feat: GameMode is now a Node rather than Resource
parent
ec2c3fd835
commit
2ac9e8399f
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@ -10,9 +10,6 @@ void GameMode::_bind_methods() {
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GDPROPERTY_HINTED(player_scene, gd::Variant::OBJECT, gd::PROPERTY_HINT_RESOURCE_TYPE, "PackedScene");
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GDPROPERTY_HINTED(player_scene, gd::Variant::OBJECT, gd::PROPERTY_HINT_RESOURCE_TYPE, "PackedScene");
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}
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}
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void GameMode::_begin() {}
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void GameMode::_end() {}
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void GameMode::set_player_scene(gd::Ref<gd::PackedScene> scene) {
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void GameMode::set_player_scene(gd::Ref<gd::PackedScene> scene) {
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this->player_scene = scene;
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this->player_scene = scene;
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}
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}
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@ -1,24 +1,21 @@
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#ifndef UTILS_GAME_MODE_HPP
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#ifndef UTILS_GAME_MODE_HPP
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#define UTILS_GAME_MODE_HPP
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#define UTILS_GAME_MODE_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/packed_scene.hpp>
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#include <godot_cpp/classes/resource.hpp>
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namespace gd = godot;
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namespace gd = godot;
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namespace utils {
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namespace utils {
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/*! Stores session-relevant data.
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/*! Stores session-relevant data.
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*
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*
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* Contains any data that is only needed for the duration of the current session/match. Use GameState instead if you want data to be saved between sessions.
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* Inheriting classes are intended to keep only data that is relevant for the duration of the current session/match. Use GameState instead if you want data to be saved between sessions.
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* Will be destroyed when a level is loaded that does not match the same game mode class.
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* Will be destroyed when a level is loaded that does not match the same game mode class.
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*/
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*/
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class GameMode : public gd::Resource {
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class GameMode : public gd::Node {
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GDCLASS(GameMode, gd::Resource);
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GDCLASS(GameMode, gd::Node);
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static void _bind_methods();
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static void _bind_methods();
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public:
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public:
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virtual void _begin(); //!< Called when the match begins.
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virtual void _end(); //!< Called when the match is ending.
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void set_player_scene(gd::Ref<gd::PackedScene> scene);
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void set_player_scene(gd::Ref<gd::PackedScene> scene);
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gd::Ref<gd::PackedScene> get_player_scene() const;
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gd::Ref<gd::PackedScene> get_player_scene() const;
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private:
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private:
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@ -96,7 +96,7 @@ bool GameRoot3D::initialize_player(IPlayer *player, uint32_t id) {
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}
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}
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void GameRoot3D::reset_game_mode() {
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void GameRoot3D::reset_game_mode() {
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this->set_game_mode(gd::Ref<GameMode>());
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this->set_game_mode(nullptr);
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}
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}
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Level3D *GameRoot3D::load_level(gd::Ref<gd::PackedScene> level) {
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Level3D *GameRoot3D::load_level(gd::Ref<gd::PackedScene> level) {
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@ -116,13 +116,15 @@ Level3D *GameRoot3D::load_level_at(gd::Ref<gd::PackedScene> level, gd::Transform
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instance->connect("tree_exited", callable_mp(this, &GameRoot3D::level_unloaded).bind(level->get_path()));
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instance->connect("tree_exited", callable_mp(this, &GameRoot3D::level_unloaded).bind(level->get_path()));
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// store and add to tree at desired transform
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// store and add to tree at desired transform
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// if this is the first level containing a game mode currently active use it's gamemode as a prototype
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// if this is the first level containing a game mode currently active use it's gamemode as a prototype
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bool const switch_game_mode{this->game_mode.is_null()};
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gd::Ref<gd::PackedScene> game_mode_prototype{instance->get_game_mode_prototype()};
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bool const switch_game_mode{this->game_mode->get_scene_file_path() != game_mode_prototype->get_path()};
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if(switch_game_mode) {
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if(switch_game_mode) {
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this->set_game_mode(instance->get_game_mode_prototype());
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this->set_game_mode(instance->get_game_mode_prototype());
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}
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}
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this->add_child(instance);
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this->add_child(instance);
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instance->set_global_transform(at);
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instance->set_global_transform(at);
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if(switch_game_mode && this->game_mode.is_valid()) {
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// set initial player positions if new player were spawned due to game mode switch
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if(switch_game_mode && this->game_mode != nullptr) {
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for(gd::KeyValue<uint32_t, gd::Pair<PlayerInput *, IPlayer *>> const &kvp : this->players) {
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for(gd::KeyValue<uint32_t, gd::Pair<PlayerInput *, IPlayer *>> const &kvp : this->players) {
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this->place_player_at_spawnpoint(kvp.value.second);
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this->place_player_at_spawnpoint(kvp.value.second);
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}
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}
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@ -172,19 +174,21 @@ void GameRoot3D::player_despawned(uint32_t id) {
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pair.first->clear_listeners();
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pair.first->clear_listeners();
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}
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}
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void GameRoot3D::set_game_mode(gd::Ref<GameMode> prototype) {
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void GameRoot3D::set_game_mode(gd::Ref<gd::PackedScene> prototype) {
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this->remove_all_players();
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this->remove_all_players();
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// allow "unsetting" the gamemode by passing an invalid gamemode
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if(this->game_mode != nullptr)
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// shorthand for this behaviour is reset_game_mode
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this->game_mode->queue_free();
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if(prototype.is_null() || !prototype.is_valid()) {
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if(prototype.is_null() || !prototype.is_valid())
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if(!this->game_mode.is_null() && this->game_mode.is_valid())
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return; // allow "unsetting" the gamemode by passing an invalid gamemode
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this->game_mode->_end();
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// Detect passing of valid scene that is an invalid game mode
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this->game_mode.unref();
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if(!gd::ClassDB::is_parent_class(prototype->get_state()->get_node_type(0), "GameMode")) {
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gd::UtilityFunctions::push_error("Attempted to load non-gamemode scene as gamemode");
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return;
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return;
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}
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}
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// shallow clone the game mode prototype ..
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// instantiate the game mode as a child
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this->game_mode = prototype->duplicate(false);
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this->game_mode = Object::cast_to<GameMode>(prototype->instantiate());
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this->game_mode->_begin();
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this->add_child(game_mode);
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// instantiate players
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if(this->game_mode->get_player_scene().is_valid()) {
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if(this->game_mode->get_player_scene().is_valid()) {
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uint32_t new_player_id = this->find_empty_player_slot();
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uint32_t new_player_id = this->find_empty_player_slot();
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do {
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do {
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@ -197,7 +201,7 @@ void GameRoot3D::set_game_mode(gd::Ref<GameMode> prototype) {
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}
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}
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GameMode *GameRoot3D::get_game_mode() const {
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GameMode *GameRoot3D::get_game_mode() const {
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return this->game_mode.ptr();
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return this->game_mode;
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}
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}
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GameState *GameRoot3D::get_game_state() const {
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GameState *GameRoot3D::get_game_state() const {
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@ -58,7 +58,7 @@ public:
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bool initialize_player(IPlayer *player, uint32_t id);
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bool initialize_player(IPlayer *player, uint32_t id);
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/*! Un-set game mode.
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/*! Un-set game mode.
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* Shorthand for set_game_mode(Ref<GameMode>())
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* Shorthand for `set_game_mode(Ref<PackedScene>())`
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*/
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*/
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void reset_game_mode();
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void reset_game_mode();
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@ -91,7 +91,7 @@ public:
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*
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*
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* Replaces game mode requires destroying and respawning all players
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* Replaces game mode requires destroying and respawning all players
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*/
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*/
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void set_game_mode(gd::Ref<GameMode> prototype);
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void set_game_mode(gd::Ref<gd::PackedScene> prototype);
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//! get the current active game mode.
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//! get the current active game mode.
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GameMode *get_game_mode() const;
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GameMode *get_game_mode() const;
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//! Get the current active game state.
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//! Get the current active game state.
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@ -134,7 +134,7 @@ private:
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gd::RandomNumberGenerator rng{}; //!< Global random number generator.
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gd::RandomNumberGenerator rng{}; //!< Global random number generator.
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gd::HashMap<gd::StringName, Level3D*> levels{}; //!< all currently active levels identified by their resource paths.
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gd::HashMap<gd::StringName, Level3D*> levels{}; //!< all currently active levels identified by their resource paths.
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gd::Vector<SpawnPoint3D*> spawn_points{}; //!< all currently available spawn points.
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gd::Vector<SpawnPoint3D*> spawn_points{}; //!< all currently available spawn points.
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gd::Ref<GameMode> game_mode{}; //!< current active gamemode.
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GameMode *game_mode{}; //!< current active gamemode.
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/*! Active game state.
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/*! Active game state.
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*
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*
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* Will be assigned loaded save data, or game_state_prototype if no save data is found.
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* Will be assigned loaded save data, or game_state_prototype if no save data is found.
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15
level.cpp
15
level.cpp
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@ -1,17 +1,24 @@
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#include "level.hpp"
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#include "level.hpp"
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#include "godot_cpp/core/class_db.hpp"
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#include "utils/godot_macros.hpp"
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#include "utils/godot_macros.hpp"
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#include <godot_cpp/classes/scene_state.hpp>
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namespace utils {
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namespace utils {
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void Level3D::_bind_methods() {
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void Level3D::_bind_methods() {
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#define CLASSNAME Level3D
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#define CLASSNAME Level3D
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GDPROPERTY_HINTED(game_mode_prototype, gd::Variant::OBJECT, gd::PROPERTY_HINT_RESOURCE_TYPE, "GameMode");
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GDPROPERTY_HINTED(game_mode_prototype, gd::Variant::OBJECT, gd::PROPERTY_HINT_RESOURCE_TYPE, "PackedScene");
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}
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}
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void Level3D::set_game_mode_prototype(gd::Ref<GameMode> prototype) {
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void Level3D::set_game_mode_prototype(gd::Ref<gd::PackedScene> prototype) {
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this->game_mode_prototype = prototype;
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if(prototype.is_null() || !prototype.is_valid())
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this->game_mode_prototype = gd::Ref<gd::PackedScene>(nullptr);
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else if(!gd::ClassDB::is_parent_class(prototype->get_state()->get_node_type(0), "GameMode"))
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return;
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else
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this->game_mode_prototype = prototype;
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}
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}
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gd::Ref<GameMode> Level3D::get_game_mode_prototype() const {
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gd::Ref<gd::PackedScene> Level3D::get_game_mode_prototype() const {
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return this->game_mode_prototype;
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return this->game_mode_prototype;
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}
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}
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}
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}
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@ -15,10 +15,10 @@ class Level3D : public gd::Node3D {
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GDCLASS(Level3D, gd::Node3D);
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GDCLASS(Level3D, gd::Node3D);
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static void _bind_methods();
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static void _bind_methods();
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public:
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public:
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void set_game_mode_prototype(gd::Ref<GameMode> prototype);
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void set_game_mode_prototype(gd::Ref<gd::PackedScene> prototype);
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gd::Ref<GameMode> get_game_mode_prototype() const;
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gd::Ref<gd::PackedScene> get_game_mode_prototype() const;
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private:
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private:
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gd::Ref<GameMode> game_mode_prototype{}; //!< The starting state of the game mode to instantiate if this is the "leading" level.
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gd::Ref<gd::PackedScene> game_mode_prototype{}; //!< The starting state of the game mode to instantiate if this is the "leading" level.
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};
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};
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}
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}
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