Files
tactical-shooter/client/characters/weapon/weapon_manager.gd
T
shawn 2452aba0d7 feat: implement weapon set system (t_p2_weapons)
- WeaponData resource class with configurable weapon properties and
  pre-configured constants for rifle, pistol, shotgun, and SMG
- WeaponDefinitions singleton/static registry with WEAPONS dictionary
- WeaponServer node for server-authoritative weapon logic including
  fire rate cooldowns, ammo tracking, reload state machine, and
  multi-pellet hit-scan raycasting
- Extended WeaponManager with weapon inventory array, weapon switching,
  per-weapon state persistence, fire_animation_triggered signal
2026-07-01 20:16:22 -04:00

349 lines
11 KiB
GDScript

## WeaponManager — hitscan weapon system for tactical FPS.
##
## Manages a single hitscan weapon: fire rate limiting, ammo, reload.
## Communicates with SimulationServer for server-authoritative hit detection.
##
## Architecture:
## - Client-side: fire rate limiting, muzzle VFX, hit marker feedback
## - Server-side (via SimulationServer): hit detection, damage, lag compensation
## - Both sides: ammo tracking (server-authoritative, client-predicted)
##
## Usage (attach as child of FPSCharacterController):
##
## FPSCharacterController
## ├── WeaponManager — fire rate, ammo, VFX
## │ ├── MuzzleFlash — instantiated VFX
## │ └── HitMarker — instantiated VFX
## └── FpsCamera
##
class_name WeaponManager
extends Node
# ---------------------------------------------------------------------------
# Signals
# ---------------------------------------------------------------------------
## Emitted when the weapon fires (for visual feedback).
signal weapon_fired(origin: Vector3, direction: Vector3)
## Emitted when this weapon hits an entity.
signal hit_marked(hit_pos: Vector3, damage: float, killed: bool)
## Emitted when ammo changes.
signal ammo_changed(current: int, max: int)
## Emitted when player is killed.
signal player_killed()
## Emitted when the player switches weapons (for animation/UI).
signal weapon_switched(index: int, weapon_id: String)
## Emitted when the current weapon fires (for animation/visual sync).
## Connected by animation players or VFX systems on the weapon model.
signal fire_animation_triggered()
# ---------------------------------------------------------------------------
# Exports — Assault Rifle Config
# ---------------------------------------------------------------------------
## Maximum ammo capacity.
@export var max_ammo: int = 30
## Starting ammo (including one magazine).
@export var start_ammo: int = 90
## Time between shots (seconds). 10 Hz = 0.1s between shots.
@export var fire_rate: float = 0.1
## Reload time in seconds.
@export var reload_time: float = 2.0
## Spread increases while firing (degrees).
@export var spread_per_shot: float = 0.5
## Max spread when firing continuously (degrees).
@export var max_spread: float = 4.0
## Spread recovery per second (degrees/s).
@export var spread_recovery: float = 8.0
# ---------------------------------------------------------------------------
# State
# ---------------------------------------------------------------------------
var current_ammo: int = 30
var reserve_ammo: int = 90
var is_reloading: bool = false
var _last_shot_time: float = 0.0
var _current_spread: float = 0.0
# ---------------------------------------------------------------------------
# Multi-weapon inventory state
# ---------------------------------------------------------------------------
## Array of weapon IDs the player carries (the inventory).
var _weapon_inventory: Array[String] = []
## Index into _weapon_inventory for the currently equipped weapon.
var _current_weapon_index: int = -1
## Per-weapon persistent state saved when switching away, restored on switch-back.
## weapon_id -> { ammo, reserve, is_reloading, last_shot_time, current_spread }
var _weapon_states: Dictionary = {}
## Reference to the parent FPSCharacterController (set in _ready).
var _controller: FPSCharacterController = null
## Reference to SimulationServer (if available).
var _server: Object = null
# ---------------------------------------------------------------------------
# Lifecycle
# ---------------------------------------------------------------------------
func _ready() -> void:
_controller = get_parent() as FPSCharacterController
if _controller == null:
push_warning("WeaponManager: Parent is not FPSCharacterController. Disabled.")
set_process(false)
return
# Find SimulationServer singleton
if Engine.has_singleton("SimulationServer"):
_server = Engine.get_singleton("SimulationServer")
elif Engine.get_main_loop() and Engine.get_main_loop().root:
# Try finding it in the scene tree
var game_server = Engine.get_main_loop().root.find_child("GameServer", true, false)
if game_server and game_server.has_method(&"get_simulation_server"):
_server = game_server.get_simulation_server()
# Initialize ammo
current_ammo = max_ammo
reserve_ammo = start_ammo
# Signal that ammo changed
ammo_changed.emit(current_ammo, max_ammo)
# ---------------------------------------------------------------------------
# Main loop — called from FPSCharacterController._physics_process per tick
# ---------------------------------------------------------------------------
## Try to fire the weapon. Returns true if a shot was fired.
## Called by the controller when shoot input is detected.
func try_fire(time: float) -> bool:
# Check fire rate
if time - _last_shot_time < fire_rate:
return false
# Check ammo
if current_ammo <= 0:
# Auto-reload on empty — or play empty-click sound
if not is_reloading:
start_reload()
return false
# Check reloading
if is_reloading:
return false
# Deduct ammo
current_ammo -= 1
_last_shot_time = time
# Increase spread
_current_spread = min(_current_spread + spread_per_shot, max_spread)
# Persist state back to per-weapon dict
_save_current_weapon_state()
# Emit fire signal (for visual/hit marker)
# Direction comes from the controller's look direction
if _controller:
var origin: Vector3 = _controller.global_position
origin.y += _controller.eye_height_stand
var direction: Vector3 = _controller.get_look_direction()
weapon_fired.emit(origin, direction)
ammo_changed.emit(current_ammo, max_ammo)
fire_animation_triggered.emit()
return true
## Called every frame to recover spread and handle spread animation.
func _process(delta: float) -> void:
# Recover spread
if _current_spread > 0.0:
_current_spread = max(0.0, _current_spread - spread_recovery * delta)
## Start reloading.
func start_reload() -> void:
if is_reloading or current_ammo >= max_ammo or reserve_ammo <= 0:
return
is_reloading = true
await get_tree().create_timer(reload_time).timeout
# Reload logic
var needed: int = max_ammo - current_ammo
var from_reserve: int = min(needed, reserve_ammo)
current_ammo += from_reserve
reserve_ammo -= from_reserve
is_reloading = false
ammo_changed.emit(current_ammo, max_ammo)
_save_current_weapon_state()
## Called when a hit is confirmed by the server.
func on_hit_confirmed(hit_pos: Vector3, damage: float, killed: bool) -> void:
hit_marked.emit(hit_pos, damage, killed)
if killed:
player_killed.emit()
## Get current spread (degrees).
func get_current_spread() -> float:
return _current_spread
## Get the current weapon fire direction including spread cone.
func get_spread_direction(base_direction: Vector3) -> Vector3:
if _current_spread <= 0.001:
return base_direction
var spread_rad: float = deg_to_rad(_current_spread)
var theta: float = randf() * TAU
var phi: float = randf() * spread_rad
# Create a random perpendicular vector
var up := Vector3.UP
if abs(base_direction.dot(up)) > 0.99:
up = Vector3.RIGHT
var right := base_direction.cross(up).normalized()
up = right.cross(base_direction).normalized()
var offset := right * sin(theta) * sin(phi) + up * cos(theta) * sin(phi)
return (base_direction + offset).normalized()
## Reset weapon state (for respawn).
func reset() -> void:
# Re-initialise all weapon states in inventory
for wid in _weapon_inventory:
_initialize_weapon_state(wid)
# Apply current weapon (or use defaults if no inventory)
if _current_weapon_index >= 0 and _current_weapon_index < _weapon_inventory.size():
_apply_current_weapon()
else:
current_ammo = max_ammo
reserve_ammo = start_ammo
is_reloading = false
_current_spread = 0.0
_last_shot_time = 0.0
ammo_changed.emit(current_ammo, max_ammo)
# ---------------------------------------------------------------------------
# Weapon inventory management
# ---------------------------------------------------------------------------
## Add a weapon to the player's inventory.
## If no weapon is currently equipped, this one is automatically selected.
func add_weapon(weapon_id: String) -> void:
if weapon_id in _weapon_inventory:
return
_weapon_inventory.append(weapon_id)
_initialize_weapon_state(weapon_id)
if _current_weapon_index < 0:
_current_weapon_index = _weapon_inventory.size() - 1
_apply_current_weapon()
## Switch to a weapon by its inventory index.
## Returns true if the switch was performed.
func switch_weapon(index: int) -> bool:
if index < 0 or index >= _weapon_inventory.size():
return false
if index == _current_weapon_index:
return false
_save_current_weapon_state()
_current_weapon_index = index
_apply_current_weapon()
weapon_switched.emit(index, _weapon_inventory[index])
return true
## Return the WeaponData for the currently equipped weapon, or null.
func current_weapon_data() -> WeaponData:
var wid := get_current_weapon_id()
if wid.is_empty():
return null
return WeaponDefinitions.get_weapon(wid)
## Return the current weapon's ID string, or empty string.
func get_current_weapon_id() -> String:
if _current_weapon_index >= 0 and _current_weapon_index < _weapon_inventory.size():
return _weapon_inventory[_current_weapon_index]
return ""
## Return the number of weapons in the inventory.
func get_weapon_count() -> int:
return _weapon_inventory.size()
## Return the list of weapon IDs in the inventory.
func get_inventory() -> Array[String]:
return _weapon_inventory.duplicate()
# ---------------------------------------------------------------------------
# Internal: per-weapon state management
# ---------------------------------------------------------------------------
## Initialise state dict for a weapon with default values.
func _initialize_weapon_state(weapon_id: String) -> void:
var data := WeaponDefinitions.get_weapon(weapon_id)
if data == null:
return
_weapon_states[weapon_id] = {
ammo = data.mag_size,
reserve = data.mag_size * 3,
is_reloading = false,
last_shot_time = 0.0,
current_spread = 0.0,
}
## Save the current weapon's runtime state back into _weapon_states.
func _save_current_weapon_state() -> void:
var wid := get_current_weapon_id()
if wid.is_empty() or not (wid in _weapon_states):
return
_weapon_states[wid] = {
ammo = current_ammo,
reserve = reserve_ammo,
is_reloading = is_reloading,
last_shot_time = _last_shot_time,
current_spread = _current_spread,
}
## Load the weapon at _current_weapon_index and apply its data + state
## to the live export properties and state variables.
func _apply_current_weapon() -> void:
var wid := get_current_weapon_id()
if wid.is_empty():
return
var data := WeaponDefinitions.get_weapon(wid)
if data == null:
return
# Set export defaults from weapon data
max_ammo = data.mag_size
start_ammo = data.mag_size * 4 # 1 in mag + 3 reserve = 4x
fire_rate = 1.0 / max(data.fire_rate, 0.001)
reload_time = data.reload_time
spread_per_shot = data.spread_degrees * 0.1
max_spread = data.spread_degrees * 3.0
spread_recovery = data.spread_degrees * 8.0
# Restore per-weapon state
var st: Dictionary = _weapon_states.get(wid, {})
if st.is_empty():
_initialize_weapon_state(wid)
st = _weapon_states.get(wid, {})
current_ammo = st.get("ammo", data.mag_size)
reserve_ammo = st.get("reserve", data.mag_size * 3)
is_reloading = st.get("is_reloading", false)
_last_shot_time = st.get("last_shot_time", 0.0)
_current_spread = st.get("current_spread", 0.0)