93 lines
2.8 KiB
GDScript3
93 lines
2.8 KiB
GDScript3
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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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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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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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# 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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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta: float) -> void:
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if multiplayer.is_server():
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pass
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#var active_players = player_spawner._get_root().get_children()
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#for n in active_players:
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#if not Server.players.has(n.owner_id):
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#_remove_player(n.owner_id)
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@rpc("call_local", "reliable", "any_peer")
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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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_spawn_player_controller_node.rpc_id(id)
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func _spawn_player(id: int):
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player_spawner.spawn_players(spawn_locations, id)
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@rpc("call_local", "reliable", "any_peer")
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func _spawn_player_controller_node():
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var path := "res://scenes/player/player_input.tscn"
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var scene: PackedScene = ResourceLoader.load(path)
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var controller_scene: PlayerPlaceholder = player_spawner.get_player_node(multiplayer.get_unique_id())
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var player_node: PlayerInputController = scene.instantiate()
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player_node.controlled_node = controller_scene
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client_node.add_child(player_node)
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func _remove_player(id: int):
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player_spawner.remove_player(id)
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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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