extends Node3D @export var duration: float = 0.5 @export var strength: float = 1.0 @export var shape: Shape3D = SphereShape3D.new() var birth_tick: int var death_tick: int var despawn_tick: int var fired_by: Node var _logger := NetfoxLogger.new("fb", "Displacer") func _ready(): birth_tick = NetworkTime.tick death_tick = birth_tick + NetworkTime.seconds_to_ticks(duration) despawn_tick = death_tick + NetworkRollback.history_limit NetworkRollback.on_process_tick.connect(_rollback_tick) NetworkTime.on_tick.connect(_tick) # Run from birth tick on next loop NetworkRollback.notify_resimulation_start(birth_tick) (func(): _logger.debug("Created explosion at %s@%d", [global_position, birth_tick]) ).call_deferred() func _rollback_tick(tick: int): if tick < birth_tick or tick > death_tick: # Tick outside of range return var strength_factor := inverse_lerp(death_tick, birth_tick, tick) strength_factor = clampf(strength_factor, 0., 1.) strength_factor = pow(strength_factor, 2) for brawler in _get_overlapping_brawlers(): var diff := brawler.global_position - global_position var f := clampf(1.0 / (1.0 + diff.length_squared()), 0.0, 1.0) var offset := Vector3(diff.x, max(0, diff.y), diff.z).normalized() offset *= strength_factor * strength * f * NetworkTime.ticktime brawler.shove(offset) NetworkRollback.mutate(brawler) if brawler != fired_by: brawler.register_hit(fired_by) func _tick(_delta, tick): if tick >= death_tick: visible = false if tick > despawn_tick: queue_free() func _get_overlapping_brawlers() -> Array[BrawlerController]: var result: Array[BrawlerController] = [] var state := get_world_3d().direct_space_state var query := PhysicsShapeQueryParameters3D.new() query.shape = shape query.transform = global_transform # TODO: Move map geo and brawlers to separate layers, so map doesn't clog up # the 32 max_results - this would enable bigger collision shapes var hits := state.intersect_shape(query) for hit in hits: var hit_object = hit["collider"] if hit_object is BrawlerController: result.push_back(hit_object) return result