Files
tactical-shooter/client/characters/objectives/bomb_carrier.gd
T
shawn 194aad8f83 t_p2_bomb: Bomb/defuse objective system for search & destroy rounds
Adds:
- bomb_objective.gd: server-authoritative bomb state machine (IDLE→PLANTED→EXPLODED/DEFUSED)
  - plant_bomb(player_id, pos) - T-side only, LIVE phase, inside bombsite
  - defuse_bomb(player_id) - CT-side only, near bomb, 5s timer
  - cancel_defuse(player_id) - if defuser moves or is killed
  - bomb_explode() - configurable radius damage (10m lethal, 15m half)
  - 40s bomb timer (configurable)
  - Full query API: is_bomb_planted(), get_bomb_position(), get_bomb_timer()
  - Signals: bomb_planted, bomb_defused, bomb_exploded, defuse_started, defuse_cancelled
  - Connected to RoundManager via GameServer for round-end outcomes

- bomb_carrier.gd: client-side bomb carrier UI
  - Bomb status/defuse progress UI updates
  - Direction indicator to planted bomb
  - "Hold E to defuse" prompt for CT near bomb
  - "Hold E to plant" prompt for T with bomb in bombsite

- test_range.tscn: BombsiteA (south-west, -20,0,-5) and BombsiteB (north-east, 15,0,20)
  - 8x4m Area3D zones with BoxShape3D collision
  - PlantPosition Marker3D children
  - Group 'bomb_sites' for server discovery

- game_server.gd: BombObjective integration in _ready()
  - Creates and wires BombObjective to RoundManager, TeamManager, DamageProcessor
  - Registers bomb sites from scene tree
  - Connects bomb_exploded/bomb_defused → RoundManager.end_round()
  - Connects round_ended → bomb.reset()
2026-07-01 20:39:17 -04:00

294 lines
10 KiB
GDScript

## BombCarrier — Client-side bomb status UI and prompts.
##
## Attached to the local T player who carries the bomb.
## Provides visual feedback for:
## - Bomb status (planted/defusing/timer)
## - Direction indicator to planted bomb
## - "Hold E to defuse" prompt (CT, near bomb)
## - "Hold E to plant" prompt (T, in bombsite, LIVE phase)
##
## This script is a Node that should be added as a child of the local
## player's character node (FPSCharacterController) on the client side.
## It communicates with the server BombObjective via RPC or state sync.
extends Node
class_name BombCarrier
# ---------------------------------------------------------------------------
# Signals
# ---------------------------------------------------------------------------
## Emitted when the nearby interaction prompt changes.
signal prompt_changed(prompt_text: String, visible: bool)
## Emitted when bomb status UI should update.
signal bomb_status_updated(planted: bool, timer: float, defusing: bool, defuse_progress: float)
## Emitted when the bomb direction indicator should update.
signal bomb_direction_updated(bearing_degrees: float, distance: float)
# ---------------------------------------------------------------------------
# Exports
# ---------------------------------------------------------------------------
## The "Use/Interact" action name (matched in Input Map).
@export var interact_action: String = "interact"
## Interaction distance for planting (in Godot units).
@export var plant_distance: float = 2.0
## Interaction distance for defusing (in Godot units).
@export var defuse_distance: float = 3.0
# ---------------------------------------------------------------------------
# State
# ---------------------------------------------------------------------------
## Whether this player has the bomb (T-side bomb carrier).
var has_bomb: bool = false
## Whether the bomb is currently planted.
var _bomb_planted: bool = false
## Position of the planted bomb (server-authoritative).
var _bomb_position: Vector3 = Vector3.ZERO
## Remaining bomb timer (received from server).
var _bomb_timer: float = 0.0
## Whether the local player is currently defusing.
var _is_defusing: bool = false
## Current defuse progress (0.0 to 1.0).
var _defuse_progress: float = 0.0
## Current prompt text to show.
var _current_prompt: String = ""
## Whether the prompt is currently visible.
var _prompt_visible: bool = false
## Whether we are inside a bombsite.
var _in_bombsite: bool = false
## Whether we are near the planted bomb.
var _near_planted_bomb: bool = false
## Whether the interact key is being held.
var _interact_held: bool = false
## Hold-down timer for plant/defuse (E key held long enough).
var _interact_hold_time: float = 0.0
## Time required to hold E to start action (for UX consistency).
var _interact_hold_duration: float = 0.0 # Immediate on press
## Reference to the local player's parent/character controller.
var _character_controller: Node = null
## Reference to the bomb objective on the server (for RPC calls).
## Set by the game manager after instantiation.
var bomb_objective_path: NodePath = NodePath()
# ---------------------------------------------------------------------------
# Lifecycle
# ---------------------------------------------------------------------------
func _ready() -> void:
_character_controller = get_parent()
if _character_controller == null:
push_warning("[BombCarrier] No parent node — prompts will not work")
# Try to set up the interact action if it doesn't exist
if not InputMap.has_action(interact_action):
var event := InputEventKey.new()
event.keycode = KEY_E
InputMap.add_action(interact_action)
InputMap.action_add_event(interact_action, event)
print("[BombCarrier] Initialised — has_bomb=%s" % has_bomb)
func _process(delta: float) -> void:
_update_interaction(delta)
_emit_status_updates()
# ---------------------------------------------------------------------------
# Public API — Server state sync
# ---------------------------------------------------------------------------
## Called by the game manager or network sync to update bomb state.
func sync_bomb_state(planted: bool, position: Vector3, timer: float,
defusing: bool, defuse_progress: float) -> void:
_bomb_planted = planted
_bomb_position = position
_bomb_timer = timer
_is_defusing = defusing
_defuse_progress = defuse_progress
## Set whether this player has the bomb (assigned by server).
func set_has_bomb(value: bool) -> void:
has_bomb = value
print("[BombCarrier] Has bomb: %s" % value)
## Set whether the local player is inside a bombsite Area3D.
## Called by the bombsite Area3D signal handlers on the client.
func set_in_bombsite(value: bool) -> void:
_in_bombsite = value
## Set whether the local player is near the planted bomb.
## Called by the bomb area proximity check.
func set_near_planted_bomb(value: bool) -> void:
_near_planted_bomb = value
# ---------------------------------------------------------------------------
# Public API — RPC calls to server
# ---------------------------------------------------------------------------
## Request to plant the bomb at the current position.
## Called when the T player presses E inside a bombsite with the bomb.
func request_plant() -> void:
if not has_bomb or not _in_bombsite:
return
if _bomb_planted:
return
# Send plant request to server
# In real implementation, this would be an RPC call:
# _send_plant_request.rpc_id(1, _character_controller.global_position)
_send_plant_request(_character_controller.global_position)
## Request to start defusing the bomb.
## Called when the CT player presses E near the planted bomb.
func request_defuse() -> void:
if not _near_planted_bomb or not _bomb_planted:
return
if _is_defusing:
return
# Send defuse request to server
# _send_defuse_request.rpc_id(1)
_send_defuse_request()
## Request to cancel defuse (when player moves or is interrupted).
func request_cancel_defuse() -> void:
if not _is_defusing:
return
_send_cancel_defuse()
# ---------------------------------------------------------------------------
# RPC stubs (to be replaced with actual RPC calls)
# ---------------------------------------------------------------------------
func _send_plant_request(position: Vector3) -> void:
# Placeholder: in real implementation, send RPC to server
print("[BombCarrier] Plant request at (%.1f, %.1f, %.1f)" %
[position.x, position.y, position.z])
func _send_defuse_request() -> void:
# Placeholder: in real implementation, send RPC to server
print("[BombCarrier] Defuse request")
func _send_cancel_defuse() -> void:
# Placeholder: in real implementation, send RPC to server
print("[BombCarrier] Cancel defuse request")
# ---------------------------------------------------------------------------
# Internal — Interaction logic
# ---------------------------------------------------------------------------
func _update_interaction(delta: float) -> void:
var interact_pressed: bool = Input.is_action_pressed(interact_action)
var prompt_text: String = ""
var show_prompt: bool = false
# Determine what prompt to show
if _bomb_planted and _near_planted_bomb and not _is_defusing:
# CT player near planted bomb — defuse prompt
var team: int = _get_local_player_team()
if team == TeamData.Team.COUNTER_TERRORIST:
prompt_text = "Hold E to defuse"
show_prompt = true
elif has_bomb and _in_bombsite and not _bomb_planted:
# T player with bomb inside bombsite — plant prompt
if _is_round_live():
prompt_text = "Hold E to plant"
show_prompt = true
elif _bomb_planted and _is_defusing:
# Currently defusing — show progress
var progress_pct: int = int(_defuse_progress * 100.0)
prompt_text = "Defusing... %d%%" % progress_pct
show_prompt = true
# Handle interact hold
if interact_pressed and show_prompt:
if not _interact_held:
_interact_held = true
_interact_hold_time = 0.0
_interact_hold_time += delta
# Check if we should trigger the action
if _interact_hold_time >= _interact_hold_duration:
_interact_hold_time = 0.0
if prompt_text.contains("defuse"):
request_defuse()
elif prompt_text.contains("plant"):
request_plant()
else:
# Cancel any pending interaction
if _interact_held:
_interact_held = false
_interact_hold_time = 0.0
# If we were defusing and released, cancel
if _is_defusing:
request_cancel_defuse()
# Update prompt if changed
if prompt_text != _current_prompt or show_prompt != _prompt_visible:
_current_prompt = prompt_text
_prompt_visible = show_prompt
prompt_changed.emit(prompt_text, show_prompt)
func _emit_status_updates() -> void:
# Emit bomb status updates (rate-limited is handled by engine)
bomb_status_updated.emit(_bomb_planted, _bomb_timer, _is_defusing, _defuse_progress)
# Emit direction indicator if bomb is planted
if _bomb_planted and _character_controller != null:
var player_pos: Vector3 = _character_controller.global_position
var direction: Vector3 = _bomb_position - player_pos
var distance: float = direction.length()
if distance > 0.01:
var bearing: float = atan2(direction.x, -direction.z) # Relative to forward (Z)
bomb_direction_updated.emit(rad_to_deg(bearing), distance)
else:
bomb_direction_updated.emit(0.0, 0.0)
# ---------------------------------------------------------------------------
# Internal — Helpers
# ---------------------------------------------------------------------------
## Get the local player's team (from TeamManager singleton if available).
func _get_local_player_team() -> int:
var team_manager: TeamManager = get_node_or_null("/root/TeamManager")
if team_manager:
var peer_id: int = multiplayer.get_unique_id() if multiplayer.has_method(&\"get_unique_id\") else -1
if peer_id >= 0:
return team_manager.get_player_team(peer_id)
return -1
## Check if the current round is in LIVE phase.
func _is_round_live() -> bool:
var round_manager: RoundManager = get_node_or_null("/root/RoundManager")
if round_manager:
return round_manager.get_phase() == RoundManager.RoundPhase.LIVE
return false
## Get the multiplayer API (stub for compatibility).
func get_multiplayer() -> MultiplayerAPI:
if multiplayer and multiplayer.has_method(&\"get_unique_id\"):
return multiplayer
return null