godot-cpp-utils/game_root.hpp

100 lines
3.5 KiB
C++
Raw Normal View History

#ifndef GAME_ROOT_HPP
#define GAME_ROOT_HPP
#include "game_mode.hpp"
#include "godot_cpp/classes/random_number_generator.hpp"
#include "level.hpp"
#include <godot_cpp/classes/node.hpp>
#include <godot_cpp/classes/packed_scene.hpp>
#include <godot_cpp/templates/hash_map.hpp>
#include <godot_cpp/templates/hash_set.hpp>
#include <godot_cpp/templates/pair.hpp>
#include <godot_cpp/templates/pair.hpp>
#include <godot_cpp/templates/vector.hpp>
namespace godot {
class PlayerInput;
class IPlayer;
class SpawnPoint3D;
class GameRoot3D : public Node {
GDCLASS(GameRoot3D, Node);
static void _bind_methods();
public:
// get the current active singleton instance of GameRoot
static GameRoot3D *get_singleton();
// returns true if there is currently a singleton active for GameRoot
static bool has_singleton();
virtual void _enter_tree() override;
virtual void _ready() override;
virtual void _exit_tree() override;
void player_input_connected();
// force-disconnect a player
// calls queue_free on the IPlayer instance
void remove_player(uint32_t player_id);
// calls remove_player for every used player input slot
void remove_all_players();
// initialize and register a player instance
// the player will be added to the tree and AFTER setup_player_input will be called
// this way the player can initialize before setting up input
bool initialize_player(IPlayer *player, uint32_t id);
// shorthand for set_game_mode(Ref<GameMode>())
// unsets the gamemode
void reset_game_mode();
// shorthand for load_level(level, Transform3D())
Level3D *load_level(Ref<PackedScene> level);
// load a level, only works if 'level' is a valid scene where the root Node can cast to 'Level3D'
// sets the level's root node's global transform
Level3D *load_level_at(Ref<PackedScene> level, Transform3D at);
2024-05-21 13:57:55 +00:00
void unload_all_levels();
void replace_levels(Ref<PackedScene> level);
// register a spawnpoint for use when spawning players
void register_spawn_point(SpawnPoint3D *spawn_point);
// remove a spawnpoint so it can't be used to spawn players
void unregister_spawn_point(SpawnPoint3D *spawn_point);
void place_player_at_spawnpoint(IPlayer *player);
void player_despawned(uint32_t id);
// ----- getter / setters -----
// override the current gamemode
// force-respawns all players
void set_game_mode(Ref<GameMode> prototype);
Ref<GameMode> get_game_mode() const;
Ref<GameState> get_game_state() const;
void set_first_boot_level(Ref<PackedScene> level);
Ref<PackedScene> get_first_boot_level() const;
2024-05-21 09:57:31 +00:00
HashMap<StringName, Level3D *> &get_levels();
IPlayer *get_player(uint32_t id);
Vector<IPlayer*> get_players();
protected:
// attempt to make 'this' the current singleton instance
void grab_singleton();
// attempt to stop being the active singleton instance
// only works if the current singleton is 'this'
void release_singleton();
uint32_t find_empty_player_slot() const;
IPlayer *spawn_player(uint32_t id);
2024-05-21 13:57:55 +00:00
void level_unloaded(StringName scene_path);
static bool is_valid_level(Ref<PackedScene> &level);
protected:
static GameRoot3D *singleton_instance;
uint32_t next_player_id{1}; // 0 is the "invalid" player id
HashMap<uint32_t, Pair<PlayerInput*, IPlayer*>> players{};
Ref<GameMode> game_mode{};
private:
RandomNumberGenerator rng{};
HashMap<StringName, Level3D*> levels{};
Vector<SpawnPoint3D*> spawn_points{};
Ref<PackedScene> first_boot_level{};
};
}
#endif // !GAME_ROOT_HPP