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 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_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_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") # add objects spawner if not OS.has_feature("dedicated_server"): err = _add_entry_screen() if err != OK: logger.error("Couldn't load the entry screen, err " + str(err)) @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_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: PlayerSpawnerController = scene.instantiate() add_child(node) player_spawner = node player_spawner.spawn_controller = spawn_controller 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 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 func spawn_bullet(starting_point: Node3D, speed: int, damage: int): bullet_spawner.spawn_bullet(starting_point, speed, damage)