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)