Init commit

This commit is contained in:
2025-02-06 09:56:39 +01:00
commit 8f61ab6c6b
48 changed files with 5511 additions and 0 deletions

View File

@ -0,0 +1,21 @@
extends Node
class_name BulletSpawnerController
# This script shoud be able to find the player
func _get_spawner() -> MultiplayerSpawner:
return $MultiplayerSpawner
func _get_root() -> Node3D:
return $Bullets
# -- TODO: Better bullet naming handler
var bullet_amount: int = -2147483647
func spawn_bullet(starting_point: Node3D, speed: int, damage: int):
var node: Node3D = ResourceLoader.load("res://scenes/weapon/bullet.tscn").instantiate()
node.position = starting_point.global_position
node.transform.basis = starting_point.global_transform.basis
node.name = str(bullet_amount)
node.speed = speed
node.damage = damage
bullet_amount += 1
_get_root().add_child(node)

View File

@ -0,0 +1,11 @@
[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"]
[node name="BulletSpawner" type="Node3D"]
script = ExtResource("1_ohxtg")
[node name="MultiplayerSpawner" type="MultiplayerSpawner" parent="."]
spawn_path = NodePath("../Bullets")
[node name="Bullets" type="Node3D" parent="."]

View File

@ -0,0 +1,92 @@
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"
var player_spawner: PlayerSpawnerController
var bullet_spawner: BulletSpawnerController
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"):
_request_spawn.rpc_id(1)
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
if multiplayer.is_server():
pass
#var active_players = player_spawner._get_root().get_children()
#for n in active_players:
#if not Server.players.has(n.owner_id):
#_remove_player(n.owner_id)
@rpc("call_local", "reliable", "any_peer")
func _request_spawn():
var id: int = multiplayer.get_remote_sender_id()
_spawn_player(id)
_spawn_player_controller_node.rpc_id(id)
func _spawn_player(id: int):
player_spawner.spawn_players(spawn_locations, id)
@rpc("call_local", "reliable", "any_peer")
func _spawn_player_controller_node():
var path := "res://scenes/player/player_input.tscn"
var scene: PackedScene = ResourceLoader.load(path)
var controller_scene: PlayerPlaceholder = player_spawner.get_player_node(multiplayer.get_unique_id())
var player_node: PlayerInputController = scene.instantiate()
player_node.controlled_node = controller_scene
client_node.add_child(player_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
# -- 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)

View File

@ -0,0 +1,38 @@
class_name PlayerSpawnerController extends Node3D
func _get_spawner() -> MultiplayerSpawner:
return $MultiplayerSpawner
func _get_root() -> Node3D:
return $Players
# -- 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 : PlayerPlaceholder = null
var player_data: PlayerData = GameServerAutoload.players[id]
char = ResourceLoader.load("res://scenes/player/placeholder.tscn").instantiate()
char.name = "PlayerPlaceholder_" + str(player_data.id)
var new_position: Vector3 = spawn_location.get_spawner(SpawnController.Sides.BLUE)
char.global_position = new_position
char.owner_id = id
_get_root().add_child(char)
return OK
return ERR_UNAUTHORIZED
func remove_player(id: int) -> Error:
if multiplayer.is_server():
var found_childen: Array[Node] =_get_root().get_children()
for found_child in found_childen:
if found_child.owner_id:
if found_child.owner_id == id:
found_child.queue_free()
return OK
return ERR_UNAUTHORIZED
func get_player_node(id: int) -> PlayerPlaceholder:
var nodes: Array[Node] = _get_root().get_children().filter(func(x: PlayerPlaceholder): return x.owner_id == id)
if nodes.size() > 0:
return nodes[0]
return null

View File

@ -0,0 +1,13 @@
[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"]
[node name="PlayerSpawner" type="Node3D"]
script = ExtResource("1_2hsyd")
[node name="MultiplayerSpawner" type="MultiplayerSpawner" parent="."]
_spawnable_scenes = PackedStringArray("res://scenes/player/placeholder.tscn")
spawn_path = NodePath("../Players")
spawn_limit = 100
[node name="Players" type="Node3D" parent="."]

View File

@ -0,0 +1,7 @@
extends Node3D
var busy: bool = false
func choose_spawn_location() -> Vector3:
busy = true
return global_position

View File

@ -0,0 +1,49 @@
class_name SpawnController extends Node3D
@export_category("SpawnController")
@onready var blue_spawners: Node3D = $Blue
@onready var red_spawners: Node3D = $Red
const SINGLE_SPAWN_CONTROLLER_PATH = "res://scenes/maps/base/single_spawn_controller.gd"
enum Sides {BLUE, RED, UNDEFINED}
@export var side: Sides = Sides.UNDEFINED
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
var single_spawn_controller: GDScript = ResourceLoader.load(SINGLE_SPAWN_CONTROLLER_PATH)
for spawn: Node3D in blue_spawners.get_children():
spawn.set_script(single_spawn_controller)
for spawn: Node3D in red_spawners.get_children():
spawn.set_script(single_spawn_controller)
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
pass
func _get_available_spawn(spawn_set: Node3D) -> Node3D:
if multiplayer.is_server():
var spawns: Array[Node3D] = []
for spawn: Node3D in spawn_set.get_children():
if not spawn.busy:
spawns.push_back(spawn)
var random_index: int = randi_range(0, spawns.size() - 1)
return spawns[random_index]
return null
func get_spawner(team: Sides) -> Vector3:
match team:
Sides.BLUE:
var spawn := _get_available_spawn(blue_spawners)
return spawn.choose_spawn_location()
Sides.RED:
print("red")
return Vector3(0,0,0)
_:
return Vector3(0,0,0)
# Get all spawners for each team

File diff suppressed because one or more lines are too long