Add a map-loader sctipt

This commit is contained in:
2025-01-28 19:32:38 +01:00
parent b54ffaeb0d
commit 9b1ab02b94
32 changed files with 16268 additions and 2790 deletions

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extends Node
# This script shoud be able to find the player
var players: Dictionary = {}
func spawn_a_bullet():
# -- Get
pass
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
var world: MapController = find_parent("Map")
# Get all the players on the server and add
# corresponding nodes to them
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
pass

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[gd_scene format=3 uid="uid://sh5diukewgs5"]
[node name="BulletSpawner" type="Node3D"]
[node name="MultiplayerSpawner" type="MultiplayerSpawner" parent="."]
spawn_path = NodePath("../Node3D")
[node name="Node3D" type="Node3D" parent="."]

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class_name MapController extends Node
@export_category("MapController")
const PLAYER_SPAWNER: String = "res://scenes/maps/base/player_spawner/player_spawner.tscn"
const OBJECT_SPAWNER: String = "res://scenes/maps/base/object_spawner/object_spawner.tscn"
var player_spawner: PlayerSpawnerController
var object_spawner: 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:
print("Couldn't load player spawner")
err = _add_object_spawner()
if err != OK:
print("Couldn't load object spawner")
# add objects spawner
if multiplayer.is_server():
_spawn_player()
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
pass
func _spawn_player():
var char : Node3D = null
player_spawner.spawn_players(spawn_locations)
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_object_spawner() -> Error :
if not ResourceLoader.exists(OBJECT_SPAWNER):
return ERR_DOES_NOT_EXIST
var scene: PackedScene = ResourceLoader.load(OBJECT_SPAWNER)
if not scene.can_instantiate():
return ERR_CANT_OPEN
var node: Node3D = scene.instantiate()
add_child(node)
object_spawner = node
return OK
var bullet_amount: int = 0
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
var spawner: MultiplayerSpawner = object_spawner.find_child("MultiplayerSpawner")
var root_node: Node3D = object_spawner.find_child("Objects")
spawner.spawn(node)
root_node.add_child(node)

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[gd_scene format=3 uid="uid://b0k17hibnhnv4"]
[node name="ObjectSpawner" type="Node3D"]
[node name="MultiplayerSpawner" type="MultiplayerSpawner" parent="."]
spawn_path = NodePath("../Objects")
spawn_limit = 10000
[node name="Objects" type="Node3D" parent="."]

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class_name PlayerSpawnerController extends Node3D
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
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_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) -> Error:
print("spawning players")
var char : Node3D = null
print(GameServerManager.players)
for i in GameServerManager.players:
var player_data = GameServerManager.players[i]
char = ResourceLoader.load("res://scenes/characters/placeholder.tscn").instantiate()
char.name = "PlayerPlaceholder_" + str(player_data.name)
var position = spawn_location.get_spawner(SpawnController.Sides.BLUE)
char.global_position = position
char.global_position = position
_get_spawner().spawn(char)
_get_root().add_child(char)
return OK

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[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/characters/placeholder.tscn")
spawn_path = NodePath("../Players")
spawn_limit = 10
[node name="Players" type="Node3D" parent="."]

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extends Node3D
var busy: bool = false
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
pass # Replace with function body.
func choose_spawn_location() -> Vector3:
busy = true
return global_position

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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)
print(spawns.size())
var random_index: int = randi_range(0, spawns.size() - 1)
print(random_index)
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)
_:
print("хз")
return Vector3(0,0,0)
# Get all spawners for each team