248 lines
9.5 KiB
GDScript
248 lines
9.5 KiB
GDScript
extends State
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class_name ThrowState
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var state_name : String = "Throw"
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var play_char : CharacterBody3D
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@export var aim_action : StringName = &"player_aim_camera"
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@export var throw_action : StringName = &"player_throw" #RT / clic gauche : maintenir pour charger, relacher pour lancer
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@export var cancel_action : StringName = &"player_throw_cancel" #B / clic droit (cree automatiquement s'il n'existe pas)
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@export_group("Charge")
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@export var charge_move_speed : float = 3.0 #vitesse de deplacement pendant que RT est maintenue
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@export var charge_move_accel : float = 8.0
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@export_group("Timing")
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@export var windup_time : float = 0.25 #delai entre le relachement et le depart de la balle (a caler sur l'animation)
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@export var recovery_time : float = 0.35 #temps de recuperation apres le lancer
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@export_group("Ball")
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@export var ball_scene : PackedScene #modele de la balle (optionnel : sphere rouge par defaut)
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@export var hand_height : float = 1.4
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@export var ball_speed : float = 18.0
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@export var min_flight_time : float = 0.25
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@export var max_flight_time : float = 1.2
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@export var arc_height : float = 1.5
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@export var land_distance_from_target : float = 1.5 #la balle s'arrete devant une cible de combat
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@export_group("Targeting")
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@export var throw_range : float = 20.0
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@export_flags_3d_physics var ground_mask : int = 1
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var _elapsed : float = 0.0
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var _released : bool = false #true des que RT est relachee (phase windup/recovery)
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var _thrown : bool = false
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var _keep_aim : bool = false #true quand on retourne a AimState : on garde camera et verrouillage
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var _pokemon : PokemonInstance = null
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var _target : Variant = null #AimTarget verrouille au moment du relachement
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var _free_aim_point : Vector3 = Vector3.ZERO
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var _came_from_crouch : bool = false #true si le lancer vient du crouch (directement, ou via Aim declenche depuis le crouch)
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func _ready() -> void:
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_ensure_action(throw_action, func():
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var trigger := InputEventJoypadMotion.new()
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trigger.axis = JOY_AXIS_TRIGGER_RIGHT
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trigger.axis_value = 1.0
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InputMap.action_add_event(throw_action, trigger)
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var click := InputEventMouseButton.new()
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click.button_index = MOUSE_BUTTON_LEFT
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InputMap.action_add_event(throw_action, click))
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_ensure_action(cancel_action, func():
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var pad := InputEventJoypadButton.new()
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pad.button_index = JOY_BUTTON_B
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InputMap.action_add_event(cancel_action, pad)
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var click := InputEventMouseButton.new()
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click.button_index = MOUSE_BUTTON_RIGHT
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InputMap.action_add_event(cancel_action, click))
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func _ensure_action(action : StringName, add_events : Callable) -> void:
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if InputMap.has_action(action): return
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InputMap.add_action(action)
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add_events.call()
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func enter(play_char_ref : CharacterBody3D) -> void:
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play_char = play_char_ref
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_elapsed = 0.0
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_released = false
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_thrown = false
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_keep_aim = false
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#curr_state_name n'est pas encore mis a jour a ce stade : il reflete encore l'etat qu'on quitte
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var previous : String = play_char.state_machine.curr_state_name
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if previous == "Crouch":
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_came_from_crouch = true
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elif previous == "Aim":
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var aim : Node = play_char.state_machine.states.get("aimstate")
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_came_from_crouch = aim != null and aim.came_from_crouch
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else:
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_came_from_crouch = false
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_pokemon = GameData.get_selected_pokemon()
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_target = null
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_free_aim_point = Vector3.ZERO
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play_char.floor_snap_length = 1.0
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#play_char.godot_plush_skin.set_state("throw")
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func exit() -> void:
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#retour a la visee : on garde tout tel quel ; sinon on libere camera et verrouillage (comme AimState)
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if _keep_aim:
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_keep_aim = false
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return
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_release_aim()
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func physics_update(delta : float) -> void:
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if applies(): return
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play_char.gravity_apply(delta)
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if _pokemon == null:
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slow_down(delta)
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finish() #rien a lancer (equipe vide ou tous K.O.)
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return
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#phase 1 : charge, tant que RT est maintenue
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if !_released:
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charge(delta)
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return
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#phase 2 : windup puis recovery
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slow_down(delta)
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if !_thrown and Input.is_action_just_pressed(cancel_action):
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finish() #annule avant que la balle parte
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return
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_elapsed += delta
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if !_thrown and _elapsed >= windup_time:
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throw_ball()
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if _elapsed >= windup_time + recovery_time:
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finish()
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func applies() -> bool:
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if !play_char.is_on_floor() and play_char.velocity.y < 0.0:
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transitioned.emit(self, "InairState")
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return true
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return false
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#---------- charge ----------
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func charge(delta : float) -> void:
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if Input.is_action_just_pressed(cancel_action):
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finish() #annule : rien n'est lance
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return
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if !Input.is_action_pressed(throw_action):
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release()
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return
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move_while_charging(delta)
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func release() -> void:
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#RT relachee : on fige la cible et le point vise, puis le windup demarre
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_released = true
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_elapsed = 0.0
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_target = play_char.aim_target if is_instance_valid(play_char.aim_target) else null
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_free_aim_point = _compute_free_aim_point()
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func move_while_charging(delta : float) -> void:
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play_char.move_dir = Input.get_vector(play_char.move_left_action, play_char.move_right_action, play_char.move_forward_action, play_char.move_backward_action).rotated(-play_char.cam_holder.global_rotation.y)
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if play_char.move_dir and play_char.is_on_floor():
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play_char.velocity.x = lerp(play_char.velocity.x, play_char.move_dir.x * charge_move_speed, charge_move_accel * delta)
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play_char.velocity.z = lerp(play_char.velocity.z, play_char.move_dir.y * charge_move_speed, charge_move_accel * delta)
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else:
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slow_down(delta)
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func slow_down(delta : float) -> void:
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play_char.velocity.x = lerp(play_char.velocity.x, 0.0, play_char.move_deccel * delta)
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play_char.velocity.z = lerp(play_char.velocity.z, 0.0, play_char.move_deccel * delta)
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func finish() -> void:
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if Input.is_action_pressed(aim_action):
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_keep_aim = true
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#AimState ne verra que "Throw" comme etat precedent : on lui transmet l'origine crouch
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var aim : Node = play_char.state_machine.states.get("aimstate")
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if aim: aim.came_from_crouch = _came_from_crouch
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transitioned.emit(self, "AimState")
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return
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if _came_from_crouch:
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transitioned.emit(self, "CrouchState")
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return
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var dir : Vector2 = Input.get_vector(play_char.move_left_action, play_char.move_right_action, play_char.move_forward_action, play_char.move_backward_action)
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transitioned.emit(self, play_char.walk_or_run if dir != Vector2.ZERO else "IdleState")
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#---------- lancer ----------
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func throw_ball() -> void:
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_thrown = true
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var from : Vector3 = play_char.global_position + Vector3.UP * hand_height
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var to : Vector3 = _get_landing_point()
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var flight_time : float = clampf(from.distance_to(to) / ball_speed, min_flight_time, max_flight_time)
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var scene : Node = play_char.get_tree().current_scene
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var ball : ThrownBall = ThrownBall.launch(scene, from, to, flight_time, arc_height, ball_scene)
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#la balle est autonome : l'atterrissage est gere ici meme si le joueur a change d'etat entre-temps
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ball.landed.connect(_on_ball_landed.bind(_pokemon, _target, from))
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func _get_landing_point() -> Vector3:
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if !is_instance_valid(_target): return _free_aim_point
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var target_pos : Vector3 = _target.global_position
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if _starts_battle(_target):
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#la balle s'arrete devant la cible, du cote du joueur
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var to_player : Vector3 = play_char.global_position - target_pos
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to_player.y = 0.0
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if to_player.length() > land_distance_from_target:
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target_pos += to_player.normalized() * land_distance_from_target
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return _snap_to_ground(target_pos)
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func _compute_free_aim_point() -> Vector3:
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#point vise au centre de l'ecran : premier obstacle, sinon fin de portee ramenee au sol
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var cam : Camera3D = play_char.cam_holder.cam
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var origin : Vector3 = cam.global_position
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var far : Vector3 = origin - cam.global_basis.z * throw_range
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var query := PhysicsRayQueryParameters3D.create(origin, far, ground_mask, [play_char.get_rid()])
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var hit : Dictionary = play_char.get_world_3d().direct_space_state.intersect_ray(query)
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if hit.is_empty(): return _snap_to_ground(far)
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return _snap_to_ground(hit["position"] + hit["normal"] * 0.5)
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func _snap_to_ground(point : Vector3) -> Vector3:
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var query := PhysicsRayQueryParameters3D.create(point + Vector3.UP * 2.0, point + Vector3.DOWN * 6.0, ground_mask, [play_char.get_rid()])
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var hit : Dictionary = play_char.get_world_3d().direct_space_state.intersect_ray(query)
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return hit["position"] if !hit.is_empty() else point
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func _starts_battle(target : Object) -> bool:
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#AimTarget doit avoir : @export var starts_battle : bool = false
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return "starts_battle" in target and target.starts_battle
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func _on_ball_landed(landing_pos : Vector3, pokemon : PokemonInstance, target : Variant, thrower_pos : Vector3) -> void:
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var scene : Node = get_tree().current_scene if is_inside_tree() else null
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if scene == null: return
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var target_valid : bool = is_instance_valid(target)
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#le pokemon regarde la cible, ou dans la direction du lancer s'il n'y en a pas
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var look_pos : Vector3 = target.global_position if target_valid else landing_pos + (landing_pos - thrower_pos)
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var sent : SentPokemon = SentPokemon.send(scene, pokemon, landing_pos, look_pos)
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if target_valid and _starts_battle(target):
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GameData.battle_requested.emit(sent, target)
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elif target_valid:
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#diagnostic : retire ce message quand tout fonctionne
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push_warning("ThrowState : la cible '%s' ne lance pas de combat (starts_battle faux : Encounter vide, ou aim_target.gd pas remplace)." % target.name)
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#---------- nettoyage ----------
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func _release_aim() -> void:
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#meme comportement que AimState.exit() / release_target()
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if !play_char: return
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if is_instance_valid(play_char.aim_target): play_char.aim_target.set_locked(false)
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play_char.aim_target = null
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play_char.cam_holder.set_lock_target(null)
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play_char.cam_holder.cam_aimed = false
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