Tales-of-PKMN/game/player/states/aim_state.gd
2026-10-13 09:21:01 +02:00

246 lines
9.8 KiB
GDScript

extends State
class_name AimState
var state_name : String = "Aim"
var play_char : CharacterBody3D
@export var aim_action : StringName = &"player_aim_camera"
@export var switch_target_action : StringName = &"player_aim_switch_target"
@export var unlock_action : StringName = &"player_aim_unlock"
@export var throw_action : StringName = &"player_throw" #RT / clic gauche (cree automatiquement s'il n'existe pas)
@export var cancel_action : StringName = &"player_throw_cancel" #annule la charge d'un lancer (cree par ThrowState)
@export_group("Targeting")
@export var throw_range : float = 20.0
@export var max_aim_angle : float = 35.0 #angle max (deg) entre l'axe camera et une cible pour qu'elle soit candidate
@export var auto_lock_angle : float = 12.0 #si une cible passe sous cet angle, on se verrouille dessus
@export var lose_range_margin : float = 1.25 #marge de distance avant de perdre une cible deja verrouillee
@export var check_line_of_sight : bool = true
@export_flags_3d_physics var line_of_sight_mask : int = 1
@export_group("Movement")
@export var aim_move_speed : float = 3.0
@export var aim_move_accel : float = 8.0
var auto_lock_blocked : bool = false #true apres un deverrouillage manuel, tant que la cible est encore au centre
var dodging_from_aim : bool = false #true quand on quitte Aim pour rouler, pour ne pas relacher la cible verrouillee
var came_from_crouch : bool = false #true si Aim a ete declenche depuis CrouchState, pour y retourner en sortant
var keep_aim_on_exit : bool = false #true quand on part vers ThrowState : camera et verrouillage restent en place
var charging_throw : bool = false: #true quand on arrive depuis ThrowState en pleine charge : RT est encore maintenue
set(value):
if charging_throw == value: return
charging_throw = value
hints_changed.emit()
func _ready() -> void:
if InputMap.has_action(throw_action): return
InputMap.add_action(throw_action)
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)
func enter(play_char_ref : CharacterBody3D) -> void:
play_char = play_char_ref
auto_lock_blocked = false
#curr_state_name n'est pas encore mis a jour a ce stade : il reflete encore l'etat qu'on est en train de quitter
#si on revient de ThrowState, came_from_crouch a deja ete transmis par ThrowState : on ne l'ecrase pas
var previous : String = play_char.state_machine.curr_state_name
if previous != "Throw" and previous != "Dodge":
came_from_crouch = previous == "Crouch"
verifications()
func verifications() -> void:
play_char.floor_snap_length = 1.0
play_char.cam_holder.cam_aimed = true
func exit() -> void:
charging_throw = false
if keep_aim_on_exit:
keep_aim_on_exit = false
return
AimReticle.hide_instance()
if dodging_from_aim:
#on roule en visant : la camera et la cible verrouillee restent actives pendant la roulade
dodging_from_aim = false
return
release_target()
if play_char: play_char.cam_holder.cam_aimed = false
func physics_update(delta : float) -> void:
if applies(): return
play_char.gravity_apply(delta)
if input_management(): return
update_target()
update_reticle()
move(delta)
func applies() -> bool:
if !play_char.is_on_floor() and play_char.velocity.y < 0.0:
transitioned.emit(self, "InairState")
return true
return false
func input_management() -> bool:
if Input.is_action_just_pressed(play_char.dodge_action) and play_char.dodge_cooldown <= 0.0:
dodging_from_aim = true
transitioned.emit(self, "DodgeState")
return true
if !Input.is_action_pressed(aim_action):
if charging_throw and Input.is_action_pressed(throw_action) and can_throw():
transitioned.emit(self, "ThrowState") #visee relachee en pleine charge : on reprend la charge hors visee
return true
if came_from_crouch:
transitioned.emit(self, "CrouchState")
else:
transitioned.emit(self, play_char.walk_or_run if play_char.move_dir else "IdleState")
return true
if charging_throw:
if Input.is_action_just_pressed(cancel_action):
charging_throw = false #lancer annule, on reste en visee
elif !Input.is_action_pressed(throw_action):
charging_throw = false
if start_throw(true): return true #RT relachee : le lancer part avec la cible verrouillee
if Input.is_action_just_pressed(throw_action):
#si le pokemon selectionne est deja dehors, un nouvel appui le rappelle au lieu de relancer
var selected : PokemonInstance = GameData.get_selected_pokemon()
var already_out : SentPokemon = SentPokemon.find_for(get_tree(), selected) if selected else null
if already_out:
already_out.recall()
elif start_throw():
return true
if Input.is_action_just_pressed(unlock_action):
auto_lock_blocked = true
release_target()
elif Input.is_action_just_pressed(switch_target_action):
switch_target()
return false
func can_throw() -> bool:
if GameData.get_selected_pokemon() == null: return false #personne a envoyer
return play_char.state_machine.states.has("throwstate") #sinon : pas de node ThrowState dans la StateMachine
func start_throw(released : bool = false) -> bool:
if !can_throw(): return false
keep_aim_on_exit = true
var throw : Node = play_char.state_machine.states["throwstate"]
throw.resume_released = released #true : on saute la charge, le windup demarre directement
transitioned.emit(self, "ThrowState")
return true
func move(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 * aim_move_speed, aim_move_accel * delta)
play_char.velocity.z = lerp(play_char.velocity.z, play_char.move_dir.y * aim_move_speed, aim_move_accel * delta)
else:
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 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)
#---------- targeting ----------
func update_target() -> void:
var current : AimTarget = play_char.aim_target
#verrouillage existant : on le garde tant que distance et ligne de vue sont valides
#(l'angle avec la camera ne compte pas, le joueur peut deplacer la camera librement)
if is_instance_valid(current):
if is_target_valid(current, lose_range_margin, false): return
release_target()
#visee libre : auto-lock sur la meilleure cible proche du centre de la camera
var best : AimTarget = null
var best_angle : float = auto_lock_angle
for t in get_candidates():
var angle : float = get_angle_to_camera(t) - t.priority
if angle < best_angle:
best_angle = angle
best = t
if best == null:
auto_lock_blocked = false #le joueur a ecarte la camera : l'auto-lock est de nouveau permis
elif !auto_lock_blocked:
set_target(best)
func get_candidates() -> Array[AimTarget]:
var result : Array[AimTarget] = []
for node in get_tree().get_nodes_in_group("aim_targets"):
var t := node as AimTarget
if t and is_target_valid(t, 1.0, true): result.append(t)
return result
func is_target_valid(t : AimTarget, range_mult : float, check_angle : bool) -> bool:
if !t.enabled: return false
if play_char.global_position.distance_to(t.global_position) > throw_range * range_mult: return false
if check_angle and get_angle_to_camera(t) > max_aim_angle: return false
if check_line_of_sight and !has_line_of_sight(t): return false
return true
func get_angle_to_camera(t : AimTarget) -> float:
var cam : Camera3D = play_char.cam_holder.cam
var to_t : Vector3 = t.global_position - cam.global_position
return rad_to_deg((-cam.global_basis.z).angle_to(to_t))
func has_line_of_sight(t : AimTarget) -> bool:
var query := PhysicsRayQueryParameters3D.create(
play_char.cam_holder.cam.global_position, t.global_position, line_of_sight_mask, [play_char.get_rid()])
var hit : Dictionary = play_char.get_world_3d().direct_space_state.intersect_ray(query)
#pas d'obstacle, ou l'obstacle est le proprietaire de la cible lui-meme
return hit.is_empty() or hit["collider"].is_ancestor_of(t)
func switch_target() -> void:
#passe a la cible suivante, triee de gauche a droite par rapport a la camera (boucle)
var cam : Camera3D = play_char.cam_holder.cam
var forward : Vector3 = -cam.global_basis.z
var list : Array[AimTarget] = get_candidates()
#la cible actuelle reste dans la liste meme si la camera est decalee par rapport a elle
var current : AimTarget = play_char.aim_target
if is_instance_valid(current) and !list.has(current): list.append(current)
if list.size() < 2: return
list.sort_custom(func(a : AimTarget, b : AimTarget) -> bool:
return signed_angle(forward, a, cam) < signed_angle(forward, b, cam))
var idx : int = list.find(current)
idx = 0 if idx == -1 else (idx + 1) % list.size()
set_target(list[idx])
func signed_angle(forward : Vector3, t : AimTarget, cam : Camera3D) -> float:
var to_t : Vector3 = t.global_position - cam.global_position
return Vector2(forward.x, forward.z).angle_to(Vector2(to_t.x, to_t.z))
func set_target(t : AimTarget) -> void:
if play_char.aim_target == t: return
release_target()
play_char.aim_target = t
play_char.cam_holder.set_lock_target(t)
t.set_locked(true)
func release_target() -> void:
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)
func get_hints() -> Array:
var list : Array[StringName] = [switch_target_action]
if charging_throw: list.append(cancel_action)
return list