74 lines
2.3 KiB
GDScript

class_name PlayerSpawnerController
extends Node3D
var spawned_players: Dictionary = {}
@export var spawn_controller: SpawnController
var server_node: ServerData
func _get_spawner() -> MultiplayerSpawner:
return $PlayersSpawner
func _get_root() -> Node3D:
return $Players
func _get_model_spawner() -> MultiplayerSpawner:
return $ModelSpawner
func _get_model_root() -> Node3D:
return $Models
func _ready() -> void:
server_node = helpers.get_server_node()
func _process(delta: float) -> void:
for player in server_node.players:
if not spawned_players.has(player):
logger.debug("Spawning a player with id: " + str(player))
var err := spawn_players(server_node.players[player])
if err != OK:
logger.error("Couldn't spawn a player, err: " + str(err))
else:
spawned_players[player] = 1
# -- Spawn a player node and sync it across all peers
func spawn_players(player_data: Dictionary) -> Error:
var char : ServerNode = null
char = ResourceLoader.load("res://scenes/player/server_node.tscn").instantiate()
char.name = "PlayerPlaceholder_" + str(player_data.get("id"))
var side = "attack"
var spawn
if side == PlayerData.blue:
spawn = SpawnController.Sides.BLUE
elif side == PlayerData.red:
spawn = SpawnController.Sides.RED
else:
return ERR_CANT_CREATE
var new_position: Vector3 = spawn_controller.get_spawner(spawn)
char.owner_id = player_data.get("id")
_get_root().add_child(char)
char.shared_node.global_position = new_position
return OK
func spawn_player_model(owner_node: CharacterBody3D):
var model_scene: PackedScene = ResourceLoader.load("res://scenes/characters/y-bot/character.tscn")
var model: CharacterWrapper = model_scene.instantiate()
model.global_position = owner_node.global_position
model.owner_placeholder = owner_node
_get_model_root().add_child(model)
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) -> ServerNode:
var nodes: Array[Node] = _get_root().get_children().filter(func(x: ServerNode): return x.owner_id == id)
if nodes.size() > 0:
return nodes[0]
return null