Files
zombie-fps/scripts/grenade.gd
T

141 lines
4.7 KiB
GDScript

extends RigidBody3D
signal detonated
# No timed fuse: the rifle grenade detonates on its first physical contact.
const MAX_LIFETIME := 15.0
const Explosion = preload("res://scripts/grenade_explosion.gd")
const BLAST_RADIUS := 5.0
const MAX_DAMAGE := 320.0
const Audio = preload("res://scripts/hl_audio.gd")
const Blood = preload("res://scripts/blood_effects.gd")
var age := 0.0
var exploded := false
var thrower: CharacterBody3D
var previous_position := Vector3.ZERO
var impact_position := Vector3.ZERO
func _ready() -> void:
name = "Grenade"
add_to_group("grenades")
previous_position = global_position
collision_layer = 16
collision_mask = 1 | 4
mass = 0.4
continuous_cd = true
contact_monitor = true
max_contacts_reported = 8
body_entered.connect(_on_body_entered)
linear_damp = 0.15
angular_damp = 0.6
var physics := PhysicsMaterial.new()
physics.bounce = 0.0
physics.friction = 0.65
physics_material_override = physics
var collider := CollisionShape3D.new()
var sphere := SphereShape3D.new()
sphere.radius = 0.12
collider.shape = sphere
add_child(collider)
var model: Node3D = load("res://assets/weapons/grenade.scn").instantiate()
add_child(model)
for area in model.find_children("*", "Area3D", true, false):
area.collision_layer = 0
area.collision_mask = 0
for mesh in model.find_children("*", "MeshInstance3D", true, false):
mesh.layers = 2
if is_instance_valid(thrower):
add_collision_exception_with(thrower)
func _physics_process(delta: float) -> void:
age += delta
# Window panes are Area3D on layer 8, not PhysicsBody3D. A swept ray catches
# those too, even if a fast grenade crosses the whole pane in one tick.
if not exploded and not previous_position.is_equal_approx(global_position):
var query := PhysicsRayQueryParameters3D.create(previous_position, global_position, 8)
query.collide_with_areas = true
query.collide_with_bodies = false
var hit := get_world_3d().direct_space_state.intersect_ray(query)
if not hit.is_empty():
_request_detonation(hit.position + hit.normal * 0.13)
previous_position = global_position
# Safety cleanup only: a projectile lost outside the map must not explode in air.
if age >= MAX_LIFETIME and not exploded:
queue_free()
func _integrate_forces(state: PhysicsDirectBodyState3D) -> void:
if not exploded and state.get_contact_count() > 0:
# Save the physics position before deferring scene/shape changes. The sphere
# centre stays on the free side of the surface, also for damage LOS rays.
_request_detonation(state.transform.origin)
func _on_body_entered(body: Node) -> void:
if body != thrower:
_request_detonation(global_position)
func _request_detonation(point: Vector3) -> void:
if exploded:
return
exploded = true
impact_position = point
call_deferred("_explode")
func _explode() -> void:
freeze = true
collision_layer = 0
collision_mask = 0
hide()
var world := get_parent() as Node3D
var point := impact_position
var targets := get_tree().get_nodes_in_group("live_zombies")
if is_instance_valid(thrower) and not thrower.death_started:
targets.append(thrower)
for target in targets:
if not is_instance_valid(target):
continue
var center: Vector3 = target.global_position + Vector3.UP * 0.9
var distance := point.distance_to(center)
if distance > BLAST_RADIUS:
continue
var query := PhysicsRayQueryParameters3D.create(point, center, 1)
if not get_world_3d().direct_space_state.intersect_ray(query).is_empty():
continue
var damage := MAX_DAMAGE * (1.0 - distance / BLAST_RADIUS)
if target == thrower:
target.take_damage(damage)
else:
Blood.impact(world, center, (center - point).normalized())
target.take_damage(damage, center.y)
_effect(world, point)
detonated.emit()
queue_free()
func _effect(world: Node3D, point: Vector3) -> void:
var effect := Explosion.new()
world.add_child(effect)
effect.global_position = point
Audio.play(effect, "weapons/explode%d.wav" % randi_range(3, 5), true, -7)
# Secondary embers only: the original fireball is now the main visual.
var particles := CPUParticles3D.new()
particles.amount = 18
particles.lifetime = 0.85
particles.one_shot = true
particles.explosiveness = 1
particles.direction = Vector3.UP
particles.spread = 180
particles.initial_velocity_min = 2
particles.initial_velocity_max = 6
particles.gravity = Vector3(0, -3, 0)
var mesh := SphereMesh.new()
mesh.radius = 0.018
mesh.height = 0.036
var material := StandardMaterial3D.new()
material.albedo_color = Color(1, 0.3, 0.05)
material.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
mesh.material = material
particles.mesh = mesh
var colors := Gradient.new()
colors.set_color(0, Color(1, 0.65, 0.1, 1))
colors.set_color(1, Color(0.15, 0.12, 0.1, 0))
particles.color_ramp = colors
effect.add_child(particles)
particles.emitting = true