225 lines
6.7 KiB
GDScript
225 lines
6.7 KiB
GDScript
extends CharacterBody3D
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enum State { WANDER, RAGDOLL }
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var _state: State = State.WANDER
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var _skeleton: Skeleton3D = null
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var _sim: PhysicalBoneSimulator3D = null
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var _anim_player: AnimationPlayer = null
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var _wander_target: Vector3 = Vector3.ZERO
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var _idle_timer: float = 0.0
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@onready var _mesh: Node3D = $matador_v02
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@onready var _hit_area: Area3D = $HitArea
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@onready var _body_col: CollisionShape3D = $CollisionShape3D
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const _WALK_ANIM: StringName = &"Armature|walk"
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const _IDLE_ANIM: StringName = &"Armature|idle"
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func _ready() -> void:
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add_to_group(&"matador")
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_skeleton = _find_skeleton(_mesh)
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_anim_player = _find_anim_player(_mesh)
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if _skeleton:
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_sim = _setup_physical_bones()
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if _anim_player:
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_ensure_loop(_WALK_ANIM)
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if _anim_player.has_animation(_IDLE_ANIM):
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_anim_player.play(_IDLE_ANIM)
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else:
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push_warning("Matador: idle animation not found. Available: %s" %
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str(_anim_player.get_animation_list()))
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_hit_area.body_entered.connect(_on_body_entered)
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_pick_wander_target()
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func _physics_process(delta: float) -> void:
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if not is_on_floor():
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velocity += get_gravity() * delta
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match _state:
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State.WANDER: _tick_wander(delta)
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State.RAGDOLL: _tick_ragdoll(delta)
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func _tick_wander(delta: float) -> void:
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if _idle_timer > 0.0:
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_idle_timer -= delta
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velocity.x = move_toward(velocity.x, 0.0, 10.0 * delta)
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velocity.z = move_toward(velocity.z, 0.0, 10.0 * delta)
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_play_anim(_IDLE_ANIM)
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move_and_slide()
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return
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var dx: float = _wander_target.x - global_position.x
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var dz: float = _wander_target.z - global_position.z
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if Vector2(dx, dz).length() < 0.8:
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_idle_timer = randf_range(DP.f("mat_idle_min"), DP.f("mat_idle_max"))
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_pick_wander_target()
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else:
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var dir := Vector3(dx, 0.0, dz).normalized()
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var spd := DP.f("mat_walk_speed")
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velocity.x = dir.x * spd
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velocity.z = dir.z * spd
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_mesh.rotation.y = lerp_angle(
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_mesh.rotation.y, atan2(velocity.x, velocity.z), delta * 8.0)
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_play_anim(_WALK_ANIM)
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move_and_slide()
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func _tick_ragdoll(delta: float) -> void:
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velocity.x = move_toward(velocity.x, 0.0, 15.0 * delta)
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velocity.z = move_toward(velocity.z, 0.0, 15.0 * delta)
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move_and_slide()
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func _on_body_entered(body: Node3D) -> void:
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if _state == State.RAGDOLL:
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return
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if not body.is_in_group(&"player"):
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return
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var player := body as CharacterBody3D
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if player.velocity.length() < DP.f("mat_hit_threshold"):
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return
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var hit_dir := (global_position - player.global_position).normalized()
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_enter_ragdoll(hit_dir, player.velocity.length())
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func _enter_ragdoll(hit_dir: Vector3, bull_speed: float) -> void:
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_state = State.RAGDOLL
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hit_dir.y = 0.0
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hit_dir = hit_dir.normalized()
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# Cap lateral slide so matadors don't cross the arena; fixed upward pop
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var lateral: float = minf(bull_speed * 0.2, 4.0)
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velocity = Vector3(hit_dir.x * lateral, 2.0, hit_dir.z * lateral)
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# Disable body capsule so a fast bull doesn't bounce off a ragdolling matador
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_body_col.disabled = true
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if _anim_player:
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_anim_player.stop()
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if not _sim:
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return
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_sim.active = true
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var strength := DP.f("mat_ragdoll_impulse")
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for child: Node in _sim.get_children():
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if child is PhysicalBone3D:
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var scatter := Vector3(
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randf_range(-0.4, 0.4),
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randf_range(0.1, 0.5),
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randf_range(-0.4, 0.4))
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(child as PhysicalBone3D).apply_central_impulse(
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(hit_dir + scatter).normalized() * strength)
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# ── Animation helpers ─────────────────────────────────────────────────────────
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func _ensure_loop(anim_name: StringName) -> void:
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if _anim_player.has_animation(anim_name):
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var anim := _anim_player.get_animation(anim_name)
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anim.loop_mode = Animation.LOOP_LINEAR
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func _play_anim(anim_name: StringName) -> void:
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if not _anim_player:
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return
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if not _anim_player.has_animation(anim_name):
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return
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if _anim_player.current_animation != anim_name:
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_anim_player.play(anim_name)
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func _reset_bone_poses() -> void:
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for i: int in _skeleton.get_bone_count():
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_skeleton.set_bone_pose_rotation(i, Quaternion.IDENTITY)
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func _pick_wander_target() -> void:
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var radius := DP.f("mat_wander_radius")
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var angle := randf() * TAU
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var dist := randf_range(2.0, radius)
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_wander_target = Vector3(cos(angle) * dist, 0.0, sin(angle) * dist)
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# ── Ragdoll setup ─────────────────────────────────────────────────────────────
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func _setup_physical_bones() -> PhysicalBoneSimulator3D:
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for child: Node in _skeleton.get_children():
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if child is PhysicalBoneSimulator3D:
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(child as PhysicalBoneSimulator3D).active = false
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return child as PhysicalBoneSimulator3D
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var sim := PhysicalBoneSimulator3D.new()
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sim.active = false
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_skeleton.add_child(sim)
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const BONES: Array = [
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["matador", 0.18],
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["COG", 0.12],
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["chest", 0.13, 0.30],
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["head", 0.14],
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["collarbone_L", 0.06, 0.18],
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["collarbone_R", 0.06, 0.18],
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["arm_L", 0.07, 0.22],
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["arm_R", 0.07, 0.22],
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["forearm_L", 0.06, 0.22],
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["forearm_R", 0.06, 0.22],
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["hand_L", 0.05, 0.12],
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["hand_R", 0.05, 0.12],
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["leg_L", 0.10, 0.32],
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["leg_R", 0.10, 0.32],
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["shin_L", 0.08, 0.28],
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["shin_R", 0.08, 0.28],
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["foot_L", 0.07, 0.18],
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["foot_R", 0.07, 0.18],
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]
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for entry: Array in BONES:
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var bname: String = entry[0]
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if _skeleton.find_bone(bname) == -1:
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continue
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var pb := PhysicalBone3D.new()
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pb.bone_name = bname
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pb.joint_type = PhysicalBone3D.JOINT_TYPE_PIN
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pb.linear_damp = 1.0
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pb.angular_damp = 1.0
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var cs := CollisionShape3D.new()
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var use_capsule: bool = entry.size() >= 3
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if use_capsule:
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var cap := CapsuleShape3D.new()
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cap.radius = entry[1]
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cap.height = entry[2]
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cs.shape = cap
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else:
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var sph := SphereShape3D.new()
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sph.radius = entry[1]
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cs.shape = sph
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pb.add_child(cs)
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sim.add_child(pb)
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return sim
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# ── Utility ───────────────────────────────────────────────────────────────────
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func _find_skeleton(node: Node) -> Skeleton3D:
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if node is Skeleton3D:
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return node as Skeleton3D
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for child: Node in node.get_children():
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var r := _find_skeleton(child)
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if r:
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return r
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return null
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func _find_anim_player(node: Node) -> AnimationPlayer:
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if node is AnimationPlayer:
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return node as AnimationPlayer
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for child: Node in node.get_children():
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var r := _find_anim_player(child)
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if r:
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return r
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return null
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