And once again
This commit is contained in:
26
scenes_old_2/maps/base/bullet_spawner/bullet_controller.gd
Normal file
26
scenes_old_2/maps/base/bullet_spawner/bullet_controller.gd
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extends Node
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class_name BulletSpawnerController
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# This script shoud be able to find the player
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func _get_spawner() -> MultiplayerSpawner:
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return $MultiplayerSpawner
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func _get_root() -> Node3D:
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return $Bullets
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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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var node: Node3D = ResourceLoader.load("res://scenes/weapon/bullet.tscn").instantiate()
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node.position = starting_point.global_position
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node.transform.basis = starting_point.global_transform.basis
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node.name = str(bullet_amount)
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node.speed = speed
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node.damage = damage
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bullet_amount += 1
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_get_root().add_child(node)
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12
scenes_old_2/maps/base/bullet_spawner/bullet_spawner.tscn
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12
scenes_old_2/maps/base/bullet_spawner/bullet_spawner.tscn
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[gd_scene load_steps=2 format=3 uid="uid://dp1lcbwr7vaq1"]
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[ext_resource type="Script" path="res://scenes/maps/base/bullet_spawner/bullet_controller.gd" id="1_pwpt3"]
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[node name="BulletSpawner" type="Node3D"]
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script = ExtResource("1_pwpt3")
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[node name="MultiplayerSpawner" type="MultiplayerSpawner" parent="."]
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_spawnable_scenes = PackedStringArray("res://scenes/weapon/bullet.tscn")
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spawn_path = NodePath("../Bullets")
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[node name="Bullets" type="Node3D" parent="."]
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11
scenes_old_2/maps/base/entry_screen/entry_screen.gd
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11
scenes_old_2/maps/base/entry_screen/entry_screen.gd
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extends Control
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func _on_blue_pressed() -> void:
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helpers.get_server_node().set_player_side.rpc_id(1, PlayerData.blue)
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visible = false
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func _on_red_pressed() -> void:
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helpers.get_server_node().set_player_side.rpc_id(1, PlayerData.red)
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visible = false
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41
scenes_old_2/maps/base/entry_screen/entry_screen.tscn
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41
scenes_old_2/maps/base/entry_screen/entry_screen.tscn
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[gd_scene load_steps=2 format=3 uid="uid://guhvtj7wqb2y"]
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[ext_resource type="Script" path="res://scenes/maps/base/entry_screen/entry_screen.gd" id="1_akbgo"]
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[node name="EntryScreen" type="Control"]
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layout_mode = 3
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anchors_preset = 15
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anchor_right = 1.0
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anchor_bottom = 1.0
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grow_horizontal = 2
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grow_vertical = 2
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script = ExtResource("1_akbgo")
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[node name="Blue" type="Button" parent="."]
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layout_mode = 1
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anchors_preset = 6
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anchor_left = 1.0
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anchor_top = 0.5
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anchor_right = 1.0
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anchor_bottom = 0.5
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offset_left = -8.0
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offset_top = -4.0
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offset_bottom = 4.0
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grow_horizontal = 0
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grow_vertical = 2
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text = "Blue"
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[node name="Red" type="Button" parent="."]
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layout_mode = 1
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anchors_preset = 4
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anchor_top = 0.5
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anchor_bottom = 0.5
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offset_top = -4.0
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offset_right = 8.0
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offset_bottom = 4.0
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grow_vertical = 2
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text = "Red
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"
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[connection signal="pressed" from="Blue" to="." method="_on_blue_pressed"]
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[connection signal="pressed" from="Red" to="." method="_on_red_pressed"]
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101
scenes_old_2/maps/base/map_controller.gd
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101
scenes_old_2/maps/base/map_controller.gd
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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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const ENTRY_SCREEN: String = "res://scenes/maps/base/entry_screen/entry_screen.tscn"
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var player_spawner: PlayerSpawnerController
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var bullet_spawner: BulletSpawnerController
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var entry_screen: Control
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var client_node: Node3D
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@onready var spawn_controller: 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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# add objects spawner
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if not OS.has_feature("dedicated_server"):
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err = _add_entry_screen()
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if err != OK:
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logger.error("Couldn't load the entry screen, err " + str(err))
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@rpc("any_peer", "call_local", "unreliable")
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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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var scene: PackedScene = ResourceLoader.load(path)
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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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client_node.add_child(player_node)
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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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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: PlayerSpawnerController = scene.instantiate()
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add_child(node)
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player_spawner = node
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player_spawner.spawn_controller = spawn_controller
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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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func _add_entry_screen() -> Error:
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if not ResourceLoader.exists(ENTRY_SCREEN):
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return ERR_DOES_NOT_EXIST
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var scene: PackedScene = ResourceLoader.load(ENTRY_SCREEN)
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if not scene.can_instantiate():
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return ERR_CANT_OPEN
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var node: Control = scene.instantiate()
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add_child(node)
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entry_screen = 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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93
scenes_old_2/maps/base/player_spawner/player_spawner.gd
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93
scenes_old_2/maps/base/player_spawner/player_spawner.gd
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@ -0,0 +1,93 @@
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class_name PlayerSpawnerController
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extends Node3D
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var spawned_players: Dictionary = {}
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@export var spawn_controller: SpawnController
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var server_node: ServerData
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func _get_spawner() -> MultiplayerSpawner:
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return $PlayersSpawner
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func _get_root() -> Node3D:
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return $Players
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func _get_model_spawner() -> MultiplayerSpawner:
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return $ModelSpawner
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func _get_model_root() -> Node3D:
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return $Models
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func _ready() -> void:
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server_node = helpers.get_server_node()
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func _process(delta: float) -> void:
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for player in server_node.players:
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if not spawned_players.has(player):
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if (
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server_node.players[player].has("side")
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and server_node.players[player].get("side") != PlayerData.underfined
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):
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logger.debug("Spawning a player with id: " + str(player))
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var err := spawn_players(server_node.players[player])
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if err != OK:
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logger.error("Couldn't spawn a player, err: " + str(err))
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else:
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spawned_players[player] = 1
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# -- Spawn a player node and sync it across all peers
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func spawn_players(player_data: Dictionary) -> Error:
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var char: ServerNode = null
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char = ResourceLoader.load("res://scenes/player/server_node.tscn").instantiate()
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char.name = "PlayerPlaceholder_" + str(player_data.get("id"))
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var side = "attack"
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var spawn
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if side == PlayerData.blue:
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spawn = SpawnController.Sides.BLUE
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elif side == PlayerData.red:
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spawn = SpawnController.Sides.RED
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else:
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return ERR_CANT_CREATE
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var new_position: Vector3 = spawn_controller.get_spawner(spawn)
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char.owner_id = player_data.get("id")
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_get_root().add_child(char)
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char.shared_node.global_position = new_position
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return OK
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func spawn_player_model(owner_node: CharacterBody3D):
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var model_scene: PackedScene = ResourceLoader.load(
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"res://scenes/characters/y-bot/character.tscn"
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)
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var model: CharacterWrapper = model_scene.instantiate()
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model.global_position = owner_node.global_position
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model.owner_placeholder = owner_node
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_get_model_root().add_child(model)
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func remove_player(id: int) -> Error:
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if multiplayer.is_server():
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var found_childen: Array[Node] = _get_root().get_children()
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for found_child in found_childen:
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if found_child.owner_id:
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if found_child.owner_id == id:
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found_child.queue_free()
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return OK
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return ERR_UNAUTHORIZED
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func get_player_node(id: int) -> ServerNode:
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var nodes: Array[Node] = _get_root().get_children().filter(
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func(x: ServerNode): return x.owner_id == id
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)
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if nodes.size() > 0:
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return nodes[0]
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return null
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10
scenes_old_2/maps/base/player_spawner/player_spawner.tscn
Normal file
10
scenes_old_2/maps/base/player_spawner/player_spawner.tscn
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@ -0,0 +1,10 @@
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[gd_scene load_steps=2 format=3 uid="uid://xh710fr73bid"]
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[ext_resource type="Script" path="res://scenes/maps/base/player_spawner/player_spawner.gd" id="1_pl471"]
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[node name="PlayerSpawner" type="Node3D"]
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script = ExtResource("1_pl471")
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[node name="Players" type="Node3D" parent="."]
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[node name="Models" type="Node3D" parent="."]
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@ -0,0 +1,11 @@
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extends Node
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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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pass # Replace with function body.
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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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pass
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@ -0,0 +1,8 @@
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[gd_scene load_steps=2 format=3 uid="uid://bbqh8e8t0rvwj"]
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[ext_resource type="Script" path="res://scenes/maps/base/player_synchronizer/player_synchronizer.gd" id="1_o2up5"]
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[node name="PlayerSynchronizer" type="Node"]
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script = ExtResource("1_o2up5")
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[node name="Timer" type="Timer" parent="."]
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8
scenes_old_2/maps/base/single_spawn_controller.gd
Normal file
8
scenes_old_2/maps/base/single_spawn_controller.gd
Normal file
@ -0,0 +1,8 @@
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extends Node3D
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var busy: bool = false
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func choose_spawn_location() -> Vector3:
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busy = true
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return global_position
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50
scenes_old_2/maps/base/spawn_controller.gd
Normal file
50
scenes_old_2/maps/base/spawn_controller.gd
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class_name SpawnController extends Node3D
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@export_category("SpawnController")
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@onready var blue_spawners: Node3D = $Blue
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@onready var red_spawners: Node3D = $Red
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const SINGLE_SPAWN_CONTROLLER_PATH = "res://scenes/maps/base/single_spawn_controller.gd"
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enum Sides { BLUE, RED, UNDEFINED }
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@export var side: Sides = Sides.UNDEFINED
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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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var single_spawn_controller: GDScript = ResourceLoader.load(SINGLE_SPAWN_CONTROLLER_PATH)
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for spawn: Node3D in blue_spawners.get_children():
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spawn.set_script(single_spawn_controller)
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for spawn: Node3D in red_spawners.get_children():
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spawn.set_script(single_spawn_controller)
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pass # Replace with function body.
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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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pass
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func _get_available_spawn(spawn_set: Node3D) -> Node3D:
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if multiplayer.is_server():
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var spawns: Array[Node3D] = []
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for spawn: Node3D in spawn_set.get_children():
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if not spawn.busy:
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spawns.push_back(spawn)
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var random_index: int = randi_range(0, spawns.size() - 1)
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return spawns[random_index]
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return null
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func get_spawner(team: Sides) -> Vector3:
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match team:
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Sides.BLUE:
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var spawn := _get_available_spawn(blue_spawners)
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return spawn.choose_spawn_location()
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Sides.RED:
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var spawn := _get_available_spawn(red_spawners)
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return spawn.choose_spawn_location()
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_:
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return Vector3(0, 0, 0)
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# Get all spawners for each team
|
Reference in New Issue
Block a user