sword holster, health

This commit is contained in:
2026-06-24 23:11:19 +03:00
parent 64124990a6
commit 115872b98f
7 changed files with 541 additions and 62 deletions
+441 -55
View File
@@ -6,8 +6,9 @@ extends CharacterBody3D
# SIDESTEP→ bull commits: sharp lateral step to let it pass (pase phase)
# ATTACK → post-dodge or mid-range: chase and strike
# ROLL → hit by bull but roll chance fires: survive and recover
# THROW → planted, winding up an overhand throw, then releasing the sword
# RAGDOLL → hit by bull, no roll chance
enum State { WANDER, FLEE, BRACE, SIDESTEP, ATTACK, ROLL, RAGDOLL }
enum State { WANDER, FLEE, BRACE, SIDESTEP, ATTACK, ROLL, THROW, RAGDOLL }
signal killed
@@ -24,27 +25,53 @@ var _step_timer: float = 0.0
var _dodge_cd: float = 0.0
var _will_dodge: bool = true
var _attack_timer: float = 0.0
var _swing_timer: float = 0.0
var _roll_timer: float = 0.0
var _roll_dir: Vector3 = Vector3.ZERO
var _throw_timer: float = 0.0
var _throw_aim_cd: float = 0.0
var _throw_dir: Vector3 = Vector3.ZERO
var _steer_dir: Vector3 = Vector3.ZERO
var _steer_cd: float = 0.0
var _ole_player: AudioStreamPlayer = null
var _sword_hand_attach: BoneAttachment3D = null
var _sword_rest_attach: BoneAttachment3D = null
var _sword_node: Node3D = null
var _sword_in_hand: bool = false
var _drawing: bool = false
var _draw_timer: float = 0.0
var _draw_len: float = 0.0
var _resword_timer: float = 0.0
var _sword_blade_area: Area3D = null
var _blade_hit_cd: float = 0.0
var _death_player: AudioStreamPlayer = null
var _blood_burst: CPUParticles3D = null
@onready var _mesh: Node3D = $matador2
@onready var _hit_area: Area3D = $HitArea
@onready var _body_col: CollisionShape3D = $CollisionShape3D
const _ANIM_RUN: StringName = &"Run"
const _ANIM_IDLE: StringName = &"Taunt"
const _ANIM_ATTACK: StringName = &"Attack"
const _ANIM_ROLL: StringName = &"Roll"
const _ANIM_DRAW: StringName = &"Draw_weapon"
# Fraction of the draw clip at which the hand grabs the sword — the sword
# reparents from holster to hand at this point in the animation.
const _DRAW_GRAB_AT: float = 0.55
const _SWORD_SCENE: PackedScene = preload("res://Assets/sword.glb")
# Candidate steering offsets (radians) tried in order when a wall is ahead
const _STEER_ANGLES: Array = [0.0, -0.35, 0.35, -0.7, 0.7, -1.1, 1.1, PI]
const _STEER_LOOKAHEAD: float = 3.5 # longer = turns before hitting wall
const _STEER_INTERVAL: float = 0.12 # recompute direction at most ~8×/sec
# Side angles (radians) tried when the straight-ahead path is blocked.
const _STEER_CANDIDATES: Array = [-0.35, 0.35, -0.7, 0.7, -1.1, 1.1, PI]
# Movement tuning
const _ACCEL_FACTOR: float = 8.0 # velocity ramp = speed * factor * delta
const _TURN_MOVE: float = 8.0 # face the travel direction while roaming
const _TURN_FACE: float = 12.0 # face the bull while engaging
const _TURN_SHARP: float = 20.0 # snap onto a sidestep / roll direction
func _ready() -> void:
@@ -59,7 +86,11 @@ func _ready() -> void:
if not _anim_player.has_animation(_ANIM_RUN):
push_warning("Matador: expected animations not found. Available: %s" %
str(_anim_player.get_animation_list()))
_anim_player.playback_default_blend_time = DP.f("mat_anim_blend")
_anim_player.play(_ANIM_IDLE)
_setup_sword()
DP.any_changed.connect(_on_dp_changed)
_throw_aim_cd = randf_range(0.8, 2.5)
_hit_area.body_entered.connect(_on_body_entered)
_pick_wander_target()
_setup_blood_burst()
@@ -75,17 +106,35 @@ func _ready() -> void:
add_child(_death_player)
func _on_dp_changed(_key: String, _value: Variant) -> void:
_apply_sword_grip()
if _anim_player:
_anim_player.playback_default_blend_time = DP.f("mat_anim_blend")
func _acquire_bull() -> void:
if _bull != null:
return
var players := get_tree().get_nodes_in_group(&"player")
if not players.is_empty():
_bull = players[0] as CharacterBody3D
func _physics_process(delta: float) -> void:
if _bull == null:
var players := get_tree().get_nodes_in_group(&"player")
if not players.is_empty():
_bull = players[0] as CharacterBody3D
_acquire_bull()
if not is_on_floor():
velocity += get_gravity() * delta
_dodge_cd = maxf(0.0, _dodge_cd - delta)
_dodge_cd = maxf(0.0, _dodge_cd - delta)
_blade_hit_cd = maxf(0.0, _blade_hit_cd - delta)
_throw_aim_cd = maxf(0.0, _throw_aim_cd - delta)
# Pull a replacement sword from the holster a beat after throwing the last one.
if _state != State.RAGDOLL and not is_instance_valid(_sword_node) \
and (_sword_rest_attach != null or _sword_hand_attach != null):
_resword_timer -= delta
if _resword_timer <= 0.0:
_spawn_sword()
if _state != State.RAGDOLL and _bull != null:
_update_ai_state()
@@ -96,11 +145,26 @@ func _physics_process(delta: float) -> void:
State.SIDESTEP: _tick_sidestep(delta)
State.ATTACK: _tick_attack(delta)
State.ROLL: _tick_roll(delta)
State.THROW: _tick_throw(delta)
State.RAGDOLL: _tick_ragdoll(delta)
_update_sword_carry()
_advance_draw(delta)
func _update_ai_state() -> void:
if _state == State.THROW:
return
var dist := global_position.distance_to(_bull.global_position)
if (_state == State.WANDER or _state == State.FLEE or _state == State.ATTACK) \
and _throw_aim_cd <= 0.0 and _sword_in_hand and is_instance_valid(_sword_node) \
and dist >= DP.f("mat_throw_min_dist") and dist <= DP.f("mat_throw_range"):
# Roll for a throw; on a miss, wait before becoming eligible again so the
# matador commits to chasing for a melee Attack instead of throwing early.
if randf() < DP.f("mat_throw_chance"):
_start_throw()
return
_throw_aim_cd = randf_range(2.5, 5.0)
match _state:
State.WANDER:
if dist < DP.f("mat_flee_range"):
@@ -156,7 +220,7 @@ func _steer_clear(desired_dir: Vector3, delta: float) -> Vector3:
if space.intersect_ray(params).is_empty():
_steer_dir = desired_dir
return desired_dir
var candidates: Array = [-0.35, 0.35, -0.7, 0.7, -1.1, 1.1, PI]
var candidates := _STEER_CANDIDATES.duplicate()
candidates.shuffle()
for angle: float in candidates:
var dir := desired_dir.rotated(Vector3.UP, angle)
@@ -169,41 +233,62 @@ func _steer_clear(desired_dir: Vector3, delta: float) -> Vector3:
return desired_dir
# Ramp horizontal velocity toward dir*spd; vertical (gravity) is left untouched.
func _accelerate(dir: Vector3, spd: float, delta: float) -> void:
velocity.x = move_toward(velocity.x, dir.x * spd, spd * _ACCEL_FACTOR * delta)
velocity.z = move_toward(velocity.z, dir.z * spd, spd * _ACCEL_FACTOR * delta)
func _decelerate(rate: float, delta: float) -> void:
velocity.x = move_toward(velocity.x, 0.0, rate * delta)
velocity.z = move_toward(velocity.z, 0.0, rate * delta)
# Turn the mesh to face travel direction — skipped at near-zero speed so a
# stopping matador doesn't snap to atan2(0, 0) == facing +Z (a jitter source).
func _face_velocity(delta: float, rate: float) -> void:
if Vector2(velocity.x, velocity.z).length_squared() > 0.04:
_mesh.rotation.y = lerp_angle(
_mesh.rotation.y, atan2(velocity.x, velocity.z), delta * rate)
func _face_point(point: Vector3, delta: float, rate: float) -> void:
var to := point - global_position
to.y = 0.0
if to.length_squared() > 0.01:
_mesh.rotation.y = lerp_angle(_mesh.rotation.y, atan2(to.x, to.z), delta * rate)
func _tick_wander(delta: float) -> void:
if _idle_timer > 0.0:
_idle_timer -= delta
velocity.x = move_toward(velocity.x, 0.0, 10.0 * delta)
velocity.z = move_toward(velocity.z, 0.0, 10.0 * delta)
# Plant the feet while unsheathing instead of sliding through the draw clip.
if _drawing or _idle_timer > 0.0:
_idle_timer = maxf(0.0, _idle_timer - delta)
_decelerate(10.0, delta)
_play_anim(_ANIM_IDLE)
move_and_slide()
return
var dx: float = _wander_target.x - global_position.x
var dz: float = _wander_target.z - global_position.z
if Vector2(dx, dz).length() < 0.8:
var to_target := Vector3(
_wander_target.x - global_position.x, 0.0, _wander_target.z - global_position.z)
if to_target.length() < 0.8:
_idle_timer = randf_range(DP.f("mat_idle_min"), DP.f("mat_idle_max"))
_pick_wander_target()
else:
var dir := _steer_clear(Vector3(dx, 0.0, dz).normalized(), delta)
var spd := DP.f("mat_walk_speed")
velocity.x = move_toward(velocity.x, dir.x * spd, spd * 8.0 * delta)
velocity.z = move_toward(velocity.z, dir.z * spd, spd * 8.0 * delta)
_mesh.rotation.y = lerp_angle(
_mesh.rotation.y, atan2(velocity.x, velocity.z), delta * 8.0)
var dir := _steer_clear(to_target.normalized(), delta)
_accelerate(dir, DP.f("mat_walk_speed"), delta)
_face_velocity(delta, _TURN_MOVE)
_play_anim(_ANIM_RUN)
move_and_slide()
func _tick_flee(delta: float) -> void:
var away := (global_position - _bull.global_position)
var away := global_position - _bull.global_position
away.y = 0.0
if away.length() < 0.01:
away = Vector3(randf() - 0.5, 0.0, randf() - 0.5)
var dir := _steer_clear(away.normalized(), delta)
var spd := DP.f("mat_flee_speed")
velocity.x = move_toward(velocity.x, dir.x * spd, spd * 8.0 * delta)
velocity.z = move_toward(velocity.z, dir.z * spd, spd * 8.0 * delta)
_mesh.rotation.y = lerp_angle(_mesh.rotation.y, atan2(velocity.x, velocity.z), delta * 8.0)
_accelerate(dir, DP.f("mat_flee_speed"), delta)
_face_velocity(delta, _TURN_MOVE)
_play_anim(_ANIM_RUN)
move_and_slide()
@@ -227,13 +312,8 @@ func _start_brace() -> void:
func _tick_brace(delta: float) -> void:
velocity.x = move_toward(velocity.x, 0.0, 18.0 * delta)
velocity.z = move_toward(velocity.z, 0.0, 18.0 * delta)
var to_bull := (_bull.global_position - global_position)
to_bull.y = 0.0
if to_bull.length() > 0.1:
_mesh.rotation.y = lerp_angle(
_mesh.rotation.y, atan2(to_bull.x, to_bull.z), delta * 14.0)
_decelerate(18.0, delta)
_face_point(_bull.global_position, delta, _TURN_FACE)
_play_anim(_ANIM_ATTACK)
move_and_slide()
@@ -260,7 +340,7 @@ func _tick_sidestep(delta: float) -> void:
var spd := DP.f("mat_step_speed")
velocity.x = _step_dir.x * spd
velocity.z = _step_dir.z * spd
_mesh.rotation.y = lerp_angle(_mesh.rotation.y, atan2(velocity.x, velocity.z), delta * 20.0)
_face_velocity(delta, _TURN_SHARP)
_play_anim(_ANIM_ROLL)
move_and_slide()
@@ -268,38 +348,46 @@ func _tick_sidestep(delta: float) -> void:
func _start_attack() -> void:
_state = State.ATTACK
_attack_timer = DP.f("mat_attack_duration")
_swing_timer = 0.0
_dodge_cd = DP.f("mat_dodge_cooldown")
func _tick_attack(delta: float) -> void:
_attack_timer -= delta
var to_bull := (_bull.global_position - global_position)
_swing_timer = maxf(0.0, _swing_timer - delta)
_face_point(_bull.global_position, delta, _TURN_FACE)
var to_bull := _bull.global_position - global_position
to_bull.y = 0.0
var dist := to_bull.length()
if dist > 0.1:
_mesh.rotation.y = lerp_angle(
_mesh.rotation.y, atan2(to_bull.x, to_bull.z), delta * 10.0)
# Commit to a full swing once in range instead of flipping Run/Attack at the
# distance boundary every frame (the old foot-slide jitter). When the swing
# ends the matador re-closes if the bull slipped away, or stabs again if not.
if _swing_timer <= 0.0 and dist <= DP.f("mat_attack_min_dist"):
_swing_timer = _anim_length(_ANIM_ATTACK, 0.9)
if dist > DP.f("mat_attack_min_dist"):
var dir := _steer_clear(to_bull.normalized(), delta)
var spd := DP.f("mat_attack_speed")
velocity.x = move_toward(velocity.x, dir.x * spd, spd * 8.0 * delta)
velocity.z = move_toward(velocity.z, dir.z * spd, spd * 8.0 * delta)
if _swing_timer > 0.0:
_decelerate(22.0, delta)
_play_anim(_ANIM_ATTACK)
else:
velocity.x = move_toward(velocity.x, 0.0, 14.0 * delta)
velocity.z = move_toward(velocity.z, 0.0, 14.0 * delta)
var dir := _steer_clear(to_bull.normalized(), delta)
_accelerate(dir, DP.f("mat_attack_speed"), delta)
_play_anim(_ANIM_RUN)
_play_anim(_ANIM_ATTACK)
move_and_slide()
func _enter_roll(hit_dir: Vector3) -> void:
_state = State.ROLL
_roll_timer = DP.f("mat_roll_duration")
# Match the state to the actual clip so the roll plays through once instead of
# cutting to Run partway. mat_roll_duration is only a fallback.
_roll_timer = _anim_length(_ANIM_ROLL, DP.f("mat_roll_duration"))
hit_dir.y = 0.0
var side := 1.0 if randf() > 0.5 else -1.0
_roll_dir = hit_dir.normalized().rotated(Vector3.UP, PI * 0.5 * side)
if _anim_player and _anim_player.has_animation(_ANIM_ROLL):
_anim_player.play(_ANIM_ROLL)
_anim_player.seek(0.0, true)
func _tick_roll(delta: float) -> void:
@@ -311,11 +399,143 @@ func _tick_roll(delta: float) -> void:
var spd := DP.f("mat_step_speed")
velocity.x = _roll_dir.x * spd
velocity.z = _roll_dir.z * spd
_mesh.rotation.y = lerp_angle(_mesh.rotation.y, atan2(velocity.x, velocity.z), delta * 20.0)
_face_velocity(delta, _TURN_SHARP)
_play_anim(_ANIM_ROLL)
move_and_slide()
func _start_throw() -> void:
_state = State.THROW
_throw_timer = DP.f("mat_throw_windup")
velocity = Vector3.ZERO
if _anim_player:
_anim_player.pause()
var to_bull := _bull.global_position - global_position
to_bull.y = 0.0
_throw_dir = to_bull.normalized() if to_bull.length() > 0.1 else _mesh.global_transform.basis.z
func _tick_throw(delta: float) -> void:
_decelerate(20.0, delta)
_face_point(_bull.global_position, delta, _TURN_FACE)
var to_bull := _bull.global_position - global_position
to_bull.y = 0.0
if to_bull.length() > 0.1:
_throw_dir = to_bull.normalized()
var dur := maxf(DP.f("mat_throw_windup"), 0.001)
var prev := clampf(1.0 - _throw_timer / dur, 0.0, 1.0)
_throw_timer -= delta
var phase := clampf(1.0 - _throw_timer / dur, 0.0, 1.0)
_pose_throw_arm(phase)
var t_rel := DP.f("mat_throw_release")
if prev < t_rel and phase >= t_rel and is_instance_valid(_sword_node):
_release_sword()
if _throw_timer <= 0.0:
_end_throw()
move_and_slide()
func _end_throw() -> void:
_state = State.FLEE
_dodge_cd = DP.f("mat_dodge_cooldown")
# Blend straight into locomotion so the manually-posed throw arm eases out
# (a bare resume() would snap and leave the player on whatever it paused on).
if _anim_player:
_anim_player.play(_ANIM_RUN)
# Drive arm_R + forearm_R through a cock-back → release arc while the
# AnimationPlayer is paused. Swing is on bone-local X (see CLAUDE.md rig notes);
# angles are DP-tunable so the arc can be dialled in per rig.
func _pose_throw_arm(phase: float) -> void:
if not _skeleton:
return
var t_rel := DP.f("mat_throw_release")
var cock := DP.f("mat_throw_arm_cock")
var release := DP.f("mat_throw_arm_release")
var elbow := DP.f("mat_throw_elbow")
var arm_ang: float
var elbow_ang: float
if phase < t_rel:
var u := phase / maxf(t_rel, 0.001)
arm_ang = lerpf(0.0, cock, u)
elbow_ang = lerpf(0.0, elbow, u)
else:
var u := (phase - t_rel) / maxf(1.0 - t_rel, 0.001)
arm_ang = lerpf(cock, release, u)
elbow_ang = lerpf(elbow, 0.0, u)
_set_bone_swing("arm_R", arm_ang)
_set_bone_swing("forearm_R", elbow_ang)
func _set_bone_swing(bone: String, deg: float) -> void:
var idx := _skeleton.find_bone(bone)
if idx < 0:
return
var rest := _skeleton.get_bone_rest(idx).basis.get_rotation_quaternion()
_skeleton.set_bone_pose_rotation(idx, rest * Quaternion(Vector3.RIGHT, deg_to_rad(deg)))
# Detach the sword from the hand and launch it as a spinning physics projectile
# that damages the bull on contact, then settles and despawns.
func _release_sword() -> void:
if not is_instance_valid(_sword_node):
return
var sword := _sword_node
var blade := _sword_blade_area
var gx := sword.global_transform
_sword_node = null
_sword_blade_area = null
_sword_in_hand = false
_resword_timer = DP.f("mat_resword_delay")
# The RigidBody owns collisions now — silence the melee blade Area it carries.
if is_instance_valid(blade):
blade.monitoring = false
var rb := RigidBody3D.new()
rb.collision_layer = 0
rb.collision_mask = 1
rb.contact_monitor = true
rb.max_contacts_reported = 4
get_tree().current_scene.add_child(rb)
rb.global_transform = gx
sword.reparent(rb, true)
# Physics collider along the blade (GLB +Z), which equals rb-local +Z because
# the mesh kept its global transform and rb adopted it.
var cap := CapsuleShape3D.new()
cap.radius = 0.06
cap.height = 1.4
var cs := CollisionShape3D.new()
cs.shape = cap
cs.position = Vector3(0.0, 0.0, 0.7)
cs.rotation_degrees = Vector3(90.0, 0.0, 0.0)
rb.add_child(cs)
var dir := (_throw_dir + Vector3.UP * 0.12).normalized()
rb.linear_velocity = dir * DP.f("mat_throw_speed")
rb.angular_velocity = dir.cross(Vector3.UP).normalized() * -DP.f("mat_throw_spin")
var hit_done := [false]
rb.body_entered.connect(func(body: Node) -> void:
if hit_done[0]:
return
if body.is_in_group(&"player"):
hit_done[0] = true
body.call(&"take_sword_hit")
)
var cleanup := get_tree().create_timer(6.0)
cleanup.timeout.connect(func() -> void:
if is_instance_valid(rb):
rb.queue_free()
)
func _tick_ragdoll(_delta: float) -> void:
velocity.x = 0.0
velocity.z = 0.0
@@ -325,10 +545,7 @@ func _tick_ragdoll(_delta: float) -> void:
func apply_ability_hit(hit_dir: Vector3, strength: float) -> void:
if _state == State.RAGDOLL or _state == State.ROLL:
return
if _bull == null:
var players := get_tree().get_nodes_in_group(&"player")
if not players.is_empty():
_bull = players[0] as CharacterBody3D
_acquire_bull()
_enter_ragdoll(hit_dir, strength)
@@ -350,8 +567,21 @@ func _on_body_entered(body: Node3D) -> void:
_enter_ragdoll(hit_dir, player.velocity.length())
func _on_blade_hit(body: Node3D) -> void:
if _state == State.RAGDOLL or _state != State.ATTACK:
return
if not body.is_in_group(&"player"):
return
if _blade_hit_cd > 0.0:
return
_blade_hit_cd = 0.5
body.call(&"take_sword_hit")
func _enter_ragdoll(hit_dir: Vector3, bull_speed: float) -> void:
_state = State.RAGDOLL
if _sword_blade_area:
_sword_blade_area.monitoring = false
killed.emit()
var cleanup_timer := get_tree().create_timer(4.0)
cleanup_timer.timeout.connect(func() -> void:
@@ -476,9 +706,17 @@ func _ensure_loop(anim_name: StringName) -> void:
anim.loop_mode = Animation.LOOP_LINEAR
func _anim_length(anim_name: StringName, fallback: float) -> float:
if _anim_player and _anim_player.has_animation(anim_name):
return _anim_player.get_animation(anim_name).length
return fallback
func _play_anim(anim_name: StringName) -> void:
if _anim_player == null:
return
if _drawing:
return # let the unholster clip play through uninterrupted
if _anim_player.current_animation == anim_name:
return
_anim_player.play(anim_name)
@@ -499,6 +737,154 @@ func _pick_wander_target() -> void:
_wander_target = Vector3(cos(angle) * dist, 0.0, sin(angle) * dist)
# ── Sword attachment ──────────────────────────────────────────────────────────
# The rig (matador_v03) carries two purpose-built bones for the sword:
# weapon_bone — the grip pose in the right hand (drawn / fighting)
# weapon_rest_bone — the holstered pose at the hip (sheathed / wandering)
# The sword lives in the holster by default and is carried to the hand while the
# matador is in a combat state (see _carry_sword). Both bones are oriented in
# Blender to seat the sword directly, so the local offset/rotation default to
# identity and stay DP-tunable for fine-tuning without re-exporting.
func _setup_sword() -> void:
if not _skeleton:
return
var has_hand := _skeleton.find_bone("weapon_bone") != -1
var has_rest := _skeleton.find_bone("weapon_rest_bone") != -1
if not has_hand and not has_rest:
return
if has_hand:
_sword_hand_attach = BoneAttachment3D.new()
_sword_hand_attach.bone_name = "weapon_bone"
_skeleton.add_child(_sword_hand_attach)
if has_rest:
_sword_rest_attach = BoneAttachment3D.new()
_sword_rest_attach.bone_name = "weapon_rest_bone"
_skeleton.add_child(_sword_rest_attach)
_spawn_sword()
# Instantiate a fresh sword into the holster, with its own blade collider. Called
# at spawn and again after a throw, so a matador can keep drawing replacements.
func _spawn_sword() -> void:
if is_instance_valid(_sword_node):
return
if _sword_rest_attach == null and _sword_hand_attach == null:
return
_sword_node = _SWORD_SCENE.instantiate() as Node3D
# Start holstered (fall back to the hand if the rig only has one of the bones).
var start_attach := _sword_rest_attach if _sword_rest_attach else _sword_hand_attach
start_attach.add_child(_sword_node)
_sword_in_hand = start_attach == _sword_hand_attach
_drawing = false
_apply_sword_grip()
# Blade collider spans the steel (hilt at local origin, blade running +Z out
# to ~1.4 m). Only monitors while the sword is in hand (see _carry_sword).
var blade_cap := CapsuleShape3D.new()
blade_cap.radius = 0.10
blade_cap.height = 1.10
var blade_cs := CollisionShape3D.new()
blade_cs.shape = blade_cap
blade_cs.position = Vector3(0.0, 0.0, 0.8)
# CapsuleShape3D runs along Y by default; tip it onto +Z to follow the blade.
blade_cs.rotation_degrees = Vector3(90.0, 0.0, 0.0)
_sword_blade_area = Area3D.new()
_sword_blade_area.collision_layer = 0
_sword_blade_area.collision_mask = 1
_sword_blade_area.monitoring = _sword_in_hand
_sword_blade_area.add_child(blade_cs)
_sword_node.add_child(_sword_blade_area)
_sword_blade_area.body_entered.connect(_on_blade_hit)
# Draw the sword as the bull approaches and re-sheathe it once the bull is far
# again — so a matador wanders with the sword holstered and pulls it out to
# engage. Drawing plays the Draw_weapon clip; re-sheathing snaps back. Hysteresis
# (1.25× on the re-sheathe) avoids flicker at the threshold.
func _update_sword_carry() -> void:
if not is_instance_valid(_sword_node):
return
if _state == State.RAGDOLL or _bull == null:
_cancel_draw()
_carry_sword(false)
return
var dist := global_position.distance_to(_bull.global_position)
var draw_r := DP.f("mat_draw_range")
if dist <= draw_r:
if not _sword_in_hand and not _drawing:
_begin_draw()
elif dist > draw_r * 1.25:
_cancel_draw()
_carry_sword(false)
func _begin_draw() -> void:
if _anim_player and _anim_player.has_animation(_ANIM_DRAW):
_drawing = true
_draw_len = _anim_length(_ANIM_DRAW, 1.0)
_draw_timer = 0.0
_anim_player.play(_ANIM_DRAW)
_anim_player.seek(0.0, true)
else:
_carry_sword(true) # no draw clip on this rig — snap to hand
func _advance_draw(delta: float) -> void:
if not _drawing:
return
# A combat state needs the body animations back at once — finish instantly.
if _state != State.WANDER and _state != State.FLEE:
_finalize_draw()
return
_draw_timer += delta
if not _sword_in_hand and _draw_timer >= _draw_len * _DRAW_GRAB_AT:
_carry_sword(true)
if _draw_timer >= _draw_len:
_finalize_draw()
func _finalize_draw() -> void:
if not _drawing:
return
_drawing = false
_carry_sword(true)
# Abort an in-progress draw without forcing the sword into the hand, so the
# caller can re-holster (the suppressed locomotion anim resumes next frame).
func _cancel_draw() -> void:
_drawing = false
# Move the sword between the hand grip and the hip holster. Reparenting follows
# whichever bone the BoneAttachment tracks; the local grip transform is reapplied
# so the seating is identical in both sockets.
func _carry_sword(in_hand: bool) -> void:
if not is_instance_valid(_sword_node):
return
if in_hand == _sword_in_hand:
return
var target := _sword_hand_attach if in_hand else _sword_rest_attach
if target == null:
return
_sword_in_hand = in_hand
_sword_node.reparent(target, false)
_apply_sword_grip()
if _sword_blade_area:
_sword_blade_area.monitoring = in_hand
func _apply_sword_grip() -> void:
if not is_instance_valid(_sword_node):
return
_sword_node.position = Vector3(
DP.f("sword_pos_x"), DP.f("sword_pos_y"), DP.f("sword_pos_z"))
_sword_node.rotation_degrees = Vector3(
DP.f("sword_rot_x"), DP.f("sword_rot_y"), DP.f("sword_rot_z"))
# ── Ragdoll setup ─────────────────────────────────────────────────────────────
func _setup_physical_bones() -> PhysicalBoneSimulator3D: