From 0f518727c28d3204415db14c7ca0e4f7cb653677 Mon Sep 17 00:00:00 2001 From: jacopograndi Date: Thu, 9 Dec 2021 00:52:59 +0100 Subject: working --- scripts/turret.gd | 113 ++++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 113 insertions(+) create mode 100644 scripts/turret.gd (limited to 'scripts/turret.gd') diff --git a/scripts/turret.gd b/scripts/turret.gd new file mode 100644 index 0000000..cc90dd4 --- /dev/null +++ b/scripts/turret.gd @@ -0,0 +1,113 @@ +extends Spatial + +var _path +var _enemies +var _projectiles_holder + +var _base +var _gun +var _shooting_point +var _normal + +var aim_mode = "first" +var _target = null + +var _range = 10 + +var projectile + +var cooldown = 0.1 +var cooldown_timer = 0 + +func _ready(): + _path = get_tree().root.get_child(0).find_node("path") + _enemies = get_tree().root.get_child(0).find_node("enemies") + _projectiles_holder = get_tree().root.get_child(0).find_node("projectiles") + + projectile = load("res://scenes/projectiles/bullet.tscn") + +func refresh_normal (): + _normal = transform.basis * Vector3.UP + _shooting_point = transform.origin + 0.25 * _normal + +func refresh_model(): + _base = get_node("model").find_node("pivot*").find_node("base*") + _gun = _base.find_node("gun*") + +func filter_in_range(set): + var filtered = [] + for target in set: + var node = _enemies.node_from_id(target) + var dist = (node.transform.origin - _shooting_point).length_squared() + if dist < _range*_range: + filtered += [target] + return filtered + +func filter_visible(set): + var space: PhysicsDirectSpaceState = get_world().direct_space_state as PhysicsDirectSpaceState + var from = _shooting_point + + var filtered = [] + for target in set: + var node = _enemies.node_from_id(target) + var to = node.transform.origin + var result = space.intersect_ray(from, to, _path.nodes, 1) + if result.size() > 0: + var hit = result.collider.get_parent() + if hit == node: + filtered += [ target ] + return filtered + +func get_target(): + var ids = [] + for id in _enemies.enemies: ids.append(id) + var set = ids + set = filter_in_range(set) + set = filter_visible(set) + + if set.size() > 0: + return set[0] + else: return null + +func _physics_process(delta): + if !_enemies.enemies.has(_target): + _target = null + else: + if _enemies.enemies[_target].hp <= 0: + _target = null + + if _target == null: + _target = get_target() + + _target = get_target() + + if _target != null: + var enemy = _enemies.node_from_id(_target) + var direction = (enemy.transform.origin - _shooting_point).normalized() + + var proj_normal = direction - _normal.dot(direction) * _normal + var base_rot = Transform().looking_at(proj_normal, _normal).basis.get_rotation_quat() + + var perp = proj_normal.cross(_normal).normalized() + var proj_forward = direction - perp.dot(direction) * perp + var gun_rot = Transform().looking_at(proj_forward, perp).basis.get_rotation_quat() + + gun_rot = Quat(direction, PI/2) * gun_rot + + _base.global_transform.basis = Basis(base_rot) + _gun.global_transform.basis = Basis(gun_rot) + + cooldown_timer += delta + if cooldown_timer > cooldown: + cooldown_timer -= cooldown + shoot(direction) + +func shoot (dir): + shoot_projectile(dir) + +func shoot_projectile (dir): + var instance = projectile.instance() + _projectiles_holder.add_child(instance) + instance.transform = Transform().looking_at(dir, _normal) + instance.transform.origin = _shooting_point + dir*0.3; + instance.shooter = self -- cgit v1.2.3-54-g00ecf