TowerDefense/Projectiles/Projectile.gd

202 lines
5.5 KiB
GDScript

extends CharacterBody3D
class_name Projectile
enum State { INIT, TRAVEL, IMPACT, EFFECT, DESPAWN }
enum Mode {
FOLLOW, ## Follow target
LOCATION, ## Go to target location
SPAWN_ON_TARGET, ## Spawn on target location
HITSCAN, ## Spawn on target location
}
enum Effect {
ONE_HIT, ## Make damage on hit
## Make damage every tick for specified duration[br]
## work with [member dotTicks] for number of tick
DAMAGE_OVER_TIME,
## Make damage over time on hitted target for the specified duration[br]
## work with [member dotTicks] for number of tick
POISON,
}
enum Type { ## Types of projectiles
BASIC, ## One defined target
AOE, ## Multiple targets
BOUNCING, ## Bouncing over enemies[br]work with [member maxTargets]
DISABLING, ## Disable ally tower for [member amount] duration [br]Usable on [Boss] projectiles
}
@export var mode : Mode = Mode.FOLLOW
@export var effect : Effect = Effect.ONE_HIT
@export var type : Type = Type.BASIC
@export var speed : int
## Usefull when [enum Type] is not [constant BASIC][br][code]-1[/code] for no maximum
@export var maxTargets : int = 1
## The amount of ticks
## Used as time when [enum Effect] is [constant DAMAGE_OVER_TIME] or [constant POISON]
@export var dotTicks : int
@export var tickInterval : float ##
@export_group("Sounds - Animations")
@export var impactScene : PackedScene
@export var shootSFX : AudioStream
@export var impactSFX : AudioStream
var state : State = State.INIT
var amount : float
var target : PhysicsBody3D
var vectorTarget : Vector3
var bodiesInRange : Array[Node3D]
var collidingBodies : Array[Node3D]
var affectedTarget : Array[Node3D]
func _ready() -> void:
$HitBox.body_entered.connect(collidingBodies.append)
$HitBox.body_exited.connect(collidingBodies.erase)
$EffectArea.body_entered.connect(bodiesInRange.append)
$EffectArea.body_exited.connect(bodiesInRange.erase)
func _physics_process(_delta: float) -> void:
if state == State.INIT:
if shootSFX:
AudioManager.playSFX3D(shootSFX, global_position)
state = State.TRAVEL
return
match state:
State.TRAVEL when isOnTarget():
state = State.IMPACT
return
State.TRAVEL:
if mode == Mode.FOLLOW:
var globalPos : Vector3 = target.global_position
globalPos.y += Helper.getHitBoxLocation(target, Helper.POSITION.CENTER)
look_at(globalPos)
velocity = global_position.direction_to(globalPos) * speed
move_and_slide()
State.IMPACT:
state = State.EFFECT
impactAnimations()
applyEffects()
State.EFFECT: return
State.DESPAWN:
queue_free.call_deferred()
if shouldQueueFree():
state = State.DESPAWN
func shouldQueueFree() -> bool:
if !is_instance_valid(target):
return mode == Mode.FOLLOW || maxTargets == 0
elif target is Tower:
return not target.visible
return maxTargets == 0
func impactAnimations() -> void:
if impactSFX:
AudioManager.playSFX3D(impactSFX, global_position)
if impactScene:
var impact : GPUParticles3D = impactScene.instantiate()
impact.finished.connect(impact.queue_free)
get_tree().root.add_child(impact)
impact.emitting = false
impact.one_shot = true
impact.emitting = true
func isOnTarget() -> bool:
match mode:
Mode.LOCATION: return vectorTarget.distance_squared_to(global_position) < .4
Mode.FOLLOW: return collidingBodies.has(target)
Mode.HITSCAN, Mode.SPAWN_ON_TARGET: return true
_: return false
func applyEffects() -> void:
if not collidingBodies.is_empty() && isOnTarget():
resolveContacts()
if state != State.TRAVEL:
state = State.DESPAWN
if effect == Effect.DAMAGE_OVER_TIME:
dotTicks -= 1
if dotTicks > 0:
state = State.EFFECT
await get_tree().create_timer(tickInterval).timeout
applyEffects.call_deferred()
func resolveContacts() -> void:
match type:
Type.AOE:
if maxTargets > 0: # No need to sort if we want to hit all targets
collidingBodies.sort_custom(sortTargets)
collidingBodies.map(resolveEffect)
_ when collidingBodies.has(target):
resolveEffect(target)
if type == Type.BOUNCING:
target = chooseNextTarget()
state = State.TRAVEL
return
func sortTargets(body1: Node3D, body2: Node3D) -> bool:
return vectorTarget.distance_to(body1.global_position) < vectorTarget.distance_to(body2.global_position)
func chooseNextTarget() -> Node3D:
var bodies = bodiesInRange.filter(func(body): return not affectedTarget.has(body))
if bodies.is_empty():
return null
bodies.sort_custom(sortTargets)
return bodies[0]
func resolveEffect(body: Node3D) -> void:
if body is GameTile || maxTargets == 0:
return
if type == Type.DISABLING && body.has_method("disable"):
body.disable(amount)
elif body.has_method("take_damage"):
body.take_damage(amount)
if effect == Effect.POISON:
var poisonTicks : int = dotTicks - 1
while poisonTicks > 0 && is_instance_valid(body):
poisonTicks -= 1
await get_tree().create_timer(tickInterval).timeout
body.take_damage(amount)
affectedTarget.append(body)
maxTargets -= 1
func shoot(_target: Node3D, globalPos: Vector3) -> void:
target = _target
vectorTarget = globalPos
var transform3D : Transform3D = Transform3D()
transform3D.origin = globalPos
var targetPosition : Vector3 = target.global_position
targetPosition.y += Helper.getHitBoxLocation(target, Helper.POSITION.CENTER)
transform3D = transform3D.looking_at(targetPosition)
match mode:
Mode.SPAWN_ON_TARGET:
vectorTarget = targetPosition
transform3D.origin = targetPosition
transform3D = transform3D.looking_at(globalPos)
Mode.LOCATION:
vectorTarget = targetPosition
velocity = transform3D.origin.direction_to(vectorTarget) * speed
EventBus.projectile_shooted.emit(self, transform3D)