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358 lines
15 KiB
GDScript

extends Node3D
const Voxels = preload("res://scripts/voxel_mesh.gd")
const UNIT := 0.01
const STEEL := Color("a5b8be")
const RIM := Color("d3dcda")
const DARK := Color("354b59")
const BLACK := Color("182832")
const BRASS := Color("c6ac75")
const SLATE := Color("718b9a")
const RED := Color("b75847")
static var body_meshes: Dictionary = {}
static var detail_meshes: Dictionary = {}
static var glow_materials: Dictionary = {}
static var body_material: StandardMaterial3D
var drone_name := ""
var kind := "combat"
var family := "combat"
var is_space := true
var body: MeshInstance3D
var thruster: MeshInstance3D
var emitter: MeshInstance3D
var tool: MeshInstance3D
var live_data: Dictionary = {}
var animation_time := 0.0
var firing := false
var mark_two := false
var fire_flash := 0.0
var emitter_color := Color.WHITE
static func model_family(data: Dictionary) -> String:
# Species and blueprint names are native identifiers, independent of the
# player's language. Crew drone names can be translated or renamed.
var identity := (str(data.get("kind", "")) + " " + str(data.get("species", "")) + " " + str(data.get("name", ""))).to_lower()
if not bool(data.get("is_space", true)):
match str(data.get("species", "")).to_lower():
"repair": return "repair"
"battle", "boarder": return "battle"
"ion": return "ion_boarder"
if identity.contains("ion"): return "ion_boarder"
if identity.contains("battle") or identity.contains("board") or identity.contains("anti_person"): return "battle"
return "repair"
if identity.contains("hack"): return "hacking"
if identity.contains("anti") and identity.contains("drone"): return "anti_drone"
if identity.contains("shield"): return "shield"
if identity.contains("board") or identity.contains("ion"): return "boarding"
if identity.contains("defense") or identity.contains("defence"): return "defense"
if identity.contains("beam"): return "beam"
return "combat"
func build(data: Dictionary) -> void:
for child in get_children():
remove_child(child)
child.queue_free()
drone_name = str(data.get("name", ""))
kind = str(data.get("kind", "combat")).to_lower()
is_space = bool(data.get("is_space", true))
family = model_family(data)
animation_time = 0.0
firing = false
fire_flash = 0.0
mark_two = drone_name.ends_with("_2") and family in ["combat", "beam", "defense"]
var cache_key := family + ("_2" if mark_two else "")
if not body_meshes.has(cache_key):
var source := Voxels.make(_body_blocks(mark_two))
body_meshes[cache_key] = source.mesh
if body_material == null:
body_material = source.material_override
source.free()
body = MeshInstance3D.new()
body.name = "Body"
body.mesh = body_meshes[cache_key]
body.material_override = body_material
add_child(body)
var exhaust: Array = []
var lights: Array = []
var glow := Color("69d8fa")
if is_space:
if family == "boarding":
exhaust = [_b(-8.0, 0, -2.5, 2.8, 1.5, 1.5, glow), _b(-8.0, 0, 2.5, 2.8, 1.5, 1.5, glow)]
elif family == "shield":
exhaust = [_b(-6.6, -1.3, 0, 2.0, 1.0, 2.4, glow)]
elif family == "hacking":
exhaust = [_b(-5.4, 0, 0, 2.0, 1.2, 2.0, glow)]
elif family == "anti_drone":
exhaust = [_b(-8.4, -0.5, -4.8, 2.4, 1.2, 1.8, glow), _b(-8.4, -0.5, 4.8, 2.4, 1.2, 1.8, glow)]
else:
for side in [-1.0, 1.0]:
exhaust.append(_b(-8.4, -0.5, side * 5.4, 2.4, 1.2, 1.8, glow))
match family:
"combat":
glow = Color("f2725b")
for z in ([-1.8, 1.8] if mark_two else [0.0]): lights.append(_b(13.2, 0.3, z, 0.6, 1.3, 1.3, glow))
"beam":
glow = Color("ffdc76")
lights = [_b(13.0, 0, 0, 0.6, 1.0, 5.4 if mark_two else 3.7, glow)]
"defense":
glow = Color("98e5aa")
for z in ([-1.5, 1.5] if mark_two else [0.0]): lights.append(_b(10.7, 2.4, z, 0.6, 1.3, 1.3, glow))
"anti_drone":
glow = Color("a9dfe9")
lights = [_b(12.4, 1.1, -3.0, 0.7, 1.0, 1.0, glow), _b(12.4, 1.1, 3.0, 0.7, 1.0, 1.0, glow)]
"hacking":
glow = Color("b591e0")
lights = [_b(0, 2.6, 0, 2.6, 0.4, 2.6, glow)]
"shield":
for side in [-1.0, 1.0]:
lights.append(_b(0, 1.4, side * 6.2, 4.2, 0.4, 2.0, glow))
lights.append(_b(side * 6.2, 1.4, 0, 2.0, 0.4, 4.2, glow))
"boarding": lights = [_b(8.3, 0, 0, 0.5, 1.5, 2.5, Color("e69468"))]
else:
glow = Color("ef736a") if family == "battle" else Color("7fdafa")
lights = [_b(0, 9.0, -3.0, 2.8, 0.7, 0.3, glow)]
thruster = _glow_mesh(cache_key + ":exhaust", exhaust, Color("69d8fa"))
thruster.name = "Exhaust"
add_child(thruster)
emitter_color = glow
emitter = _glow_mesh(cache_key + ":emitter", lights, glow)
emitter.name = "Emitter"
add_child(emitter)
tool = null
if not is_space:
var tool_blocks: Array
if family == "repair":
tool_blocks = [_b(0, -0.5, 0, 0.9, 3.0, 1.0, STEEL), _b(0, -2.1, -0.7, 2.4, 0.7, 1.3, BRASS),
_b(-0.9, -2.6, -0.8, 0.5, 1.1, 1.3, RIM), _b(0.9, -2.6, -0.8, 0.5, 1.1, 1.3, RIM)]
else:
tool_blocks = [_b(0, -1.2, 0, 1.8, 3.0, 2.0, DARK), _b(0, -2.4, -1.0, 2.7, 1.0, 3.0, STEEL),
_b(-1.0, -2.9, -2.0, 0.6, 1.1, 1.7, RIM), _b(1.0, -2.9, -2.0, 0.6, 1.1, 1.7, RIM)]
tool = _cached_part(cache_key + ":tool", tool_blocks)
tool.name = "Tool"
tool.position = Vector3(5.2, 6.3, 0) * UNIT
add_child(tool)
set_live(data)
func muzzle_position(projectile_id: String = "") -> Vector3:
# Models face +X like native drone angles. Resolve through the model's real
# world transform, including the encounter tilt, scale and native orbit.
var point := Vector3(13.5, 0.3, 0)
match family:
"beam": point = Vector3(13.3, 0, 0)
"defense": point = Vector3(11.1, 2.4, 0)
"anti_drone": point = Vector3(12.8, 1.1, -3.0)
if mark_two and family in ["combat", "defense"]:
point.z = (-1.0 if projectile_id.hash() % 2 == 0 else 1.0) * (1.8 if family == "combat" else 1.5)
return to_global(point * UNIT)
func present_fire() -> void:
# This is called only for an actual native DRONE_FIRE record.
fire_flash = 0.13
emitter.material_override = _glow_material(emitter_color, 1.5)
func _body_blocks(mark_two: bool) -> Array:
var blocks: Array = []
if not is_space:
# Repair: wheeled service robot and wrench. Battle: an armored torso,
# articulated claws and feet. Ion boarder: conductive antenna vanes.
var armored := family != "repair"
blocks = [_b(0, 5.0, 0, 6.4 if armored else 5.5, 5.0, 4.8, STEEL),
_b(0, 3.0, 0, 6.8 if armored else 5.8, 1.0, 5.0, DARK),
_b(0, 8.8, 0, 4.7, 2.5, 5.2, DARK), _b(0, 10.0, 0.5, 5.2, 0.6, 4.2, STEEL),
_b(0, 9.0, -2.8, 3.5, 1.5, 0.4, BLACK), _b(0, 5.2, -2.6, 2.8, 2.0, 0.5, DARK)]
for side in [-1.0, 1.0]:
blocks.append(_b(side * 4.1, 6.6, 0, 2.0, 2.0, 3.0, BRASS if not armored else STEEL))
blocks.append(_b(side * 5.2, 5.2, 0, 0.9, 2.0, 1.2, DARK))
if armored:
blocks.append(_b(side * 2.0, 1.8, 0, 1.8, 2.5, 2.0, DARK))
blocks.append(_b(side * 2.0, 0.6, -0.8, 2.4, 1.2, 4.1, STEEL))
blocks.append(_b(side * 4.3, 6.6, -0.5, 2.7, 1.2, 3.8, RIM))
else:
blocks.append(_b(side * 2.7, 1.0, 0, 1.8, 2.0, 5.5, DARK))
for z in [-1.8, 0.0, 1.8]: blocks.append(_b(side * 3.7, 1.0, z, 0.3, 1.3, 0.7, RIM))
blocks.append(_b(-5.1, 3.7, -0.7, 1.4, 1.2, 2.8, STEEL))
# Small inset plates and stripe pixels retain the FTL steel/brass palette.
blocks.append(_b(0, 6.7, -2.65, 3.5, 0.55, 0.35, RIM))
blocks.append(_b(0, 4.1, -2.65, 1.4, 0.6, 0.35, BRASS if not armored else RED))
for side in [-1.0, 1.0]:
blocks.append(_b(side * 1.7, 9.5, -2.95, 0.45, 0.4, 0.25, RIM))
blocks.append(_b(side * 2.4, 6.0, 2.6, 0.65, 2.4, 0.45, SLATE))
if family == "ion_boarder":
for side in [-1.0, 1.0]:
blocks.append(_b(side * 2.0, 11.2, 0, 0.8, 2.0, 2.3, Color("6aa8c5")))
blocks.append(_b(side * 3.2, 5.4, -2.9, 0.6, 3.8, 0.8, Color("6aa8c5")))
return blocks
match family:
"hacking":
blocks = [_b(0, 0, 0, 8.5, 3.7, 8.5, DARK), _b(0, 1.7, 0, 5.8, 1.5, 5.8, STEEL),
_b(0, 2.5, 0, 3.5, 0.6, 3.5, BLACK), _b(-4.5, 0, 0, 2.2, 2.8, 2.8, STEEL)]
for side in [-1.0, 1.0]:
blocks.append(_b(side * 2.8, 2.5, 0, 0.7, 0.7, 4.8, BRASS))
blocks.append(_b(0, 2.5, side * 2.8, 4.8, 0.7, 0.7, RIM))
for side in [-1.0, 1.0]:
for end in [-1.0, 1.0]:
blocks.append(_b(side * 4.8, -0.5, end * 4.2, 2.0, 1.3, 3.2, STEEL))
blocks.append(_b(side * 5.2, -2.5, end * 5.4, 1.1, 3.2, 1.1, BRASS))
blocks.append(_b(side * 4.7, -4.0, end * 5.4, 2.1, 0.7, 1.3, DARK))
blocks.append(_b(side * 5.1, -2.5, end * 6.0, 0.8, 2.1, 0.3, RIM))
"shield":
# Stepped, open quadrants read as a compact generator ring in stereo.
blocks = [_b(0, -0.6, 0, 6.0, 3.0, 6.0, DARK), _b(0, 1.0, 0, 3.0, 1.0, 3.0, STEEL),
_b(0, 1.7, 0, 1.7, 0.4, 1.7, BRASS)]
for side in [-1.0, 1.0]:
blocks.append(_b(0, 0, side * 6.2, 7.2, 2.0, 4.2, STEEL))
blocks.append(_b(side * 6.2, 0, 0, 4.2, 2.0, 7.2, STEEL))
blocks.append(_b(0, 1.1, side * 6.2, 5.0, 0.5, 2.8, DARK))
blocks.append(_b(side * 6.2, 1.1, 0, 2.8, 0.5, 5.0, DARK))
for other in [-1.0, 1.0]:
blocks.append(_b(side * 4.7, -1.0, other * 4.7, 2.8, 0.8, 2.8, BRASS))
blocks.append(_b(side * 4.6, 0.2, other * 4.6, 1.5, 1.3, 1.5, DARK))
"boarding":
blocks = [_b(-1, 0, 0, 13.0, 5.0, 7.0, STEEL), _b(4.7, 0, 0, 5.0, 4.0, 6.0, DARK),
_b(7.7, 0, 0, 1.2, 3.0, 4.0, BRASS), _b(-6.0, 0, 0, 2.0, 6.0, 8.5, DARK),
_b(-1, 2.7, 0, 7.0, 0.7, 4.0, RIM)]
for side in [-1.0, 1.0]:
blocks.append(_b(-2.0, -0.5, side * 4.6, 8.0, 1.0, 2.4, DARK))
blocks.append(_b(-6.6, 0, side * 2.5, 2.5, 2.5, 2.4, STEEL))
blocks.append(_b(3.5, 0, side * 3.4, 0.7, 4.0, 1.0, BRASS))
blocks.append(_b(-1, 1.0, side * 3.65, 8.7, 1.0, 0.4, RED))
for x in [-4.0, -1.5, 1.0]:
blocks.append(_b(x, 2.95, side * 2.1, 0.7, 0.5, 1.0, DARK))
blocks.append(_b(6.6, 2.1, 0, 1.0, 0.5, 4.7, RIM))
"anti_drone":
# Narrow angular interceptor, distinct from the defense turret.
blocks = [_b(-2.0, -0.7, 0, 11.0, 2.8, 5.5, DARK), _b(-2.7, 0.8, 0, 8.5, 2.2, 5.0, STEEL),
_b(-3.0, 2.1, 0, 5.0, 0.5, 3.5, RIM), _b(2.0, 0.4, 0, 4.0, 1.3, 3.0, BRASS)]
for side in [-1.0, 1.0]:
blocks.append(_b(-3.4, -0.2, side * 4.8, 9.0, 2.0, 2.2, STEEL))
blocks.append(_b(-7.7, -0.2, side * 4.8, 1.0, 1.6, 1.8, BLACK))
blocks.append(_b(5.5, 1.1, side * 3.0, 12.3, 1.4, 1.3, DARK))
blocks.append(_b(9.0, 1.1, side * 3.0, 2.0, 2.0, 1.9, STEEL))
blocks.append(_b(11.8, 1.1, side * 3.0, 1.0, 2.0, 2.0, RIM))
blocks.append(_b(-1.0, 2.0, side * 4.8, 1.3, 0.6, 1.7, BRASS))
_:
# Pixel-sized steps and inset dark seams give the armor an FTL sprite
# silhouette instead of one uniform cuboid, with one batched body mesh.
blocks = [_b(-1.8, -1.4, 0, 10.8, 1.6, 7.0, DARK), _b(-1.5, -0.2, 0, 11.0, 2.6, 7.0, SLATE),
_b(-2.0, 1.1, 0, 8.8, 1.4, 6.4, STEEL), _b(-2.4, 2.1, 0, 6.0, 0.6, 5.0, RIM),
_b(-6.5, 0, 0, 2.0, 3.0, 6.5, DARK), _b(3.5, 0.4, 0, 2.0, 1.5, 5.1, STEEL),
_b(-0.8, 2.5, 0, 1.0, 0.4, 3.4, DARK), _b(-4.4, 2.5, 0, 0.6, 0.4, 3.6, BRASS)]
for side in [-1.0, 1.0]:
blocks.append(_b(-2.8, -0.7, side * 4.4, 7.6, 1.1, 3.0, DARK))
blocks.append(_b(-4.5, -0.3, side * 5.4, 6.4, 2.6, 3.0, STEEL))
blocks.append(_b(-7.4, -0.3, side * 5.4, 1.0, 2.2, 2.6, BLACK))
blocks.append(_b(-2.5, 1.2, side * 5.4, 1.0, 0.5, 2.8, BRASS))
blocks.append(_b(-4.4, 1.2, side * 5.4, 1.5, 0.5, 2.2, RIM))
blocks.append(_b(0.6, -0.6, side * 4.3, 1.5, 0.8, 1.1, STEEL))
for x in [-4.2, -2.8, -1.4]: blocks.append(_b(x, 1.5, side * 2.6, 0.5, 0.5, 1.1, DARK))
match family:
"beam":
blocks.append(_b(5.4, 0, 0, 10.0, 2.0, 6.0 if mark_two else 4.5, DARK))
for side in [-1.0, 1.0]:
var rail_z: float = side * (3.7 if mark_two else 2.9)
blocks.append(_b(9.0, 0, rail_z, 7.0, 2.5, 1.3, BRASS))
blocks.append(_b(12.0, 0, rail_z, 1.0, 3.2, 1.8, RIM))
blocks.append(_b(7.2, 1.5, rail_z, 1.0, 0.6, 1.8, STEEL))
blocks.append(_b(3.1, 1.4, 0, 2.5, 0.8, 4.0, BRASS))
blocks.append(_b(12.4, 0, 0, 0.64, 1.8, 6.0 if mark_two else 4.5, BLACK))
if mark_two:
blocks.append(_b(1.2, 3.0, 0, 3.0, 1.0, 4.6, STEEL))
blocks.append(_b(1.2, 3.7, 0, 2.0, 0.4, 3.6, BRASS))
"defense":
blocks.append(_b(1.3, 2.0, 0, 5.8, 2.0, 5.8, DARK))
blocks.append(_b(1.3, 3.1, 0, 4.2, 0.6, 4.2, STEEL))
for z in ([-1.5, 1.5] if mark_two else [0.0]):
blocks.append(_b(6.0, 2.4, z, 8.0, 1.3, 1.3, DARK))
blocks.append(_b(9.7, 2.4, z, 1.2, 2.0, 2.0, RIM))
for side in [-1.0, 1.0]:
blocks.append(_b(-1.5, 0, side * 8.0, 9.0, 0.8, 2.0, BRASS))
blocks.append(_b(-4.7, 2.0, side * 5.4, 0.5, 4.0, 0.5, DARK))
blocks.append(_b(-4.7, 4.2, side * 5.4, 1.5, 0.5, 1.5, RIM))
if mark_two:
blocks.append(_b(1.3, 4.0, 0, 3.0, 1.0, 3.0, RIM))
blocks.append(_b(1.3, 4.65, 0, 2.0, 0.3, 2.0, SLATE))
_:
for z in ([-1.8, 1.8] if mark_two else [0.0]):
blocks.append(_b(7.3, 0.3, z, 10.5, 2.0, 2.0, DARK))
blocks.append(_b(11.7, 0.3, z, 1.4, 3.0, 3.0, RIM))
blocks.append(_b(12.6, 0.3, z, 0.64, 2.0, 2.0, BLACK))
blocks.append(_b(4.0, 0.7, 0, 1.2, 4.0, 6.0, BRASS))
for side in [-1.0, 1.0]:
blocks.append(_b(6.3, 1.6, side * (1.8 if mark_two else 0.85), 3.7, 0.6, 0.6, STEEL))
if mark_two:
blocks.append(_b(-2.0, 2.8, 0, 5.8, 0.8, 5.4, DARK))
blocks.append(_b(-2.0, 3.4, 0, 4.8, 0.4, 4.4, STEEL))
return blocks
func set_live(data: Dictionary) -> void:
live_data = data
visible = not bool(data.get("dead", false)) and (bool(data.get("deployed", false)) or not is_space)
var powered := bool(data.get("powered", true))
var native_firing := bool(data.get("firing", false)) if is_space else bool(data.get("fighting", false))
if native_firing and not firing and is_space:
present_fire()
firing = native_firing
thruster.visible = is_space and visible and powered
emitter.visible = visible and powered
emitter.material_override = _glow_material(emitter_color, 1.5 if firing or fire_flash > 0.0 else 0.25)
func animate(delta: float) -> void:
animation_time += delta
fire_flash = maxf(0.0, fire_flash - delta)
if is_space:
body.position.x = -0.008 * (fire_flash / 0.13)
emitter.material_override = _glow_material(emitter_color, 1.5 if firing or fire_flash > 0.0 else 0.25)
if thruster.visible:
thruster.scale.x = 0.88 + sin(animation_time * 28.0) * 0.12
if tool != null:
tool.rotation.x = 0.0
if firing:
tool.rotation.x = 0.7 + sin(animation_time * 9.0) * 0.5
elif bool(live_data.get("repairing", false)):
tool.rotation.x = 0.55 + sin(animation_time * 11.0) * 0.35
func _cached_part(key: String, blocks: Array) -> MeshInstance3D:
if not detail_meshes.has(key):
var source := Voxels.make(blocks)
detail_meshes[key] = source.mesh
source.free()
var node := MeshInstance3D.new()
node.mesh = detail_meshes[key]
node.material_override = body_material
return node
func _glow_mesh(key: String, blocks: Array, color: Color) -> MeshInstance3D:
# Interior robots have no exhaust; keep a harmless hidden mesh for the
# shared animation interface rather than creating an empty surface.
if blocks.is_empty(): blocks = [_b(0, 0, 0, 0.1, 0.1, 0.1, color)]
var node := _cached_part(key, blocks)
node.material_override = _glow_material(color, 1.5)
return node
func _glow_material(color: Color, energy: float) -> StandardMaterial3D:
var key := color.to_html() + ":" + str(energy)
if glow_materials.has(key):
return glow_materials[key]
var material := StandardMaterial3D.new()
material.vertex_color_use_as_albedo = true
material.roughness = 0.88
material.emission_enabled = true
material.emission = color
material.emission_energy_multiplier = energy
glow_materials[key] = material
return material
func _b(x: float, y: float, z: float, w: float, h: float, d: float, color: Color) -> Array:
return Voxels.block(Vector3(x, y, z) * UNIT, Vector3(w, h, d) * UNIT, color)