neon-sprawl/client/scripts/main.gd

50 lines
1.7 KiB
GDScript

extends Node3D
## NS-16: composes ground pick + server authority; see `ground_pick.gd` /
## `position_authority_client.gd`. NS-18: interaction POST + radius glow preview (see child nodes).
const MOVE_REJECT_MSG_SECONDS: float = 4.0
## Bump on each rejection so older one-shot timers do not clear a newer message.
var _move_reject_msg_token: int = 0
@onready var _camera: Camera3D = $World/Camera3D
@onready var _player: CharacterBody3D = $Player
@onready var _ground_pick: Node3D = $GroundPick
@onready var _authority: Node = $PositionAuthorityClient
@onready var _radius_preview: Node3D = $World/InteractionMarkers
@onready var _move_reject_label: Label = $UICanvas/MoveRejectLabel
func _ready() -> void:
_ground_pick.set("fallback_camera", _camera)
_ground_pick.connect("target_chosen", Callable(self, "_on_target_chosen"))
_authority.connect(
"authoritative_position_received", Callable(self, "_on_authoritative_position")
)
_authority.connect("move_rejected", Callable(self, "_on_move_rejected"))
_authority.call("sync_from_server")
if _radius_preview.has_method("setup_player"):
_radius_preview.call("setup_player", _player)
func _on_target_chosen(world: Vector3) -> void:
_authority.call("submit_move_target", world)
func _on_authoritative_position(world: Vector3) -> void:
_player.snap_to_server(world)
func _on_move_rejected(reason_code: String) -> void:
push_warning("Move rejected: %s" % reason_code)
_move_reject_msg_token += 1
var token: int = _move_reject_msg_token
_move_reject_label.text = "Move rejected: %s" % reason_code
get_tree().create_timer(MOVE_REJECT_MSG_SECONDS).timeout.connect(
func():
if token == _move_reject_msg_token:
_move_reject_label.text = "",
CONNECT_ONE_SHOT
)