killbox/scenes_old/maps/base/map_controller.gd

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GDScript3
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2025-02-12 12:07:21 +00:00
extends Node
class_name MapController
const PLAYER_SPAWNER: String = "res://scenes/maps/base/player_spawner/player_spawner.tscn"
const BULLET_SPAWNER: String = "res://scenes/maps/base/bullet_spawner/bullet_spawner.tscn"
const ENTRY_SCREEN: String = "res://scenes/maps/base/entry_screen/entry_screen.tscn"
var player_spawner: PlayerSpawnerController
var bullet_spawner: BulletSpawnerController
var entry_screen: Control
var client_node: Node3D
@onready var spawn_locations: SpawnController = $SpawnLocations
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
# add player spawner
var err: Error = OK
err = _add_player_spawner()
if err != OK:
push_error("Couldn't load player spawner")
err = _add_bullet_spawner()
if err != OK:
push_error("Couldn't load bullet spawner")
# Adding a node that should be used by the clients
client_node = Node3D.new()
client_node.name = "ClientNode"
add_child(client_node)
# add objects spawner
if not OS.has_feature("dedicated_server"):
err = _add_entry_screen()
if err != OK:
logger.error("Couldn't load the entry screen, err " + str(err))
func _process(delta: float) -> void:
if not multiplayer.is_server():
pass
@rpc("call_local", "unreliable", "any_peer")
func _request_spawn():
var id: int = multiplayer.get_remote_sender_id()
_spawn_player(id)
func _spawn_player(id: int):
if multiplayer.is_server():
player_spawner.spawn_players(spawn_locations, id)
var controlled_node: ServerNode = player_spawner.get_player_node(id)
var position := controlled_node.shared_node.global_position
_spawn_player_controller_node.rpc_id(id, position.x, position.y, position.z)
@rpc("any_peer", "call_local", "unreliable")
func _spawn_player_controller_node(x: float, y: float, z: float):
var path := "res://scenes/player/player_node.tscn"
var scene: PackedScene = ResourceLoader.load(path)
var player_node: PlayerNode = scene.instantiate()
player_node.name = "PlayerController"
var controlled_node: ServerNode = player_spawner.get_player_node(multiplayer.get_unique_id())
player_node.controlled_node = controlled_node
client_node.add_child(player_node)
player_node.shared_node.global_position = Vector3(x,y,z)
controlled_node.bind_player_node()
func spawn_player_model(owner_node: CharacterBody3D, owner_id: int):
if multiplayer.get_unique_id() != owner_id:
player_spawner.spawn_player_model(owner_node)
func _remove_player(id: int):
player_spawner.remove_player(id)
func _add_player_spawner() -> Error :
if not ResourceLoader.exists(PLAYER_SPAWNER):
return ERR_DOES_NOT_EXIST
var scene: PackedScene = ResourceLoader.load(PLAYER_SPAWNER)
if not scene.can_instantiate():
return ERR_CANT_OPEN
var node: Node3D = scene.instantiate()
add_child(node)
player_spawner = node
return OK
func _add_bullet_spawner() -> Error :
if not ResourceLoader.exists(BULLET_SPAWNER):
return ERR_DOES_NOT_EXIST
var scene: PackedScene = ResourceLoader.load(BULLET_SPAWNER)
if not scene.can_instantiate():
return ERR_CANT_OPEN
var node: BulletSpawnerController = scene.instantiate()
add_child(node)
bullet_spawner = node
return OK
func _add_entry_screen() -> Error :
if not ResourceLoader.exists(ENTRY_SCREEN):
return ERR_DOES_NOT_EXIST
var scene: PackedScene = ResourceLoader.load(ENTRY_SCREEN)
if not scene.can_instantiate():
return ERR_CANT_OPEN
var node: Control = scene.instantiate()
add_child(node)
entry_screen = node
return OK
# -- TODO: Better bullet naming handler
var bullet_amount: int = -2147483647
func spawn_bullet(starting_point: Node3D, speed: int, damage: int):
bullet_spawner.spawn_bullet(starting_point, speed, damage)