SfxLand.playing:
$SfxLand.stop()
if $SfxDrag2.playing:
$SfxDrag2.stop()
pass
# Fix stuck put_down state
if is_being_put_down and lift_progress <= 0:
is_being_put_down = false
update_sprite_scale()
if is_destroyed and !destroy_initiated:
destroy_initiated = true
show_destroy_effect()
# Update debug label
if has_node("LabelPotStateNDirectionNSpeed"):
var collision_layer_8 = self.get_collision_layer_value(8)
var collision_str = "Col 8: %s" % ("TRUE" if collision_layer_8 else "FALSE")
collision_str += "\nthrown? %s" % ("TRUE" if is_being_thrown else "FALSE")
$LabelPotStateNDirectionNSpeed.text = collision_str
pass
pass
func update_sprite_scale() -> void:
# Calculate scale based on height
# Maximum height will have scale 1.3, ground will have scale 1.0
var height_factor = positionZ / 50.0 # Assuming 50 is max height
var posY = positionZ # Direct mapping of Z to Y offset
var sc = 1.0 + (0.1 * height_factor) # Slightly less scale change than loot (0.3 instead of 0.8)
$Sprite2D.scale = Vector2(sc, sc)
$Sprite2D.offset.y = - posY
# Also update shadow position and scale
if is_being_lifted:
$Sprite2D.z_as_relative = false
$Sprite2D.z_index = 12
$Sprite2DShadow.offset.y = 0 # Base shadow position
else:
$Sprite2D.z_as_relative = true
$Sprite2D.z_index = 0
$Sprite2DShadow.offset.y = 0
#$Sprite2DShadow.scale = Vector2(1.125 * sc, 0.5 * sc) # Scale shadow with height
$Sprite2DShadow.scale = Vector2(1, 1)
#$Sprite2DShadow.modulate.
func throw(direction: Vector2, initial_velocity: float = 200):
# When thrown, enable collision layer so pot can use move_and_collide
# But disable collision mask with players temporarily (re-enabled after re_enable_collision_after_time)
# Enable collision with walls so pot can bounce off walls
self.set_collision_layer_value(8, false) # Enable pot's collision layer (needed for move_and_collide to work)
self.set_collision_mask_value(7, true) # Enable collision with walls
self.set_collision_mask_value(9, false) # Disable collision with players initially
self.set_collision_mask_value(10, false) # Disable collision with players initially (if using both)
$Area2DCollision.set_deferred("monitoring", true)
$SfxThrow.play()
is_being_lifted = false
is_being_thrown = true
is_being_put_down = false
is_being_grabbed = false # Clear grab state
thrown_by = holder
holder = null
holder_peer_id = 0 # Clear the network holder reference
velocity = direction * initial_velocity
velocityZ = throw_height
positionZ = lift_height
current_height = 0
re_enable_collision_after_time = re_enable_time
# Sync timer to clients so they know when to re-enable collisions
sync_throw_timer.rpc(re_enable_time)
@rpc("any_peer", "reliable")
func sync_throw_timer(timer_value: float):
# Client receives timer value from server
if not multiplayer.is_server():
# CRITICAL: Always set collision layer to false FIRST when receiving timer sync
# This ensures it's false even if something else tried to set it to true
self.set_collision_layer_value(8, false)
self.set_collision_mask_value(7, true) # Enable collision with walls
self.set_collision_mask_value(9, false) # Disable collision with players initially
self.set_collision_mask_value(10, false) # Disable collision with players initially
# Set timer value from server (ensures it's positive)
re_enable_collision_after_time = timer_value
_throw_collision_initialized = true
@rpc("any_peer", "reliable")
func throw_rpc(direction: Vector2, initial_velocity: float = 200):
# Only execute on server to avoid conflicts
if multiplayer.is_server():
throw(direction, initial_velocity)
func grab(new_holder: CharacterBody2D) -> bool:
if positionZ <= 0 and holder == null: # only allow grab if no previous owner and position is 0
$GPUParticles2D/TimerSmokeParticles.stop() # reset...
holder = new_holder
holder_peer_id = new_holder.get_multiplayer_authority()
is_being_grabbed = true
indicate(false)
# Initialize previous position to current position so we can track movement
previous_holder_position = new_holder.global_position
previous_client_position = global_position # Initialize client position tracking
# Disable pot's collision layer so grabber can't collide with it (prevents blocking when pushing)
# Note: This also means other players can't collide with pot while it's grabbed
# The pot uses direct position updates (not move_and_collide) so collisions aren't needed for movement
self.set_collision_layer_value(8, false) # Disable pot's collision layer
# Don't change pot's position - it should stay where it is and only move when player pushes/pulls
return true
return false
func release():
# Clear all grab-related state
# CRITICAL: Don't re-enable collision layer if pot is being thrown (throw logic handles it)
if is_being_thrown:
# Pot is being thrown - don't change collision layer, throw logic will handle it
holder = null
holder_peer_id = 0
is_being_grabbed = false
hasShownSmokePuffs = false
#velocity = Vector2.ZERO
indicate(true)
if $SfxDrag2.playing:
$SfxDrag2.stop()
return
# CRITICAL: If we're not the server, we need to notify the server to release
# The pot has authority 1 (server), so the server must be the one to clear holder_peer_id
if not multiplayer.is_server():
# Client requests server to release - use holder_peer_id directly
if holder_peer_id != 0:
request_release_pot.rpc_id(1, get_path(), holder_peer_id)
# Also clear locally for immediate visual feedback
holder = null
holder_peer_id = 0
is_being_grabbed = false
hasShownSmokePuffs = false
#velocity = Vector2.ZERO
# Re-enable pot's collision layer when released
#self.set_collision_layer_value(8, true) # Re-enable pot's collision layer
indicate(true)
if $SfxDrag2.playing:
$SfxDrag2.stop()
else:
# Server can release directly
holder = null
holder_peer_id = 0
is_being_grabbed = false
hasShownSmokePuffs = false
#velocity = Vector2.ZERO
# Re-enable pot's collision layer when released
#self.set_collision_layer_value(8, true) # Re-enable pot's collision layer
indicate(true)
if $SfxDrag2.playing:
$SfxDrag2.stop()
pass
@rpc("any_peer", "reliable")
func request_release_pot(pot_path: NodePath, peer_id: int):
if multiplayer.is_server():
var pot = get_node_or_null(pot_path)
var player = get_tree().get_current_scene().get_node("SpawnRoot").get_node_or_null(str(peer_id))
if pot and player:
# Check if the pot is being held by this player
if pot.holder_peer_id == peer_id or (pot.holder != null and pot.holder.get_multiplayer_authority() == peer_id):
pot.holder = null
pot.holder_peer_id = 0
pot.is_being_grabbed = false
pot.velocity = Vector2.ZERO
# Re-enable pot's collision layer when released
pot.set_collision_layer_value(8, true) # Re-enable pot's collision layer
pot.indicate(true)
if $SfxDrag2.playing:
$SfxDrag2.stop()
pass
func lift(new_holder: CharacterBody2D):
if (new_holder != holder and holder != null) and "lose_held_entity" in holder:
# steal from holder
holder.lose_held_entity(self)
indicate(false)
$Area2DCollision.set_deferred("monitoring", false)
thrown_by = null
holder = new_holder
holder_peer_id = new_holder.get_multiplayer_authority()
# disable collisions with walls and players when lifted
self.set_collision_layer_value(8, false) # Disable pot's collision layer (so players can't collide with it)
self.set_collision_mask_value(7, false) # Disable collision with walls
self.set_collision_mask_value(8, false) # Disable collision with other pots
self.set_collision_mask_value(9, false) # Disable collision with players
self.set_collision_mask_value(10, false) # Disable collision with players (if using both)
is_being_lifted = true
is_being_grabbed = false
is_being_thrown = false
is_being_put_down = false
lift_progress = 0.0
velocityZ = 0
# Store initial position for smooth lifting - don't change current position yet
# The pot will smoothly glide from its current position to above the holder
$SfxLand.play()
@rpc("any_peer", "reliable")
func lift_rpc(holder_path: NodePath):
# Only execute on server to avoid conflicts
if multiplayer.is_server():
# Find the holder by path
var holder_node = get_node_or_null(holder_path)
if holder_node and holder_node is CharacterBody2D:
lift(holder_node)
func put_down() -> bool:
if not is_being_lifted or is_being_put_down:
return false
var dropDir = holder.last_direction
dropDir.x *= 12
if dropDir.y > 0:
dropDir.y *= 10
else:
dropDir.y *= 10
put_down_target_pos = holder.global_position + dropDir
# First check: Direct space state query for walls
var space_state = get_world_2d().direct_space_state
var params = PhysicsPointQueryParameters2D.new()
params.position = put_down_target_pos
params.collision_mask = 64 # Layer for walls (usually layer 7)
params.collide_with_areas = true
params.collide_with_bodies = true
var results = space_state.intersect_point(params)
if results.size() > 0:
# Found overlapping walls at target position
return false
# Second check: Line of sight between player and target position
var query = PhysicsRayQueryParameters2D.create(
holder.global_position,
put_down_target_pos,
64 # Wall collision mask
)
query.collide_with_areas = true
query.collide_with_bodies = true
var result = space_state.intersect_ray(query)
if result:
# Hit something between player and target position
return false
# Third check: Make sure we're not placing on top of another pot or object
params.collision_mask = 128 # Layer for pots/objects
results = space_state.intersect_point(params)
if results.size() > 0:
# Found overlapping objects at target position
return false
$Area2DCollision.set_deferred("monitoring", false)
# Position is valid, proceed with putting down
self.set_collision_mask_value(7, true) # instantly reenenable collision with wall
is_being_put_down = true
is_being_lifted = false
put_down_start_pos = global_position
thrown_by = null
holder = null
holder_peer_id = 0
indicate(true)
return true
func remove():
var fade_tween = create_tween()
fade_tween.set_trans(Tween.TRANS_CUBIC)
fade_tween.set_ease(Tween.EASE_OUT)
fade_tween.tween_property($Sprite2D, "modulate:a", 0.0, 0.6)
#await fade_tween.finished
await $SfxShatter.finished
if $SfxLand.playing:
$SfxLand.stop()
if $SfxDrag2.playing:
$SfxDrag2.stop()
$GPUParticles2D.emitting = false
#$SfxShatter.stop()
if multiplayer.is_server():
call_deferred("queue_free")
pass
func create4TileParticles():
var sprite_texture = $Sprite2D.texture
var frame_width = sprite_texture.get_width() / $Sprite2D.hframes
var frame_height = sprite_texture.get_height() / $Sprite2D.vframes
var frame_x = ($Sprite2D.frame % $Sprite2D.hframes) * frame_width
var frame_y = ($Sprite2D.frame / $Sprite2D.hframes) * frame_height
# Create 4 particles with different directions and different parts of the texture
var directions = [
Vector2(-1, -1).normalized(), # Top-left
Vector2(1, -1).normalized(), # Top-right
Vector2(-1, 1).normalized(), # Bottom-left
Vector2(1, 1).normalized() # Bottom-right
]
var regions = [
Rect2(frame_x, frame_y, frame_width / 2, frame_height / 2), # Top-left
Rect2(frame_x + frame_width / 2, frame_y, frame_width / 2, frame_height / 2), # Top-right
Rect2(frame_x, frame_y + frame_height / 2, frame_width / 2, frame_height / 2), # Bottom-left
Rect2(frame_x + frame_width / 2, frame_y + frame_height / 2, frame_width / 2, frame_height / 2) # Bottom-right
]
for i in range(4):
var tp = tileParticleScene.instantiate() as CharacterBody2D
var spr2D = tp.get_node("Sprite2D") as Sprite2D
tp.global_position = global_position
# Set up the sprite's texture and region
spr2D.texture = sprite_texture
spr2D.region_enabled = true
spr2D.region_rect = regions[i]
# Add some randomness to the velocity
var speed = randf_range(170, 200)
var dir = directions[i] + Vector2(randf_range(-0.2, 0.2), randf_range(-0.2, 0.2))
tp.velocity = dir * speed
# Add some rotation
tp.angular_velocity = randf_range(-7, 7)
get_parent().call_deferred("add_child", tp)
func indicate(iIndicate: bool):
$Indicator.visible = iIndicate
if !liftable or is_being_lifted:
$Indicator.visible = false
pass
func _on_area_2d_collision_body_entered(body: Node2D) -> void:
if is_being_thrown == false or body == self or body == thrown_by:
return
if multiplayer.is_server():
var collision_shape = $Area2DCollision.get_overlapping_bodies()
if collision_shape.size() > 0:
var collider = collision_shape[0]
var normal = (global_position - collider.global_position).normalized()
if abs(velocity.x) > 0.05 or abs(velocity.y) > 0.05:
if "take_damage" in body or body is TileMapLayer or collider is TileMapLayer:
if "take_damage" in body:
body.take_damage(self, thrown_by)
elif collider != self and "breakPot" in collider:
collider.take_damage(self, thrown_by)
# create particles from pot:
take_damage.rpc(null, null)
pass
normal = velocity.normalized()
velocity = velocity.bounce(normal) * 0.4 # slow down
pass # Replace with function body.
func show_destroy_effect():
$GPUParticles2D.emitting = true
$Sprite2D.frame = 13 + 19 + 19
$Sprite2DShadow.visible = false
liftable = false
indicate(false)
create4TileParticles()
is_being_thrown = false
$Sprite2DShadow.visible = false
# Play shatter sound
$SfxShatter.play()
self.call_deferred("remove")
pass
@rpc("any_peer", "reliable")
func request_grab_pot(pot_path: NodePath, peer_id: int):
if multiplayer.is_server():
var pot = get_node_or_null(pot_path)
var player = get_tree().get_current_scene().get_node("SpawnRoot").get_node_or_null(str(peer_id))
if pot and "grab" in pot and player:
if pot.grab(player):
# grab() function already disables collisions, but ensure it's done
player.grabbed_entity = pot
player.grabbed_entity_path = str(pot.get_path())
player.current_animation = "IDLE_PUSH"
# Lock direction to current last_direction when grabbing
player.locked_grab_direction = player.last_direction
# Sync to all clients (including the joiner who requested it)
player.set_grabbed_entity_path_rpc.rpc(str(pot.get_path()))
player.sync_animation.rpc("IDLE_PUSH")
@rpc("any_peer", "reliable")
func request_lift_pot(_pot_path: NodePath, _peer_id: int):
# This function is now handled by MultiplayerManager
# Keeping it for backward compatibility but it should not be called
pass
@rpc("any_peer", "reliable")
func request_throw_pot(pot_path: NodePath, peer_id: int, direction: Vector2):
if multiplayer.is_server():
var pot = get_node_or_null(pot_path)
var player = get_tree().get_current_scene().get_node("SpawnRoot").get_node_or_null(str(peer_id))
if pot and player:
# Check if the pot is being held by this player (either by holder_peer_id or by checking the holder directly)
if pot.holder_peer_id == peer_id or (pot.holder != null and pot.holder.get_multiplayer_authority() == peer_id):
pot.throw(direction)
player.held_entity = null
player.held_entity_path = ""
player.current_animation = "THROW"
# Sync pot state to all clients first
pot.sync_pot_state.rpc(false, 0) # Not lifted, no holder
# Sync animation and clear held entity to all clients
var all_players = get_tree().get_current_scene().get_node("SpawnRoot").get_children()
for p in all_players:
if p.has_method("sync_animation"):
p.sync_animation.rpc("THROW")
p.sync_held_entity.rpc("") # Clear held entity
@rpc("call_local")
func take_damage(_iBody: Node2D, _iByWhoOrWhat: Node2D) -> void:
is_destroyed = true # will trigger show_destroy_effect for clients...
show_destroy_effect()
# remove all kind of collision since it's broken now...
self.set_deferred("monitoring", false)
self.set_collision_layer_value(8, false)
self.set_collision_mask_value(7, false)
self.set_collision_mask_value(8, false)
self.set_collision_mask_value(9, false)
self.set_collision_mask_value(10, false)
pass
@rpc("call_local", "reliable")
func sync_pot_state(lifted: bool, holder_id: int):
is_being_lifted = lifted
holder_peer_id = holder_id
if holder_peer_id != 0:
var player = get_tree().get_current_scene().get_node("SpawnRoot").get_node_or_null(str(holder_peer_id))
if player:
holder = player
else:
holder = null
else:
holder = null
pass
func _on_area_2d_collision_body_exited(_body: Node2D) -> void:
pass # Replace with function body.
func _on_area_2d_pickup_body_entered(_body: Node2D) -> void:
indicate(true)
pass # Replace with function body.
func _on_area_2d_pickup_body_exited(_body: Node2D) -> void:
indicate(false)
pass # Replace with function body.
func _on_timer_smoke_particles_timeout() -> void:
$GPUParticles2D.emitting = false
pass # Replace with function body.