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#ifndef GAME_ROOT_HPP
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#define GAME_ROOT_HPP
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#include "game_mode.hpp"
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#include "level.hpp"
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#include <godot_cpp/classes/node.hpp>
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#include <godot_cpp/classes/packed_scene.hpp>
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#include <godot_cpp/classes/random_number_generator.hpp>
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#include <godot_cpp/templates/hash_map.hpp>
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#include <godot_cpp/templates/hash_set.hpp>
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#include <godot_cpp/templates/pair.hpp>
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#include <godot_cpp/templates/pair.hpp>
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#include <godot_cpp/templates/vector.hpp>
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namespace gd = godot;
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namespace utils {
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class PlayerInput;
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class IPlayer;
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class SpawnPoint3D;
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class GameRoot3D : public gd::Node {
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GDCLASS(GameRoot3D, gd::Node);
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static void _bind_methods();
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public:
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// get the current active singleton instance of GameRoot
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static GameRoot3D *get_singleton();
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// returns true if there is currently a singleton active for GameRoot
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static bool has_singleton();
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virtual void _enter_tree() override;
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virtual void _ready() override;
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virtual void _exit_tree() override;
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void player_input_connected();
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// force-disconnect a player
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// calls queue_free on the IPlayer instance
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void remove_player(uint32_t player_id);
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// calls remove_player for every used player input slot
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void remove_all_players();
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// initialize and register a player instance
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// the player will be added to the tree and AFTER setup_player_input will be called
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// this way the player can initialize before setting up input
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bool initialize_player(IPlayer *player, uint32_t id);
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// shorthand for set_game_mode(Ref<GameMode>())
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// unsets the gamemode
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void reset_game_mode();
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// shorthand for load_level(level, Transform3D())
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Level3D *load_level(gd::Ref<gd::PackedScene> level);
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// load a level, only works if 'level' is a valid scene where the root Node can cast to 'Level3D'
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// sets the level's root node's global transform
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Level3D *load_level_at(gd::Ref<gd::PackedScene> level, gd::Transform3D at);
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void unload_all_levels();
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void replace_levels(gd::Ref<gd::PackedScene> level);
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// register a spawnpoint for use when spawning players
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void register_spawn_point(SpawnPoint3D *spawn_point);
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// remove a spawnpoint so it can't be used to spawn players
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void unregister_spawn_point(SpawnPoint3D *spawn_point);
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void place_player_at_spawnpoint(IPlayer *player);
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void player_despawned(uint32_t id);
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// ----- getter / setters -----
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// override the current gamemode
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// force-respawns all players
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void set_game_mode(gd::Ref<GameMode> prototype);
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gd::Ref<GameMode> get_game_mode() const;
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gd::Ref<GameState> get_game_state() const;
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void set_first_boot_level(gd::Ref<gd::PackedScene> level);
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gd::Ref<gd::PackedScene> get_first_boot_level() const;
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gd::HashMap<gd::StringName, Level3D *> &get_levels();
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IPlayer *get_player(uint32_t id);
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gd::Vector<IPlayer*> get_players();
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protected:
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// attempt to make 'this' the current singleton instance
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void grab_singleton();
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// attempt to stop being the active singleton instance
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// only works if the current singleton is 'this'
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void release_singleton();
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uint32_t find_empty_player_slot() const;
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IPlayer *spawn_player(uint32_t id);
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void level_unloaded(gd::StringName scene_path);
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static bool is_valid_level(gd::Ref<gd::PackedScene> &level);
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protected:
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static GameRoot3D *singleton_instance;
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uint32_t next_player_id{1}; // 0 is the "invalid" player id
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gd::HashMap<uint32_t, gd::Pair<PlayerInput*, IPlayer*>> players{};
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gd::Ref<GameMode> game_mode{};
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private:
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gd::RandomNumberGenerator rng{};
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gd::HashMap<gd::StringName, Level3D*> levels{};
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gd::Vector<SpawnPoint3D*> spawn_points{};
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gd::Ref<gd::PackedScene> first_boot_level{};
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};
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}
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#endif // !GAME_ROOT_HPP
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