Tales-of-PKMN/game/player/states/throw_state.gd

279 lines
11 KiB
GDScript

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