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 WORLD: String = "res://scenes/maps/maps/world.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_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") 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) @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_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): 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)