player controller logic
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+3
-12
@@ -1,27 +1,19 @@
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class_name Boat
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extends FloatingBody
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## All force values are per-kilogram (they get multiplied by mass), so the
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## boat handles the same if you change its mass later.
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## All values multiplied by mass, handling the same regardless of it
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@export var engine_power := 12.0 # forward thrust, m/s² at full throttle
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@export var reverse_ratio := 0.4 # reverse is weaker, like a real prop
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@export var throttle_response := 1.5 # how fast the engine spools up/down
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@export var rudder_strength := 2.5 # turning torque at speed
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@export var keel_grip := 3.0 # resistance to sliding sideways
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var desired_throttle := 0.0
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var desired_throttle := 0.0 # move_toward target for actual throttle
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var steer_input := 0.0
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var throttle := 0.0
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func _physics_process(delta: float) -> void:
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super(delta)
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if Input.is_action_pressed("throttle_increase"):
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desired_throttle = move_toward(desired_throttle, 1, 0.005)
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elif Input.is_action_pressed("throttle_decrease"):
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desired_throttle = move_toward(desired_throttle, -1, 0.006)
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elif Input.is_action_pressed("throttle_stop"):
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desired_throttle = 0.0
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throttle = move_toward(throttle, desired_throttle, throttle_response * delta)
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@@ -38,7 +30,6 @@ func _physics_process(delta: float) -> void:
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apply_central_force(forward * throttle * power * mass * submerged_ratio)
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# --- rudder: only bites when water flows past it ---
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var steer_input := Input.get_axis("rudder_right", "rudder_left")
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var forward_speed := linear_velocity.dot(forward)
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var rudder_bite := clampf(forward_speed / 3.0, -1.0, 1.0)
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apply_torque(Vector3.UP * steer_input * rudder_strength * rudder_bite * mass * submerged_ratio)
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@@ -1,10 +1,12 @@
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class_name CameraRig
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extends Node3D
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@export var target: Node3D
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@export var sensitivity := 0.005
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@export var follow_speed := 5.0
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@export var cam: Camera3D
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var target: Node3D # Controlled by PlayerController
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var _dragging := false
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+2
-1
@@ -4,11 +4,12 @@ extends CanvasLayer
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## The HUD's only inputs. Everything inside hud.tscn gets its references
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## from here -- nothing inside the scene reaches out on its own.
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@export var boat: Boat:
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var boat: Boat: # Controlled by PlayerController TODO: Testing values, different label for different types
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set(value):
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boat = value
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if is_node_ready():
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_distribute()
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@export var world: WorldManager:
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set(value):
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world = value
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@@ -0,0 +1,58 @@
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class_name PlayerController
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extends Node
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@export var current_controlled : Boat:
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set(value):
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current_controlled = value
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if is_node_ready():
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if current_controlled != null:
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desired_throttle = current_controlled.throttle
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_possess()
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@export var world_manager : WorldManager:
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set(value):
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world_manager = value
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if is_node_ready():
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_possess()
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@export var camera_rig : CameraRig:
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set(value):
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camera_rig = value
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if is_node_ready():
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_possess()
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@export var hud : Hud:
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set(value):
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hud = value
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if is_node_ready():
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_possess()
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@export var throttle_ramp := 0.5
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var desired_throttle := 0.0
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func _ready() -> void:
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if current_controlled != null: # Only happens on intial loading if boat already moves
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desired_throttle = current_controlled.throttle
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_possess()
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func _process(delta: float) -> void:
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if current_controlled == null:
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return
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if Input.is_action_pressed("throttle_increase"):
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desired_throttle = move_toward(desired_throttle, 1, throttle_ramp * delta)
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elif Input.is_action_pressed("throttle_decrease"):
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desired_throttle = move_toward(desired_throttle, -1, throttle_ramp * delta)
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elif Input.is_action_pressed("throttle_stop"):
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desired_throttle = 0.0
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var steer_input := Input.get_axis("rudder_right", "rudder_left")
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current_controlled.desired_throttle = desired_throttle
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current_controlled.steer_input = steer_input
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func _possess() -> void:
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camera_rig.target = current_controlled
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world_manager.focus = current_controlled
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hud.boat = current_controlled
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@@ -0,0 +1 @@
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uid://bxk0exu40a25x
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@@ -14,11 +14,13 @@ func _process(_delta: float) -> void:
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var speed := boat.linear_velocity.dot(forward.normalized())
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var pos := world.true_position(boat)
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text = "Throttle: %+.0f %%
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text = "Desired Throttle: %+.0f %%
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Actual Throttle: %+.0f %%
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Speed: %.1f m/s
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Submerged: %.0f %%
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Position: (%.0f, %.0f)
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" % [
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boat.desired_throttle * 100.0,
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boat.throttle * 100.0,
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speed,
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boat.submerged_ratio * 100.0,
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@@ -5,7 +5,6 @@ extends Node
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## recenters scenery in the follow_focus group, and shifts the origin
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## (teleporting the shift_with_origin group) before float precision degrades.
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@export var focus: Node3D # the boat
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@export var ocean: Ocean
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## Distance from origin that triggers an origin shift.
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@export var shift_threshold := 2048.0
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@@ -16,6 +15,8 @@ extends Node
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## True world position of the current local origin (grows over a long voyage).
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var origin_offset := Vector3.ZERO
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var focus: Node3D # Controlled by PlayerController
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func true_position(node: Node3D) -> Vector3:
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return node.global_position + origin_offset
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