The AI made this
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@ -1,6 +1,5 @@
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class_name Ship
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extends RigidBody3D
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class_name Ship
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@export var player_detection_area: Area3D
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@export var helm_location_marker: Marker3D
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@ -26,62 +25,89 @@ var old_global_position_cache: Vector3
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@export var move_speed: float = 1.0
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@export var acceleration: float = 0.1
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# Network Synchronization Variables
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var last_sync_time: float = 0.0
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var sync_interval: float = 0.1 # Sync every 0.1 seconds
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var predicted_position: Vector3
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var predicted_rotation: Quaternion
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func _ready():
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network_uuid = NetworkManager.register_node(self)
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NetworkManager.property_update_received.connect(_on_property_update)
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#connect signals
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player_detection_area.body_entered.connect(_on_area_3d_body_entered)
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player_detection_area.body_exited.connect(_on_area_3d_body_exited)
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_add_ship_helm(ship_helm_scene) #TEMPORARY TEST
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ship_id = randi_range(1000, 9999) #assign a random id to the ship as a unique identifier
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GameConsole.log_debug("Ship ID: " + str(ship_id))
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# Initialize predicted values
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predicted_position = global_position
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predicted_rotation = Quaternion.from_euler(global_rotation)
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func _process(delta: float) -> void:
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delta_time = delta
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func _physics_process(_delta) -> void:
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if piloting_player != null and !piloting_player.is_network_authority: return
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if ship_is_piloted:
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var turn_speed = base_turn_speed / max(mass, 1)
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var lift_speed = base_lift_speed / max(mass, 1)
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# Predict movement only for non-authority clients
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if not piloting_player or piloting_player.is_network_authority:
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_predict_movement(_delta)
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else:
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# Apply predicted values until server correction arrives
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global_position = predicted_position
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global_rotation = predicted_rotation.get_euler()
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if Input.is_action_pressed("move_left"):
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angular_velocity.y += turn_speed
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elif Input.is_action_pressed("move_right"):
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angular_velocity.y -= turn_speed
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else:
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global_rotation.z = lerpf(global_rotation.z, 0, 0.8)
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if Input.is_action_pressed("jump"):
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linear_velocity.y += lift_speed
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elif Input.is_action_pressed("crouch"):
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linear_velocity.y -= lift_speed
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var target_velocity = Vector3.ZERO
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if Input.is_action_pressed("move_forwards"):
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target_velocity = -transform.basis.z * top_speed
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elif Input.is_action_pressed("move_backwards"):
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target_velocity = transform.basis.z * top_speed
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var current_acceleration = (target_velocity - linear_velocity) * acceleration
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apply_central_force(current_acceleration * mass)
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if linear_velocity.length() > top_speed:
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linear_velocity = linear_velocity.normalized() * top_speed
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angular_velocity.y = clamp(angular_velocity.y, -max_turn_speed, max_turn_speed)
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# Apply actual input if it's the authority client
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if piloting_player != null and piloting_player.is_network_authority:
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_apply_local_input(_delta)
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# Self level slowly if host
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global_rotation.x = lerpf(global_rotation.x, 0, 0.1)
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global_rotation.z = lerpf(global_rotation.z, 0, 0.1)
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_send_ship_sync()
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_send_ship_sync()
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func _predict_movement(_delta):
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# Simple linear prediction
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var predicted_velocity = linear_velocity
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predicted_position += predicted_velocity * _delta
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# Basic rotation prediction (can be improved)
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var predicted_angular_velocity = angular_velocity
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var predicted_rotation_delta = Quaternion()
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predicted_rotation_delta.set_axis_angle(predicted_angular_velocity, _delta)
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predicted_rotation = predicted_rotation * predicted_rotation_delta
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func _apply_local_input(_delta):
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var turn_speed = base_turn_speed / max(mass, 1)
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var lift_speed = base_lift_speed / max(mass, 1)
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if Input.is_action_pressed("move_left"):
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angular_velocity.y += turn_speed
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elif Input.is_action_pressed("move_right"):
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angular_velocity.y -= turn_speed
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else:
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global_rotation.z = lerpf(global_rotation.z, 0, 0.8)
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if Input.is_action_pressed("jump"):
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linear_velocity.y += lift_speed
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elif Input.is_action_pressed("crouch"):
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linear_velocity.y -= lift_speed
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var target_velocity = Vector3.ZERO
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if Input.is_action_pressed("move_forwards"):
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target_velocity = -transform.basis.z * top_speed
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elif Input.is_action_pressed("move_backwards"):
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target_velocity = transform.basis.z * top_speed
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var current_acceleration = (target_velocity - linear_velocity) * acceleration
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apply_central_force(current_acceleration * mass)
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if linear_velocity.length() > top_speed:
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linear_velocity = linear_velocity.normalized() * top_speed
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angular_velocity.y = clamp(angular_velocity.y, -max_turn_speed, max_turn_speed)
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func _on_area_3d_body_entered(body: Node3D) -> void:
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if body is Player and body.get_parent() != self:
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@ -90,7 +116,6 @@ func _on_area_3d_body_entered(body: Node3D) -> void:
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body.call_deferred("reparent", self, true) #reparents player onto self (RigidBody3D)
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print("ENTERED")
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func _on_area_3d_body_exited(body: Node3D) -> void:
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if body is Player and body.get_parent() != get_node("/root/DevLevel/"):
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body.ship_exited()
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@ -99,48 +124,52 @@ func _on_area_3d_body_exited(body: Node3D) -> void:
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body.call_deferred("reparent", get_node("/root/DevLevel/"), true) #reparents player back onto world node
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print("EXITED")
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func _add_ship_helm(_ship_helm_scene: PackedScene):
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var ship_helm_instance = _ship_helm_scene.instantiate()
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helm_location_marker.add_child(ship_helm_instance)
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ship_helm_instance = helm_location_marker.get_node("ShipHelm")
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func _on_property_update(uuid: String, property_name: String, value: Variant):
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if NetworkManager.node_map.has(uuid):
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var node = NetworkManager.node_map[uuid]
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if property_name == "global_position":
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_handle_ship_sync_position(value)
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elif property_name == "global_rotation":
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_handle_ship_sync_rotation(value)
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else:
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node.set(property_name, value)
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else:
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printerr("Received property update but node_id is wrong? Expected " + str(uuid) + " but got " + str(uuid))
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func _sync_piloting_state():
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NetworkManager.sync_property(network_uuid, "ship_is_piloted", ship_is_piloted)
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NetworkManager.sync_property(network_uuid, "piloting_player", piloting_player)
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func _send_ship_sync():
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if piloting_player != null && !piloting_player.is_network_authority:
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var sync_buffer: float = 2
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if old_global_position_cache.distance_squared_to(global_position) > sync_buffer:
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NetworkManager.sync_property(network_uuid, "global_position", global_position)
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old_global_position_cache = global_position
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if old_global_rotation_cache.distance_squared_to(global_rotation) > sync_buffer:
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NetworkManager.sync_property(network_uuid, "global_rotation", global_rotation)
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old_global_rotation_cache = global_rotation
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func _handle_ship_sync_position(pos: Vector3):
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global_position = lerp(global_position, pos, 0.1 * delta_time)
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if Time.get_ticks_msec() - last_sync_time > sync_interval * 1000:
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last_sync_time = Time.get_ticks_msec()
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NetworkManager.sync_property(network_uuid, "global_position", global_position)
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NetworkManager.sync_property(network_uuid, "global_rotation", global_rotation)
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NetworkManager.sync_property(network_uuid, "linear_velocity", linear_velocity)
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NetworkManager.sync_property(network_uuid, "angular_velocity", angular_velocity)
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func _handle_ship_sync_position(pos: Vector3):
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if piloting_player and not piloting_player.is_network_authority:
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# Correct prediction with server data
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predicted_position = pos
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linear_velocity = (pos - global_position) / delta_time
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func _handle_ship_sync_rotation(rot: Vector3):
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global_rotation = lerp(global_rotation, rot, 0.1 * delta_time)
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if piloting_player and not piloting_player.is_network_authority:
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# Correct prediction with server data
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predicted_rotation = Quaternion.from_euler(Vector3(rot.x, rot.y, rot.z))
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# Calculate angular velocity based on rotation change
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var received_rotation = Quaternion.from_euler(Vector3(rot.x, rot.y, rot.z))
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var delta_rot = received_rotation * global_rotation.inverse()
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if delta_rot.length() > 0.001:
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angular_velocity = delta_rot.get_euler() / delta_time
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# Apply server rotation directly
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global_rotation = Quaternion.from_euler(rot).get_euler()
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