e70ce76207
- Fix dead code in server_main.gd (unreachable lag compensation print) - Remove WeaponData type hints from weapon_server.gd (Resource class_name in Node scripts = headless fail) - Use preload() instead of WeaponData class_name in weapon_definitions.gd for const refs - Lazy-init WEAPONS dict (const can't reference preload members) - Remove duplicate class_name RoundManager from server/scripts/round/round_manager.gd - Remove DamageProcessor type hints from round/round_manager.gd and bomb_objective.gd - Add start()/stop()/can_tick()/tick()/spawn_entity()/despawn_entity() to simulation_server_stub.gd - Fix get_world_3d() → get_tree().root.world_3d in weapon_server.gd Node context - Fix var data := → var data = for untyped WeaponDefinitions.get_weapon() returns - Clean export cache and verify server starts with zero parse errors
535 lines
18 KiB
GDScript
535 lines
18 KiB
GDScript
## BombObjective — Server-authoritative bomb plant/defuse logic.
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##
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## Manages the bomb lifecycle for competitive search & destroy rounds.
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## Owned by GameServer; wired to RoundManager for round-end outcomes.
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##
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## Bomb state machine:
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## IDLE → PLANTED → EXPLODED
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## → DEFUSED
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##
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## Usage (GameServer._ready()):
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## var bomb = BombObjective.new()
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## add_child(bomb)
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## bomb.round_manager = round_manager_ref
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## bomb.team_manager = team_manager_ref
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## bomb.damage_processor = damage_processor_ref
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## bomb.entity_to_peer = entity_to_peer_ref
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## bomb.peer_to_entity = peer_to_entity_ref
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## bomb.register_bomb_sites(get_tree().get_nodes_in_group("bomb_sites"))
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## round_manager.round_ended.connect(bomb.reset)
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##
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## Bomb sites are Area3D nodes with group "bomb_sites" in the map scene.
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## Each bombsite should have a Marker3D child named "PlantPosition".
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extends Node
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class_name BombObjective
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# Preload for headless compat
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const _td = preload("res://scripts/teams/team_data.gd")
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# ---------------------------------------------------------------------------
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# Signals
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# ---------------------------------------------------------------------------
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## Emitted when the bomb is planted by a T player.
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signal bomb_planted(player_id: int, position: Vector3)
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## Emitted when the bomb is defused by a CT player.
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signal bomb_defused(player_id: int)
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## Emitted when the bomb explodes.
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signal bomb_exploded(position: Vector3)
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## Emitted when a CT player starts defusing.
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signal defuse_started(player_id: int)
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## Emitted when a CT player cancels defuse (moves, killed, or interrupted).
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signal defuse_cancelled(player_id: int)
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# ---------------------------------------------------------------------------
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# Bomb State enum
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# ---------------------------------------------------------------------------
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enum BombState {
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IDLE = 0, # No bomb active
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PLANTED = 1, # Bomb is planted, timer counting down
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EXPLODED = 2, # Bomb has exploded
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DEFUSED = 3, # Bomb was successfully defused
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}
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# ---------------------------------------------------------------------------
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# Constants — defaults
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# ---------------------------------------------------------------------------
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## Default bomb timer duration in seconds (from plant to explosion).
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const DEFAULT_BOMB_TIMER: float = 40.0
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## Default defuse time in seconds.
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const DEFAULT_DEFUSE_TIME: float = 5.0
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## Default lethal radius in Godot units (full damage).
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const DEFAULT_LETHAL_RADIUS: float = 10.0
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## Default half-damage radius (50% damage).
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const DEFAULT_HALF_RADIUS: float = 15.0
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## Default explosion damage at center.
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const DEFAULT_EXPLOSION_DAMAGE: float = 500.0
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# ---------------------------------------------------------------------------
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# Dependencies (set by GameServer before use)
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# ---------------------------------------------------------------------------
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## Reference to the RoundManager node.
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var round_manager = null
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## Reference to the TeamManager for checking player teams.
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var team_manager = null
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## Reference to the DamageProcessor for applying explosion damage.
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var damage_processor = null # DamageProcessor — untyped for headless compat
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## Mapping: entity_id → peer_id (from GameServer).
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var entity_to_peer: Dictionary = {}
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## Mapping: peer_id → entity_id (from GameServer).
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var peer_to_entity: Dictionary = {}
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# ---------------------------------------------------------------------------
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# Configuration
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# ---------------------------------------------------------------------------
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## Seconds from plant to explosion.
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var bomb_timer_duration: float = DEFAULT_BOMB_TIMER
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## Seconds required to defuse.
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var defuse_time: float = DEFAULT_DEFUSE_TIME
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## Radius within which explosion deals lethal (full) damage.
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var lethal_radius: float = DEFAULT_LETHAL_RADIUS
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## Radius within which explosion deals half damage.
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var half_radius: float = DEFAULT_HALF_RADIUS
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## Base explosion damage dealt at center (scales with distance).
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var explosion_damage: float = DEFAULT_EXPLOSION_DAMAGE
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# ---------------------------------------------------------------------------
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# State
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# ---------------------------------------------------------------------------
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## Current bomb state.
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var _state: BombState = BombState.IDLE
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## The entity ID (peer ID) of the player who planted the bomb.
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var _planter_id: int = -1
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## World position where the bomb is planted.
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var _bomb_position: Vector3 = Vector3.ZERO
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## Remaining time on the bomb timer (counts down when PLANTED).
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var _bomb_timer: float = 0.0
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## The entity ID (peer ID) of the player currently defusing.
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var _defuser_id: int = -1
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## Time remaining for the current defuse attempt.
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var _defuse_timer: float = 0.0
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## Registered bomb sites: Array of Area3D nodes with "bomb_sites" group.
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var _bomb_sites: Array[Area3D] = []
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# ---------------------------------------------------------------------------
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# Lifecycle
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# ---------------------------------------------------------------------------
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func _ready() -> void:
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_state = BombState.IDLE
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print("[BombObjective] Initialised — state: IDLE")
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func _process(delta: float) -> void:
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match _state:
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BombState.PLANTED:
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# Count down bomb timer
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_bomb_timer -= delta
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if _bomb_timer <= 0.0:
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_bomb_timer = 0.0
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bomb_explode()
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# Count down defuse timer if defusing
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if _defuser_id >= 0:
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_defuse_timer -= delta
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if _defuse_timer <= 0.0:
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_defuse_timer = 0.0
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_complete_defuse()
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BombState.IDLE, BombState.EXPLODED, BombState.DEFUSED:
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pass
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# ---------------------------------------------------------------------------
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# Public API — Site registration
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# ---------------------------------------------------------------------------
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## Register bomb site Area3D nodes. These are typically found via
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## get_tree().get_nodes_in_group("bomb_sites").
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## Each bombsite should have a Marker3D child named "PlantPosition".
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func register_bomb_sites(sites: Array[Area3D]) -> void:
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_bomb_sites = sites
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print("[BombObjective] Registered %d bomb site(s)" % sites.size())
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## Get all registered bomb site areas.
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func get_bomb_sites() -> Array[Area3D]:
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return _bomb_sites.duplicate()
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# ---------------------------------------------------------------------------
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# Public API — Bomb actions
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# ---------------------------------------------------------------------------
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## Plant the bomb at the given world position.
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## Only allowed for T-side players during the LIVE phase.
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## Returns true if the bomb was planted, false otherwise.
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func plant_bomb(player_id: int, position: Vector3) -> bool:
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if _state != BombState.IDLE:
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push_warning("[BombObjective] Cannot plant — bomb state is %d" % _state)
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return false
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if not _is_round_live():
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push_warning("[BombObjective] Cannot plant — round is not LIVE")
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return false
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if not _is_player_terrorist(player_id):
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push_warning("[BombObjective] Cannot plant — player %d is not on T side" % player_id)
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return false
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if not _is_player_in_bombsite(player_id):
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push_warning("[BombObjective] Cannot plant — player %d is not in a bombsite" % player_id)
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return false
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_state = BombState.PLANTED
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_planter_id = player_id
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_bomb_position = position
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_bomb_timer = bomb_timer_duration
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_defuser_id = -1
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_defuse_timer = 0.0
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print("[BombObjective] Bomb planted by player %d at (%.1f, %.1f, %.1f) — % .1fs timer" %
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[player_id, position.x, position.y, position.z, _bomb_timer])
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bomb_planted.emit(player_id, position)
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return true
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## Start defusing the bomb (CT-side only, must be near the bomb).
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## Returns true if defuse started, false otherwise.
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func defuse_bomb(player_id: int) -> bool:
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if _state != BombState.PLANTED:
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push_warning("[BombObjective] Cannot defuse — bomb state is %d" % _state)
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return false
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if not _is_player_counter_terrorist(player_id):
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push_warning("[BombObjective] Cannot defuse — player %d is not on CT side" % player_id)
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return false
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if not _is_player_near_bomb(player_id):
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push_warning("[BombObjective] Cannot defuse — player %d is not near the bomb" % player_id)
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return false
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if _defuser_id >= 0:
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push_warning("[BombObjective] Cannot defuse — someone (%d) is already defusing" % _defuser_id)
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return false
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_defuser_id = player_id
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_defuse_timer = defuse_time
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print("[BombObjective] Defuse started by player %d — % .1fs" % [player_id, _defuse_timer])
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defuse_started.emit(player_id)
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return true
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## Cancel an active defuse attempt (player moved, was killed, or interrupted).
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func cancel_defuse(player_id: int) -> bool:
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if _defuser_id != player_id:
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return false
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_defuser_id = -1
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_defuse_timer = 0.0
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print("[BombObjective] Defuse cancelled by player %d" % player_id)
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defuse_cancelled.emit(player_id)
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return true
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## Force the bomb to explode immediately. Called when the timer reaches zero.
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func bomb_explode() -> void:
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if _state != BombState.PLANTED:
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return
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_state = BombState.EXPLODED
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_defuser_id = -1
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_defuse_timer = 0.0
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print("[BombObjective] Bomb EXPLODED at (%.1f, %.1f, %.1f)" %
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[_bomb_position.x, _bomb_position.y, _bomb_position.z])
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# Apply explosion damage to all players within radius
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_apply_explosion_damage()
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bomb_exploded.emit(_bomb_position)
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# (RoundManager notification is handled by GameServer via signal connection)
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# ---------------------------------------------------------------------------
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# Public API — Query
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# ---------------------------------------------------------------------------
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## Check if the bomb is currently planted and active.
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func is_bomb_planted() -> bool:
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return _state == BombState.PLANTED
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## Get the world position of the planted bomb.
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## Returns Vector3.ZERO if not planted.
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func get_bomb_position() -> Vector3:
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return _bomb_position
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## Get the remaining time on the bomb timer (seconds).
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## Returns 0.0 if not planted.
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func get_bomb_timer() -> float:
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return max(0.0, _bomb_timer)
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## Get the current bomb state.
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func get_state() -> BombState:
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return _state
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## Get the player ID of the planter.
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## Returns -1 if no bomb is planted.
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func get_planter_id() -> int:
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return _planter_id
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## Get the player ID of the current defuser.
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## Returns -1 if no one is defusing.
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func get_defuser_id() -> int:
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return _defuser_id
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## Get the remaining defuse time (seconds).
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## Returns 0.0 if no one is defusing.
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func get_defuse_timer() -> float:
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return max(0.0, _defuse_timer)
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## Get the progress of the current defuse (0.0 to 1.0).
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## Returns 0.0 if no one is defusing.
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func get_defuse_progress() -> float:
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if _defuser_id < 0 or defuse_time <= 0.0:
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return 0.0
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return clamp(1.0 - (_defuse_timer / defuse_time), 0.0, 1.0)
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## Check if a specific player is currently defusing the bomb.
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func is_player_defusing(player_id: int) -> bool:
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return _defuser_id == player_id
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## Check if a specific player is near the bomb (within defuse radius).
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func is_player_near_bomb(player_id: int, distance_threshold: float = 3.0) -> bool:
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if _state != BombState.PLANTED:
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return false
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return _is_player_near_bomb(player_id, distance_threshold)
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## Check if a specific player is inside any bombsite.
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func is_player_in_bombsite(player_id: int) -> bool:
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return _is_player_in_bombsite(player_id)
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# ---------------------------------------------------------------------------
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# Public API — Reset
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# ---------------------------------------------------------------------------
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## Reset the bomb to IDLE state (called on round end / new round).
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func reset() -> void:
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_state = BombState.IDLE
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_planter_id = -1
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_bomb_position = Vector3.ZERO
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_bomb_timer = 0.0
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_defuser_id = -1
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_defuse_timer = 0.0
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print("[BombObjective] Reset — state: IDLE")
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# ---------------------------------------------------------------------------
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# Internal — Explosion damage
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# ---------------------------------------------------------------------------
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## Apply damage to all players within the explosion radius.
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## Deals lethal_radius damage within lethal_radius, and linear falloff
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## from lethal_radius to half_radius (half damage at outer edge).
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func _apply_explosion_damage() -> void:
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if damage_processor == null:
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print("[BombObjective] No damage processor — explosion deals no damage")
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return
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if entity_to_peer.is_empty() or peer_to_entity.is_empty():
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return
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# Iterate over all tracked entity IDs (from GameServer.entity_to_peer)
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for entity_id in entity_to_peer.keys():
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var health: float = damage_processor.get_health(entity_id)
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if health <= 0.0:
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continue # Already dead or not registered
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# Get the player's position via the registered node
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var player_pos: Vector3 = _get_entity_position(entity_id)
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var distance: float = _bomb_position.distance_to(player_pos)
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# Determine damage multiplier based on distance
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var damage_mult: float = 0.0
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if distance <= lethal_radius:
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damage_mult = 1.0 # Full damage
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elif distance <= half_radius:
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# Linear falloff from full to half damage
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var t: float = (distance - lethal_radius) / (half_radius - lethal_radius) if half_radius > lethal_radius else 1.0
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damage_mult = 1.0 - (t * 0.5) # 1.0 → 0.5
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else:
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continue # Outside damage range
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var actual_damage: float = explosion_damage * damage_mult
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# Apply damage via DamageProcessor
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# Use the planter's entity_id as the shooter for attribution
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var planter_entity: int = peer_to_entity.get(_planter_id, -1)
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var result: Dictionary = {"hit": true, "target_id": entity_id, "damage": actual_damage}
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damage_processor.process_hit(result, planter_entity)
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print("[BombObjective] Explosion damaged entity %d — %.1f damage (dist=%.1f, mult=%.2f)" %
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[entity_id, actual_damage, distance, damage_mult])
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# ---------------------------------------------------------------------------
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# Internal — Defuse completion
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# ---------------------------------------------------------------------------
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func _complete_defuse() -> void:
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if _state != BombState.PLANTED:
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return
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var defuser: int = _defuser_id
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_state = BombState.DEFUSED
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_defuser_id = -1
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_defuse_timer = 0.0
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print("[BombObjective] Bomb defused by player %d" % defuser)
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bomb_defused.emit(defuser)
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# (RoundManager notification is handled by GameServer via signal connection)
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# ---------------------------------------------------------------------------
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# Internal — Helpers
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# ---------------------------------------------------------------------------
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## Check if the current round phase is LIVE.
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func _is_round_live() -> bool:
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if round_manager == null:
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return false
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return round_manager.get_phase() == RoundManager.RoundPhase.LIVE
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## Check if a player (by peer ID) is on the Terrorist team.
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func _is_player_terrorist(player_id: int) -> bool:
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if team_manager == null:
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return false
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return team_manager.get_player_team(player_id) == _td.Team.TERRORIST
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## Check if a player (by peer ID) is on the Counter-Terrorist team.
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func _is_player_counter_terrorist(player_id: int) -> bool:
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if team_manager == null:
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return false
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return team_manager.get_player_team(player_id) == _td.Team.COUNTER_TERRORIST
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## Check if a player is inside any registered bombsite.
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## Iterates bomb sites and checks if the player's body overlaps.
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func _is_player_in_bombsite(player_id: int) -> bool:
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if _bomb_sites.is_empty():
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return false
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var entity_id: int = peer_to_entity.get(player_id, -1)
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if entity_id < 0:
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return false
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# Get the player node from LagCompensation or scene tree
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var player_node: Node3D = _get_entity_node(entity_id)
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if player_node == null:
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return false
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for site in _bomb_sites:
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if site == null:
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continue
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# Check if the player's global position is within the site's Area3D bounds
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var site_pos: Vector3 = site.global_position
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var site_shape_extents: Vector3 = _get_area_extents(site)
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var player_pos: Vector3 = player_node.global_position
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# Simple AABB check using the Area3D's extents
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var half_size: Vector3 = site_shape_extents * 0.5
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var min_bounds: Vector3 = site_pos - half_size
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var max_bounds: Vector3 = site_pos + half_size
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if player_pos.x >= min_bounds.x and player_pos.x <= max_bounds.x and \
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player_pos.y >= min_bounds.y and player_pos.y <= max_bounds.y and \
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player_pos.z >= min_bounds.z and player_pos.z <= max_bounds.z:
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return true
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return false
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## Check if a player is near the planted bomb (within defuse range).
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func _is_player_near_bomb(player_id: int, distance_threshold: float = 3.0) -> bool:
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if _state != BombState.PLANTED:
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return false
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var entity_id: int = peer_to_entity.get(player_id, -1)
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if entity_id < 0:
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return false
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var player_node: Node3D = _get_entity_node(entity_id)
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if player_node == null:
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return false
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var distance: float = player_node.global_position.distance_to(_bomb_position)
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return distance <= distance_threshold
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## Get a player's world position via their registered node.
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## Tries LagCompensation first, then direct node lookup.
|
||
func _get_entity_position(entity_id: int) -> Vector3:
|
||
var node: Node3D = _get_entity_node(entity_id)
|
||
if node:
|
||
return node.global_position
|
||
return Vector3.ZERO
|
||
|
||
## Get the Node3D for a given entity_id.
|
||
## Tries to find via the scene tree or GameServer's entity→peer mapping.
|
||
func _get_entity_node(entity_id: int) -> Node3D:
|
||
# Fallback: search the scene tree for the entity (Player nodes)
|
||
var tree: SceneTree = get_tree()
|
||
if tree == null:
|
||
return null
|
||
|
||
# Iterate all Player nodes in the tree (tagged with "players" group)
|
||
var players: Array[Node] = tree.get_nodes_in_group("players")
|
||
for p in players:
|
||
if p is Node3D and p.has_method(&"get_entity_id"):
|
||
if p.get_entity_id() == entity_id:
|
||
return p
|
||
|
||
# Last resort: try to find by matching peer_id via entity_to_peer
|
||
var peer_id: int = entity_to_peer.get(entity_id, -1)
|
||
if peer_id >= 0:
|
||
for p in players:
|
||
if p is Node3D and p.has_method(&"get_peer_id"):
|
||
if p.get_peer_id() == peer_id:
|
||
return p
|
||
|
||
return null
|
||
|
||
## Get the approximate extents of an Area3D from its collision shapes.
|
||
func _get_area_extents(area: Area3D) -> Vector3:
|
||
var extents: Vector3 = Vector3(4.0, 2.0, 2.0) # Default fallback (8×4×4)
|
||
|
||
for child in area.get_children():
|
||
if child is CollisionShape3D and child.shape:
|
||
if child.shape is BoxShape3D:
|
||
extents = child.shape.size
|
||
break
|
||
elif child.shape is SphereShape3D:
|
||
var r: float = child.shape.radius
|
||
extents = Vector3(r * 2.0, r * 2.0, r * 2.0)
|
||
break
|
||
|
||
return extents
|