Init commit
This commit is contained in:
21
godot/scenes/maps/base/bullet_spawner/bullet_controller.gd
Normal file
21
godot/scenes/maps/base/bullet_spawner/bullet_controller.gd
Normal 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)
|
11
godot/scenes/maps/base/bullet_spawner/bullet_spawner.tscn
Normal file
11
godot/scenes/maps/base/bullet_spawner/bullet_spawner.tscn
Normal 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="."]
|
92
godot/scenes/maps/base/map_controller.gd
Normal file
92
godot/scenes/maps/base/map_controller.gd
Normal 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)
|
38
godot/scenes/maps/base/player_spawner/player_spawner.gd
Normal file
38
godot/scenes/maps/base/player_spawner/player_spawner.gd
Normal 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
|
13
godot/scenes/maps/base/player_spawner/player_spawner.tscn
Normal file
13
godot/scenes/maps/base/player_spawner/player_spawner.tscn
Normal 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="."]
|
7
godot/scenes/maps/base/single_spawn_controller.gd
Normal file
7
godot/scenes/maps/base/single_spawn_controller.gd
Normal file
@ -0,0 +1,7 @@
|
||||
extends Node3D
|
||||
|
||||
var busy: bool = false
|
||||
|
||||
func choose_spawn_location() -> Vector3:
|
||||
busy = true
|
||||
return global_position
|
49
godot/scenes/maps/base/spawn_controller.gd
Normal file
49
godot/scenes/maps/base/spawn_controller.gd
Normal 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
|
954
godot/scenes/maps/maps/lowpoly_tdm_1.tscn
Normal file
954
godot/scenes/maps/maps/lowpoly_tdm_1.tscn
Normal file
File diff suppressed because one or more lines are too long
Reference in New Issue
Block a user