aboutsummaryrefslogtreecommitdiff
path: root/scripts/turret.gd
blob: 62c9f6f2857d92838199b1df4124f99f235e5a14 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
extends Spatial

var _path : Node
var _enemies : Node
var _fx_holder : Node
var _projectiles_holder : Node
var _enemies_holder : Node
var load_turrets : Node

var pivot : Spatial
var base : Spatial
var gun : Spatial
var _shooting_point : Vector3
var _normal : Vector3

var aim_mode = "first"
var _target = null

var cooldown_timer = 0

var projectile : PackedScene
var ray : PackedScene

var info : Dictionary
var info_mod : Dictionary

var modules = []

func dict_get (d, keys : Array):
	var val = d
	if keys != [] and d != null: 
		var key = keys.pop_front()
		val = dict_get(d.get(key, null), keys)
	return val
	
func complete (prev, chain, mods):
	for k in prev:
		if prev[k] is Dictionary: 
			complete(prev[k], chain + [k], mods)
		else:
			for m in mods:
				var mod = load_turrets.modules[m]
				if not mod.has("add"): continue
				var children = dict_get(mod, ["add"] + chain)
				if children == null: continue
				for h in children:
					if children[h] is int or children[h] is float: 
						if not prev.has(h): 
							prev[h] = 0
							break
	
func traverse (prev, next, chain, mods):
	for k in prev:
		if prev[k] is Dictionary: 
			if not next.has(k): next[k] = {}
			traverse(prev[k], next[k], chain + [k], mods)
		else:
			var add = 0
			var mul = 0
			for m in mods:
				var mod = load_turrets.modules[m]
				var x = dict_get(mod, ["add"] + chain + [k])
				if x is int or x is float: add += x
				var y = dict_get(mod, ["mul"] + chain + [k])
				if y is int or y is float: mul += y
			if prev[k] is int or prev[k] is float: 
				next[k] = prev[k] + add
				next[k] = next[k] * (1+mul)
			else: next[k] = prev[k]

func make_info_mod (mods):
	var modded = {}
	complete(info, [], mods)
	traverse(info, modded, [], mods) 
	return modded

func _ready():
	var root = get_tree().root.get_node("world")
	_path = root.get_node("path")
	_enemies = root.get_node("enemies")
	_projectiles_holder = root.get_node("projectiles")
	_enemies_holder = root.find_node("enemies")
	_fx_holder = root.find_node("fx")
	
	load_turrets = root.get_node("saveload").get_node("load_turrets")
	if !load_turrets.loaded: yield(load_turrets, "done_loading")
	
	projectile = load("res://scenes/projectiles/bullet.tscn")
	ray = load("res://scenes/projectiles/ray.tscn")
	
func refresh_normal ():
	_normal = transform.basis * Vector3.UP
	_shooting_point = transform.origin + 0.25 * _normal
	
func refresh_model():
	pivot = get_node("model").find_node("pivot*", true, true)
	base = pivot.find_node("base*", true, true)
	if base != null:
		gun = base.find_node("gun*", true, true)
		
func refresh_info(tinfo):
	self.info = tinfo
	info_mod = make_info_mod(modules)
	
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 < info_mod.range*info_mod.range:
			filtered += [target]
	return filtered
	
func filter_visible(set):
	var space: PhysicsDirectSpaceState = get_world().direct_space_state
	var from = _shooting_point
	var mask = 0b1101
	
	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, mask)
		if result.size() > 0:
			var hit = result.collider.get_parent()
			if hit == node:
				filtered += [ target ]
	return filtered
	
func targeting (set, aim):
	var pick = set[0]
	var pick_val = value(pick, aim)
	for target in set:
		var enemy = _enemies.enemies[target]
		var d = value(target, aim)
		if d > pick_val: 
			pick_val = d
			pick = target
	return pick
	
func value(a, aim): 
	var enemy = _enemies.enemies[a]
	match aim:
		"first": return enemy.cur+enemy.rel
		"last": return - (enemy.cur+enemy.rel)
		"strongest": return enemy.hp
		"weakest": return -enemy.hp
		"closest": 
			var node = _enemies.node_from_id(a)
			return - _shooting_point.distance_squared_to(node.transform.origin)
		"furthest": 
			var node = _enemies.node_from_id(a)
			return _shooting_point.distance_squared_to(node.transform.origin)
		"least turning": 
			var node = _enemies.node_from_id(a)
			return node.transform.basis.z.signed_angle_to(
				gun.transform.basis.z, Vector3.UP)
		"most turning": 
			var node = _enemies.node_from_id(a)
			return -node.transform.basis.z.signed_angle_to(
				gun.transform.basis.z, Vector3.UP)

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 targeting(set, aim_mode)
	else: return null

func _physics_process(delta):
	if !info_mod.has("projectile"): return 
	
	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()
	
	var turn_speed = info_mod.get("turn_speed", 0)
		
	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 : Quat = 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 : Quat = Transform().looking_at(proj_forward, perp).basis.get_rotation_quat()
			
		gun_rot = Quat(direction, PI/2) * gun_rot
		gun_rot = gun_rot.normalized()
		gun_rot = base_rot.inverse() * gun_rot
		
		var base_basis = base.global_transform.basis.get_rotation_quat()
		var base_angle = base_basis.angle_to(base_rot)
		if base_angle > 0.01:
			var base_amt = (turn_speed * delta) / base_angle
			base_amt = min(1, base_amt)
			base.global_transform.basis = Basis(base_basis.slerp(Basis(base_rot), base_amt))
			
		var gun_basis = gun.transform.basis.get_rotation_quat()
		var gun_angle = gun_basis.angle_to(gun_rot)
		if gun_angle > 0.01:
			var gun_amt = (turn_speed * delta) / gun_angle
			gun_amt = min(1, gun_amt)
			gun.transform.basis = Basis(gun_basis.slerp(Basis(gun_rot), gun_amt))
		
		cooldown_timer += delta
		if cooldown_timer > info_mod.cooldown:
			cooldown_timer -= info_mod.cooldown
			shoot()
			
func spread (amt : int) -> Array:
	var dirs = []
	var width : int = ceil(sqrt(amt))
	for i in amt:
		var dir = gun.global_transform.basis
		var x = floor(i%width)-width/2+(width+1)%2*0.5
		var y = floor(i/width)-floor(sqrt(amt)-1)/2
		var spread = info_mod.projectile.spread
		dir = dir.rotated(_normal, deg2rad(x*spread))
		dir = dir.rotated(_normal.cross(dir.z).normalized(), deg2rad(y*spread))
		dirs.append(dir)
	return dirs

func shoot ():
	if info_mod.projectile.get("amount", 1) > 1:
		for dir in spread(info_mod.projectile.amount):
			shoot_switch(dir)
	else:
		shoot_switch(gun.global_transform.basis)
			
func shoot_switch (dir : Basis):
	match info_mod.projectile.type:
		"bullet": shoot_bullet(dir)
		"ray": shoot_ray(dir)
		"bounce": shoot_bullet(dir, true)

func shoot_bullet (dir : Basis, bounce = false):
	var instance = projectile.instance()
	_projectiles_holder.add_child(instance)
	instance.transform.basis = dir
	instance.transform.origin = _shooting_point - dir.z*0.3;
	instance.shooter = self
	instance.damage = info_mod.projectile.get("damage", 0)
	instance.speed = info_mod.projectile.get("speed", 0)
	instance.bounce = bounce
	instance.aoe = info_mod.projectile.get("area_of_effect", 0)
	instance.slowness_effect = info_mod.projectile.get("slowness_effect", 0)
	instance.slowness_time = info_mod.projectile.get("slowness_time", 0)
	instance.time_life = info_mod.projectile.get("lifetime", 3)

func shoot_ray (dir : Basis):
	var space: PhysicsDirectSpaceState = get_world().direct_space_state
	var from = _shooting_point
	var to = _shooting_point - dir.z*info_mod.range
	var mask = 0b1101
	
	var result = space.intersect_ray(from, to, _path.nodes, mask)
	if result.size() > 0:
		var parent = result.collider.get_parent()
		var groups = parent.get_groups()
		if "enemies" in groups:
			var dam = info_mod.projectile.get("damage", 0)
			var eff = info_mod.projectile.get("slowness_effect", 0)
			var tim = info_mod.projectile.get("slowness_time", 0)
			_enemies_holder.damage(parent.name, dam, eff, tim)
			
			var distance = result.position.distance_to(from)
			
			var instance = ray.instance()
			_fx_holder.add_child(instance)
			instance.transform.origin = _shooting_point - dir.z*0.3;
			instance.transform.basis = dir
			instance.transform.basis.z *= distance
			instance.time_life = 0.05