2025-02-06 08:56:39 +00:00
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extends Node
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class_name MapController
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const PLAYER_SPAWNER: String = "res://scenes/maps/base/player_spawner/player_spawner.tscn"
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const BULLET_SPAWNER: String = "res://scenes/maps/base/bullet_spawner/bullet_spawner.tscn"
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2025-02-11 17:41:06 +00:00
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const WORLD: String = "res://scenes/maps/maps/world.tscn"
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2025-02-06 08:56:39 +00:00
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var player_spawner: PlayerSpawnerController
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var bullet_spawner: BulletSpawnerController
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var client_node: Node3D
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@onready var spawn_locations: SpawnController = $SpawnLocations
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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# add player spawner
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var err: Error = OK
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2025-02-11 17:41:06 +00:00
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err = _add_world()
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if err != OK:
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push_error("Couldn't load world")
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return
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2025-02-06 08:56:39 +00:00
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err = _add_player_spawner()
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if err != OK:
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push_error("Couldn't load player spawner")
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err = _add_bullet_spawner()
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if err != OK:
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push_error("Couldn't load bullet spawner")
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# Adding a node that should be used by the clients
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client_node = Node3D.new()
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client_node.name = "ClientNode"
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add_child(client_node)
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2025-02-06 12:42:14 +00:00
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2025-02-06 08:56:39 +00:00
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# add objects spawner
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if not OS.has_feature("dedicated_server"):
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_request_spawn.rpc_id(1)
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2025-02-11 17:41:06 +00:00
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@rpc("call_local", "unreliable", "any_peer")
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2025-02-06 08:56:39 +00:00
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func _request_spawn():
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var id: int = multiplayer.get_remote_sender_id()
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_spawn_player(id)
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func _spawn_player(id: int):
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2025-02-06 12:42:14 +00:00
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if multiplayer.is_server():
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player_spawner.spawn_players(spawn_locations, id)
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var controlled_node: ServerNode = player_spawner.get_player_node(id)
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var position := controlled_node.shared_node.global_position
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_spawn_player_controller_node.rpc_id(id, position.x, position.y, position.z)
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2025-02-06 08:56:39 +00:00
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2025-02-11 17:41:06 +00:00
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@rpc("any_peer", "call_local", "unreliable")
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2025-02-06 12:42:14 +00:00
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func _spawn_player_controller_node(x: float, y: float, z: float):
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var path := "res://scenes/player/player_node.tscn"
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2025-02-06 08:56:39 +00:00
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var scene: PackedScene = ResourceLoader.load(path)
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2025-02-06 12:42:14 +00:00
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var player_node: PlayerNode = scene.instantiate()
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player_node.name = "PlayerController"
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var controlled_node: ServerNode = player_spawner.get_player_node(multiplayer.get_unique_id())
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player_node.controlled_node = controlled_node
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2025-02-06 08:56:39 +00:00
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client_node.add_child(player_node)
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2025-02-06 12:42:14 +00:00
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player_node.shared_node.global_position = Vector3(x,y,z)
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controlled_node.bind_player_node()
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func spawn_player_model(owner_node: CharacterBody3D, owner_id: int):
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if multiplayer.get_unique_id() != owner_id:
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player_spawner.spawn_player_model(owner_node)
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2025-02-06 08:56:39 +00:00
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func _remove_player(id: int):
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player_spawner.remove_player(id)
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2025-02-11 17:41:06 +00:00
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func _add_world() -> Error :
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if not ResourceLoader.exists(WORLD):
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return ERR_DOES_NOT_EXIST
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var scene: PackedScene = ResourceLoader.load(WORLD)
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if not scene.can_instantiate():
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return ERR_CANT_OPEN
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var node: Node3D = scene.instantiate()
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add_child(node)
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return OK
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2025-02-06 08:56:39 +00:00
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func _add_player_spawner() -> Error :
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if not ResourceLoader.exists(PLAYER_SPAWNER):
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return ERR_DOES_NOT_EXIST
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var scene: PackedScene = ResourceLoader.load(PLAYER_SPAWNER)
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if not scene.can_instantiate():
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return ERR_CANT_OPEN
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var node: Node3D = scene.instantiate()
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add_child(node)
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player_spawner = node
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return OK
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func _add_bullet_spawner() -> Error :
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if not ResourceLoader.exists(BULLET_SPAWNER):
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return ERR_DOES_NOT_EXIST
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var scene: PackedScene = ResourceLoader.load(BULLET_SPAWNER)
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if not scene.can_instantiate():
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return ERR_CANT_OPEN
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var node: BulletSpawnerController = scene.instantiate()
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add_child(node)
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bullet_spawner = node
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return OK
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# -- TODO: Better bullet naming handler
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var bullet_amount: int = -2147483647
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func spawn_bullet(starting_point: Node3D, speed: int, damage: int):
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bullet_spawner.spawn_bullet(starting_point, speed, damage)
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