Huge amount of updates

This commit is contained in:
2025-02-12 13:07:21 +01:00
parent 349b6b7226
commit 687c2ae1f5
96 changed files with 15637 additions and 156 deletions

View File

@ -1,9 +1,9 @@
[gd_scene load_steps=2 format=3 uid="uid://dp1lcbwr7vaq1"]
[ext_resource type="Script" path="res://scenes/maps/base/bullet_spawner/bullet_controller.gd" id="1_ohxtg"]
[ext_resource type="Script" path="res://scenes/maps/base/bullet_spawner/bullet_controller.gd" id="1_pwpt3"]
[node name="BulletSpawner" type="Node3D"]
script = ExtResource("1_ohxtg")
script = ExtResource("1_pwpt3")
[node name="MultiplayerSpawner" type="MultiplayerSpawner" parent="."]
_spawnable_scenes = PackedStringArray("res://scenes/weapon/bullet.tscn")

View File

@ -0,0 +1,12 @@
extends Control
func _on_blue_pressed() -> void:
helpers.get_server_node().set_player_side.rpc_id(1, PlayerData.blue)
visible = false
func _on_red_pressed() -> void:
helpers.get_server_node().set_player_side.rpc_id(1, PlayerData.red)
visible = false

View File

@ -0,0 +1,41 @@
[gd_scene load_steps=2 format=3 uid="uid://guhvtj7wqb2y"]
[ext_resource type="Script" path="res://scenes/maps/base/entry_screen/entry_screen.gd" id="1_akbgo"]
[node name="EntryScreen" type="Control"]
layout_mode = 3
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
script = ExtResource("1_akbgo")
[node name="Blue" type="Button" parent="."]
layout_mode = 1
anchors_preset = 6
anchor_left = 1.0
anchor_top = 0.5
anchor_right = 1.0
anchor_bottom = 0.5
offset_left = -8.0
offset_top = -4.0
offset_bottom = 4.0
grow_horizontal = 0
grow_vertical = 2
text = "Blue"
[node name="Red" type="Button" parent="."]
layout_mode = 1
anchors_preset = 4
anchor_top = 0.5
anchor_bottom = 0.5
offset_top = -4.0
offset_right = 8.0
offset_bottom = 4.0
grow_vertical = 2
text = "Red
"
[connection signal="pressed" from="Blue" to="." method="_on_blue_pressed"]
[connection signal="pressed" from="Red" to="." method="_on_red_pressed"]

View File

@ -3,21 +3,20 @@ 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 WORLD: String = "res://scenes/maps/maps/world.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
@onready var spawn_controller: 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_world()
if err != OK:
push_error("Couldn't load world")
return
err = _add_player_spawner()
if err != OK:
push_error("Couldn't load player spawner")
@ -33,20 +32,24 @@ func _ready() -> void:
# add objects spawner
if not OS.has_feature("dedicated_server"):
_request_spawn.rpc_id(1)
err = _add_entry_screen()
if err != OK:
logger.error("Couldn't load the entry screen, err " + str(err))
@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)
func _process(delta: float) -> void:
if not multiplayer.is_server():
pass
#@rpc("call_local", "unreliable", "any_peer")p
#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(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):
@ -57,7 +60,7 @@ func _spawn_player_controller_node(x: float, y: float, z: float):
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)
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):
@ -67,16 +70,6 @@ func spawn_player_model(owner_node: CharacterBody3D, owner_id: int):
func _remove_player(id: int):
player_spawner.remove_player(id)
func _add_world() -> Error :
if not ResourceLoader.exists(WORLD):
return ERR_DOES_NOT_EXIST
var scene: PackedScene = ResourceLoader.load(WORLD)
if not scene.can_instantiate():
return ERR_CANT_OPEN
var node: Node3D = scene.instantiate()
add_child(node)
return OK
func _add_player_spawner() -> Error :
if not ResourceLoader.exists(PLAYER_SPAWNER):
@ -85,9 +78,10 @@ func _add_player_spawner() -> Error :
if not scene.can_instantiate():
return ERR_CANT_OPEN
var node: Node3D = scene.instantiate()
var node: PlayerSpawnerController = scene.instantiate()
add_child(node)
player_spawner = node
player_spawner.spawn_controller = spawn_controller
return OK
func _add_bullet_spawner() -> Error :
@ -100,6 +94,17 @@ func _add_bullet_spawner() -> Error :
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

View File

@ -1,6 +1,9 @@
class_name PlayerSpawnerController
extends Node3D
var spawned_players: Dictionary = {}
@export var spawn_controller: SpawnController
var server_node: ServerData
func _get_spawner() -> MultiplayerSpawner:
return $PlayersSpawner
@ -12,21 +15,39 @@ func _get_model_spawner() -> MultiplayerSpawner:
func _get_model_root() -> Node3D:
return $Models
func _ready() -> void:
server_node = helpers.get_server_node()
func _process(delta: float) -> void:
for player in server_node.players:
if not spawned_players.has(player):
logger.debug("Spawning a player with id: " + str(player))
var err := spawn_players(server_node.players[player])
if err != OK:
logger.error("Couldn't spawn a player, err: " + str(err))
else:
spawned_players[player] = 1
# -- Spawn a player node and sync it across all peers
func spawn_players(spawn_location: SpawnController, id: int) -> Error:
if multiplayer.is_server():
var char : ServerNode = null
var player_data: PlayerData = GameServerAutoload.players[id]
char = ResourceLoader.load("res://scenes/player/server_node.tscn").instantiate()
char.name = "PlayerPlaceholder_" + str(player_data.id)
var new_position: Vector3 = spawn_location.get_spawner(SpawnController.Sides.BLUE)
char.owner_id = id
_get_root().add_child(char)
char.shared_node.global_position = new_position
return OK
return ERR_UNAUTHORIZED
func spawn_players(player_data: Dictionary) -> Error:
var char : ServerNode = null
char = ResourceLoader.load("res://scenes/player/server_node.tscn").instantiate()
char.name = "PlayerPlaceholder_" + str(player_data.get("id"))
var side = "attack"
var spawn
if side == PlayerData.blue:
spawn = SpawnController.Sides.BLUE
elif side == PlayerData.red:
spawn = SpawnController.Sides.RED
else:
return ERR_CANT_CREATE
var new_position: Vector3 = spawn_controller.get_spawner(spawn)
char.owner_id = player_data.get("id")
_get_root().add_child(char)
char.shared_node.global_position = new_position
return OK
func spawn_player_model(owner_node: CharacterBody3D):
var model_scene: PackedScene = ResourceLoader.load("res://scenes/characters/y-bot/character.tscn")

View File

@ -1,14 +1,9 @@
[gd_scene load_steps=2 format=3 uid="uid://xh710fr73bid"]
[ext_resource type="Script" path="res://scenes/maps/base/player_spawner/player_spawner.gd" id="1_2hsyd"]
[ext_resource type="Script" path="res://scenes/maps/base/player_spawner/player_spawner.gd" id="1_pl471"]
[node name="PlayerSpawner" type="Node3D"]
script = ExtResource("1_2hsyd")
[node name="PlayersSpawner" type="MultiplayerSpawner" parent="."]
_spawnable_scenes = PackedStringArray("res://scenes/player/server_node.tscn")
spawn_path = NodePath("../Players")
spawn_limit = 100
script = ExtResource("1_pl471")
[node name="Players" type="Node3D" parent="."]

View File

@ -1,8 +1,8 @@
[gd_scene load_steps=2 format=3 uid="uid://bbqh8e8t0rvwj"]
[ext_resource type="Script" path="res://scenes/maps/base/player_synchronizer/player_synchronizer.gd" id="1_cam4s"]
[ext_resource type="Script" path="res://scenes/maps/base/player_synchronizer/player_synchronizer.gd" id="1_o2up5"]
[node name="PlayerSynchronizer" type="Node"]
script = ExtResource("1_cam4s")
script = ExtResource("1_o2up5")
[node name="Timer" type="Timer" parent="."]

View File

@ -42,8 +42,8 @@ func get_spawner(team: Sides) -> Vector3:
var spawn := _get_available_spawn(blue_spawners)
return spawn.choose_spawn_location()
Sides.RED:
print("red")
return Vector3(0,0,0)
var spawn := _get_available_spawn(red_spawners)
return spawn.choose_spawn_location()
_:
return Vector3(0,0,0)
# Get all spawners for each team

File diff suppressed because one or more lines are too long

View File

@ -1,4 +1,4 @@
[gd_scene load_steps=71 format=4 uid="uid://bn2w1n2oj37m0"]
[gd_scene load_steps=71 format=4 uid="uid://cirhbchr5g0dn"]
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_twmpc"]
resource_name = "New_Material"