using Godot; namespace Movementtests.systems; public record DashComputationRecord(bool HasHit, Vector3 Location, Vector3 CollisionPoint, Vector3 CollisionNormal); public record DashResolveRecord(bool EndWithMantle, Vector3 DashLocation, Vector3 MantleLocation); public partial class DashSystem: Node3D { [Export(PropertyHint.Range, "0,0.2,0.01,or_greater")] public float DashSpeed { get; set; } = 0.05f; [Export(PropertyHint.Range, "0,1000,1,or_greater")] public float PostDashSpeed { get; set; } = 0f; private Node3D _head; private ShapeCast3D _dashCast3D; private ShapeCast3D _playerCast3D; private Camera3D _camera; private TweenQueueSystem _tweenQueueSystem; private Vector3 _dashDirection = Vector3.Zero; private MantleSystem _mantleSystem; private MeshInstance3D _dashTarget; public DashResolveRecord DashResolve { get; set; } public DashComputationRecord DashComputation { get; set; } [Signal] public delegate void DashStartedEventHandler(); [Signal] public delegate void DashEndedEventHandler(); public void Init(Node3D head, Camera3D camera, TweenQueueSystem tweenQueueSystem) { _dashCast3D = GetNode("DashCast3D"); _playerCast3D = GetNode("PlayerShapeCast3D"); _head = head; _camera = camera; _tweenQueueSystem = tweenQueueSystem; _mantleSystem = GetNode("MantleSystem"); _mantleSystem.Init(this); _dashTarget = GetNode("DashTarget"); _dashTarget.SetVisible(false); } private DashComputationRecord ComputeDashLocation() { if (!_dashCast3D.IsColliding()) { return new DashComputationRecord(false, _dashCast3D.ToGlobal(_dashCast3D.TargetPosition), Vector3.Zero, Vector3.Zero); } var collisionPoint = _dashCast3D.GetCollisionPoint(0); var collisionNormal = _dashCast3D.GetCollisionNormal(0); // var playerEndLocation = ComputeDashLocationForPlayerShape(collisionPoint, collisionNormal); var fraction = _dashCast3D.GetClosestCollisionSafeFraction(); var globalSweepPath = _dashCast3D.ToGlobal(_dashCast3D.TargetPosition) - _dashCast3D.GlobalPosition; var locationAlongPath = _dashCast3D.GlobalPosition + globalSweepPath * fraction; var maxPushDownDistance = 0.9f; var correctionProportion = (float)Mathf.Remap(collisionNormal.Y, -0.5, -1, 0, 1); var proportion = (float) Mathf.Remap(_dashCast3D.GlobalRotation.X, 0, 1.57, 0, 1); locationAlongPath += collisionNormal * maxPushDownDistance * proportion * correctionProportion; var otherLocation = ComputeDashLocationForPlayerShape(collisionPoint, collisionNormal); return new DashComputationRecord(true, locationAlongPath, collisionPoint, collisionNormal); } public Vector3 ComputeDashLocationForPlayerShape(Vector3 location, Vector3? normal = null) { if (!normal.HasValue) return location; var castStartLocation = location + 2 * normal.Value; var castEndLocation = -2 * normal.Value; _playerCast3D.SetGlobalPosition(castStartLocation); _playerCast3D.SetTargetPosition(castEndLocation); if (!_playerCast3D.IsColliding()) return castEndLocation; var fraction = _playerCast3D.GetClosestCollisionSafeFraction(); var locationAlongPath = castEndLocation * fraction; return castStartLocation + locationAlongPath; } public void PrepareDash() { _dashTarget.SetVisible(false); _dashCast3D.SetRotation(new Vector3( _camera.Rotation.X, _head.Rotation.Y, _camera.Rotation.Z)); DashComputation = ComputeDashLocation(); var (hasHit, location, collisionPoint, collisionNormal) = DashComputation; var shouldMantle = false; var mantleLocation = Vector3.Zero; if (hasHit && Mathf.Abs(collisionNormal.Y) < 0.5f) { var mantleResult = _mantleSystem.FindMantleLocationAtPoint(collisionPoint, collisionNormal); shouldMantle = mantleResult.IsSome(out mantleLocation); } var targetColor = hasHit ? new Color(1f, 0.2f, 0.2f) : new Color(1f, 1f, 1f); targetColor = shouldMantle ? new Color(0.2f, 0.2f, 1f) : targetColor; var targetMaterial = (StandardMaterial3D) _dashTarget.GetSurfaceOverrideMaterial(0); targetMaterial.SetAlbedo(targetColor); _dashTarget.SetVisible(true); _dashTarget.SetGlobalPosition(location); DashResolve = new DashResolveRecord(shouldMantle, location, mantleLocation); } public void CancelDash() { _dashTarget.SetVisible(false); } public void DashTweenEnded() { EmitSignal(SignalName.DashEnded); } public void Dash() { EmitSignal(SignalName.DashStarted); _dashTarget.SetVisible(false); var dashTweenInputs = new TweenQueueSystem.TweenInputs(DashResolve.DashLocation, 0.1f); var dashTween = _tweenQueueSystem.TweenToLocation(dashTweenInputs); dashTween.Finished += DashTweenEnded; if (DashResolve.EndWithMantle) { _tweenQueueSystem.QueueTween(DashResolve.MantleLocation, 0.2f); } } public void DashToThrownWeapon() { } public void DashToPlantedWeapon() { } }