Карта Backrooms, порталы, комнаты по картам и зрение камня

- Backrooms на готовой модели (CC-BY, VTX): отдельный пакет backrooms.pck,
  качается при первом входе в портал (World/map_loader.gd), навмеш запечён заранее.
- Порталы между картами (World/portal.gd); выход из Backrooms возвращает в мир.
- Мультиплеер: игроки и общий камень делятся на комнаты по картам (Net/net.gd).
- Камень видит игрока только вблизи или в поле зрения, может потерять и бродит
  по навмешу (sight_limited); в мире и в Backrooms включено.
- Экспорт: пресет Backrooms для пакета карты, основной пресет без неё.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
This commit is contained in:
2026-10-27 16:15:00 +05:00
co-authored by Claude Sonnet 5.5
parent b7ca18ae3d
commit 97fafe6a30
71 changed files with 1920 additions and 97 deletions
+145 -22
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@@ -1,5 +1,7 @@
extends Node3D
# Камень преследует ближайшего живого игрока, обходя препятствия по навмешу, и ловит его.
# С sight_limited он замечает игрока лишь вблизи или в поле зрения без стен между ними;
# потеряв из виду, идёт к последнему месту, где видел, и дальше бродит по карте.
# В сети камень считает один клиент (владелец, его назначает сервер), остальные
# плавно повторяют его позицию — поэтому у всех игроков камень один и тот же.
@@ -12,15 +14,37 @@ extends Node3D
@export var sync_smoothing := 12.0 # Плавность повтора чужого камня
@export var snap_distance := 20.0 # Дальше этого чужой камень не едет, а прыгает (сброс на старт)
@export_group("Зрение")
@export var sight_limited := false # false — знает, где игрок, из любой точки карты
@export var sight_range := 30.0 # Дальность зрения, м
@export var sight_fov := 120.0 # Угол обзора, градусы
@export var hearing_radius := 6.0 # Ближе этого замечает игрока, даже за стеной
@export var lose_time := 4.0 # Сколько ещё идёт за игроком после потери из виду, сек
@export var patrol_speed := 0.4 # Доля speed, когда бродит
@export var wander_radius := 30.0 # Куда выбирает точки для прогулки, м
@export var eye_height := 0.9 # Высота «глаз» над полом, м
@onready var agent: NavigationAgent3D = $NavigationAgent3D
@onready var start_transform := global_transform
enum State { WANDER, CHASE }
var player: Node3D = null
var _state := State.WANDER
var _last_seen := Vector3.ZERO
var _since_seen := 0.0
var _wander_target := Vector3.ZERO
var _wander_active := false
var _wander_wait := 0.0
var _wander_time := 0.0
var _own_rids: Array[RID] = []
func _ready() -> void:
agent.target_desired_distance = 1.0
agent.path_desired_distance = 1.5
agent.path_height_offset = 0.25 # Навмеш лежит чуть выше пола
for body in find_children("*", "CollisionObject3D", true, false):
_own_rids.append(body.get_rid()) # Луч зрения не должен упираться в сам камень
Net.rock = self
Net.peer_respawned.connect(_on_respawned)
@@ -51,52 +75,151 @@ func _try_catch() -> void:
if flat.length() <= catch_distance and absf(dy) <= catch_height:
player.die()
# Ближайший по горизонтали живой игрок: свой или чужой
func _pick_target() -> Node3D:
var best: Node3D = null
var best_d := INF
var candidates: Array[Node3D] = []
# Живые игроки: свой и чужие
func _candidates() -> Array[Node3D]:
var out: Array[Node3D] = []
if not player.get("is_dead"):
candidates.append(player)
out.append(player)
for id in Net.ghosts:
var g: Node3D = Net.ghosts[id]
if is_instance_valid(g) and not Net.dead_peers.has(id):
candidates.append(g)
for c in candidates:
var d := Vector2(c.global_position.x - global_position.x, c.global_position.z - global_position.z).length_squared()
out.append(g)
return out
func _horizontal_dist_sq(c: Node3D) -> float:
return Vector2(c.global_position.x - global_position.x, c.global_position.z - global_position.z).length_squared()
# Ближайший по горизонтали живой игрок
func _pick_target() -> Node3D:
var best: Node3D = null
var best_d := INF
for c in _candidates():
var d := _horizontal_dist_sq(c)
if d < best_d:
best_d = d
best = c
return best
func _chase(delta: float) -> void:
var target := _pick_target()
if target == null:
return # Все лежат — стоим
# Ближайший из тех, кого камень сейчас замечает
func _pick_visible_target() -> Node3D:
var best: Node3D = null
var best_d := INF
for c in _candidates():
var d := _horizontal_dist_sq(c)
if d < best_d and _can_see(c):
best_d = d
best = c
return best
var flat := target.global_position - global_position
flat.y = 0.0
if flat.length() <= catch_distance:
_face(flat, delta) # Стоим над жертвой, пока её клиент не засчитает поимку
# Рядом — слышит (даже за стеной); дальше — только в конусе обзора и если стены не мешают
func _can_see(c: Node3D) -> bool:
var to := c.global_position - global_position
var flat := Vector3(to.x, 0.0, to.z)
var dist := flat.length()
if dist <= hearing_radius:
return true
if dist > sight_range:
return false
var fwd := -global_transform.basis.z
fwd.y = 0.0
if fwd.normalized().dot(flat / dist) < cos(deg_to_rad(sight_fov * 0.5)):
return false
var query := PhysicsRayQueryParameters3D.create(global_position + Vector3(0, eye_height, 0), c.global_position, 1)
var exclude := _own_rids.duplicate()
if c is CollisionObject3D:
exclude.append(c.get_rid())
query.exclude = exclude
return get_world_3d().direct_space_state.intersect_ray(query).is_empty()
func _chase(delta: float) -> void:
if not sight_limited:
var target := _pick_target()
if target != null: # Все лежат — стоим
_move_to(target.global_position, speed, catch_distance, delta)
return
var seen := _pick_visible_target()
if seen != null:
_state = State.CHASE
_last_seen = seen.global_position
_since_seen = 0.0
elif _state == State.CHASE:
_since_seen += delta
if _since_seen > lose_time:
_state = State.WANDER
_wander_active = false
_wander_wait = 1.0
if _state == State.CHASE:
# Видим — стоим над жертвой у catch_distance; потеряли — идём к последнему месту
_move_to(_last_seen, speed, catch_distance if seen != null else 1.5, delta)
else:
_wander(delta)
func _wander(delta: float) -> void:
if _wander_wait > 0.0:
_wander_wait -= delta
return
if not _wander_active:
if not _pick_wander_target():
_wander_wait = 1.0
return
_wander_active = true
_wander_time = 0.0
_wander_time += delta
if _move_to(_wander_target, speed * patrol_speed, 1.5, delta) or _wander_time > 20.0:
_wander_active = false
_wander_wait = randf_range(1.0, 3.0)
# Случайная точка навмеша на расстоянии 8..wander_radius м; нет такой — ближайшая из дальних
func _pick_wander_target() -> bool:
var map := agent.get_navigation_map()
if NavigationServer3D.map_get_iteration_id(map) == 0:
return false
var best := Vector3.INF
var best_d := INF
for i in 8:
var p := NavigationServer3D.map_get_random_point(map, 1, true)
var d := p.distance_to(global_position)
if d < 8.0:
continue
if d <= wander_radius:
best = p
break
if d < best_d:
best = p
best_d = d
if best == Vector3.INF:
return false
_wander_target = best
return true
# Шаг к точке по навмешу. true — дошли (ближе stop_dist по горизонтали)
func _move_to(dest: Vector3, spd: float, stop_dist: float, delta: float) -> bool:
var flat := dest - global_position
flat.y = 0.0
if flat.length() <= stop_dist:
_face(flat, delta) # Стоим над жертвой, пока её клиент не засчитает поимку
return true
var step: Vector3
var map := agent.get_navigation_map()
if NavigationServer3D.map_get_iteration_id(map) > 0:
if agent.target_position.distance_to(target.global_position) > repath_distance:
agent.target_position = target.global_position
if agent.target_position.distance_to(dest) > repath_distance:
agent.target_position = dest
if not agent.is_navigation_finished():
step = agent.get_next_path_position() - global_position
# Навмеш ещё не готов или игрок вне его — идём напрямую
# Навмеш ещё не готов или точка вне его — идём напрямую
if step == Vector3.ZERO:
step = flat
var d := step.length()
if d < 0.001:
return
global_position += step / d * min(speed * delta, d)
return false
global_position += step / d * min(spd * delta, d)
_face(Vector3(step.x, 0.0, step.z), delta)
return false
# Камень считает другой клиент — плавно идём к тому, что он прислал
func _follow_owner(delta: float) -> void:
+19
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@@ -0,0 +1,19 @@
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[ext_resource type="AudioStream" uid="uid://280pvcvxt2n2" path="res://models/Bochi-Rock/Guitar.ogg" id="3_audio"]
[node name="Rock" type="Node3D"]
script = ExtResource("1_script")
[node name="Model" parent="." instance=ExtResource("2_model")]
[node name="NavigationAgent3D" type="NavigationAgent3D" parent="."]
height = 5.0
radius = 2.0
[node name="AudioStreamPlayer3D" type="AudioStreamPlayer3D" parent="Model"]
stream = ExtResource("3_audio")
autoplay = true
max_distance = 30.0
+5
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@@ -0,0 +1,5 @@
# Backrooms VR
Модель «Backrooms VR» — автор VTX (https://sketchfab.com/VTX_car)
Источник: https://sketchfab.com/3d-models/backrooms-vr-1a5c397f0a43408fa38b09ea5c041149
Лицензия: CC-BY 4.0 (http://creativecommons.org/licenses/by/4.0/)
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