feat: added core game and level concepts

stripped
Sara 2024-03-13 16:08:37 +01:00
parent 988d39bdb4
commit 49562071c0
11 changed files with 484 additions and 0 deletions

34
game_mode.cpp Normal file
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#include "game_mode.hpp"
#include <godot_cpp/classes/global_constants.hpp>
#include <godot_cpp/classes/packed_scene.hpp>
#include <godot_cpp/classes/scene_state.hpp>
#include "utils/godot_macros.h"
#include "game_state.hpp"
namespace godot {
void GameMode::_bind_methods() {
#define CLASSNAME GameMode
GDPROPERTY_HINTED(game_state, Variant::OBJECT, PROPERTY_HINT_RESOURCE_TYPE, "GameState");
GDPROPERTY_HINTED(player_scene, Variant::OBJECT, PROPERTY_HINT_RESOURCE_TYPE, "PackedScene");
}
void GameMode::set_player_scene(Ref<PackedScene> scene) {
this->player_scene = scene;
}
Ref<PackedScene> GameMode::get_player_scene() const {
return this->player_scene;
}
void GameMode::set_game_state(Ref<GameState> state) {
if(state.is_null() || !state.is_valid()) {
this->game_state.unref();
return;
}
this->game_state = state;
}
Ref<GameState> GameMode::get_game_state() {
return this->game_state;
}
}

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game_mode.hpp Normal file
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#ifndef GAME_MODE_H
#define GAME_MODE_H
#include <godot_cpp/classes/packed_scene.hpp>
#include <godot_cpp/classes/resource.hpp>
#include "game_state.hpp"
namespace godot {
class GameMode : public Resource {
GDCLASS(GameMode, Resource);
static void _bind_methods();
public:
void set_player_scene(Ref<PackedScene> scene);
Ref<PackedScene> get_player_scene() const;
void set_game_state(Ref<GameState> state);
Ref<GameState> get_game_state();
private:
Ref<PackedScene> player_scene{};
Ref<GameState> game_state{};
};
}
#endif // !GAME_MODE_H

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game_root.cpp Normal file
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#include "game_root.hpp"
#include <cstdint>
#include <godot_cpp/classes/global_constants.hpp>
#include <godot_cpp/classes/packed_scene.hpp>
#include <godot_cpp/classes/scene_state.hpp>
#include <godot_cpp/variant/string_name.hpp>
#include <godot_cpp/variant/utility_functions.hpp>
#include <godot_cpp/classes/input.hpp>
#include <godot_cpp/core/class_db.hpp>
#include "godot_cpp/templates/pair.hpp"
#include "utils/godot_macros.h"
#include "utils/player_input.hpp"
#include "utils/spawn_point.hpp"
#include "utils/player.hpp"
#include "game_mode.hpp"
#include "level.hpp"
namespace godot {
void GameRoot::_bind_methods() {
#define CLASSNAME GameRoot
GDFUNCTION(reset_game_mode);
ClassDB::add_signal("GameRoot", MethodInfo("player_connected", PropertyInfo(Variant::OBJECT, "player_input", PROPERTY_HINT_NODE_TYPE, "PlayerInput")));
ClassDB::add_signal("GameRoot", MethodInfo("player_disconnected", PropertyInfo(Variant::OBJECT, "player_input", PROPERTY_HINT_NODE_TYPE, "PlayerInput")));
}
GameRoot *GameRoot::get_singleton() {
return GameRoot::singleton_instance;
}
bool GameRoot::has_singleton() {
return GameRoot::singleton_instance != nullptr;
}
void GameRoot::_enter_tree() { GDGAMEONLY();
// TODO: Replace this with detecting input devices
if(this->players.is_empty())
this->player_connected();
this->grab_singleton();
}
void GameRoot::_exit_tree() { GDGAMEONLY();
this->release_singleton();
}
void GameRoot::set_game_mode(Ref<GameMode> mode) {
if(mode.is_null() || !mode.is_valid()) {
this->game_mode = Ref<GameMode>();
return;
}
this->game_mode = mode;
}
Ref<GameMode> GameRoot::get_game_mode() const {
return this->game_mode;
}
void GameRoot::player_connected() {
PlayerInput *input = memnew(PlayerInput);
this->add_child(input);
this->players.insert(this->next_player_id++, {input, nullptr});
this->emit_signal(StringName("player_connected"), input);
}
bool GameRoot::initialize_player(IPlayer *player) {
KeyValue<uint32_t, Pair<PlayerInput*, IPlayer*>> *found{nullptr};
// find an unassigned player input instance
for(KeyValue<uint32_t, Pair<PlayerInput*, IPlayer*>> &pair : this->players) {
if(pair.value.second == nullptr) {
found = &pair;
break;
}
}
// no player slots available, notify caller
if(!found)
return false;
player->player_id = found->key;
found->value.second = player;
player->setup_player_input(found->value.first);
return true;
}
void GameRoot::reset_game_mode() {
this->game_mode.unref();
}
void GameRoot::grab_singleton() {
if(GameRoot::has_singleton()) {
this->set_process_mode(PROCESS_MODE_DISABLED);
UtilityFunctions::push_error("More than one GameRoot instance active");
} else {
GameRoot::singleton_instance = this;
}
}
void GameRoot::release_singleton() {
if(GameRoot::singleton_instance == this) {
GameRoot::singleton_instance = nullptr;
} else {
UtilityFunctions::push_error("GameRoot instance attempted to release singleton while it is not the singleton instance");
}
}
GameRoot *GameRoot::singleton_instance{nullptr};
#undef CLASSNAME
void GameRoot3D::_bind_methods() {
#define CLASSNAME GameRoot3D
GDPROPERTY_HINTED(first_boot_level, Variant::OBJECT, PROPERTY_HINT_RESOURCE_TYPE, "PackedScene");
}
void GameRoot3D::_ready() { GDGAMEONLY();
this->load_level(this->first_boot_level);
}
Level3D *GameRoot3D::load_level(Ref<PackedScene> level) {
return this->load_level_at(level, Transform3D());
}
Level3D *GameRoot3D::load_level_at(Ref<PackedScene> level, Transform3D at) {
if(!GameRoot3D::is_valid_level(level)) {
return nullptr;
}
Level3D *instance = Object::cast_to<Level3D>(level->instantiate());
if(instance == nullptr) {
UtilityFunctions::push_error("Unexpected failure to instantiate level scene '", level->get_path(), "'.");
return nullptr;
}
// store and add to tree at desired transform
this->add_child(instance);
instance->set_global_transform(at);
this->levels.insert(level->get_path(), instance);
// if this is the first level containing a game mode currently active use it's gamemode as a prototype
if(this->game_mode.is_null()) {
this->change_game_mode(instance->get_game_mode_prototype());
instance->connect("tree_exited", Callable(this, "reset_game_mode"));
}
return instance;
}
void GameRoot3D::register_spawn_point(SpawnPoint3D *spawn_point) {
if(this->spawn_points.has(spawn_point)) {
UtilityFunctions::push_error("Duplicate attempt to register spawnpoint '", spawn_point->get_path(), "'");
return;
}
this->spawn_points.insert(spawn_point);
}
void GameRoot3D::unregister_spawn_point(SpawnPoint3D *spawn_point) {
if(!this->spawn_points.has(spawn_point)) {
UtilityFunctions::push_error("Attempt to unregister spawnpoint '", spawn_point->get_path(), "', which is not registered.");
return;
}
this->spawn_points.erase(spawn_point);
}
void GameRoot3D::set_first_boot_level(Ref<PackedScene> level) {
if(level.is_null() || !level.is_valid()) {
this->first_boot_level.unref();
return;
}
StringName const root_type = level->get_state()->get_node_type(0);
if(!ClassDB::is_parent_class("Level3D", root_type)) {
UtilityFunctions::push_error("First boot level cannot be of type '", root_type, "'. First boot level has to inherit from Level3D");
this->first_boot_level.unref();
return;
}
this->first_boot_level = level;
}
Ref<PackedScene> GameRoot3D::get_first_boot_level() const {
return this->first_boot_level;
}
bool GameRoot3D::is_valid_level(Ref<PackedScene> &level) {
if(level.is_null() || !level.is_valid() || !level->can_instantiate()) {
UtilityFunctions::push_error("Can't load level from invalid packed scene");
return false;
}
StringName const root_type = level->get_state()->get_node_type(0);
if(!ClassDB::is_parent_class("Level3D", root_type)) {
UtilityFunctions::push_error("Can't load level with root type '", root_type, "'. Root node has to be of type Level3D");
return false;
}
return true;
}
void GameRoot3D::change_game_mode(Ref<GameMode> prototype) {
// free all player instances in use
for(KeyValue<uint32_t, Pair<PlayerInput*, IPlayer*>> &pair : this->players) {
if(pair.value.second == nullptr) continue;
Node *node = dynamic_cast<Node*>(pair.value.second);
if(node == nullptr) {
UtilityFunctions::push_error("Attempt to cast player '", pair.key, "' to node failed");
} else {
node->queue_free();
}
}
// create new gamemode instance
this->game_mode = prototype->duplicate(true);
Node *player_node = this->game_mode->get_player_scene()->instantiate();
IPlayer *player = dynamic_cast<IPlayer*>(player_node);
if(player != nullptr) {
this->initialize_player(player);
} else {
}
}
}

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#ifndef GAME_ROOT_HPP
#define GAME_ROOT_HPP
#include <godot_cpp/classes/packed_scene.hpp>
#include <godot_cpp/classes/node.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/vector.hpp>
#include <godot_cpp/templates/pair.hpp>
#include "game_mode.hpp"
#include "level.hpp"
namespace godot {
class PlayerInput;
class IPlayer;
class SpawnPoint3D;
class GameRoot : public Node {
GDCLASS(GameRoot, Node);
static void _bind_methods();
public:
static GameRoot *get_singleton();
static bool has_singleton();
virtual void _enter_tree() override;
virtual void _exit_tree() override;
void set_game_mode(Ref<GameMode> mode);
Ref<GameMode> get_game_mode() const;
void player_connected();
void player_disconnected();
bool initialize_player(IPlayer *player);
void reset_game_mode();
protected:
void grab_singleton();
void release_singleton();
protected:
static GameRoot *singleton_instance;
uint32_t next_player_id{0};
HashMap<uint32_t, Pair<PlayerInput*, IPlayer*>> players{};
Ref<GameMode> game_mode{};
};
class GameRoot3D : public GameRoot {
GDCLASS(GameRoot3D, GameRoot);
static void _bind_methods();
public:
virtual void _ready() override;
Level3D *load_level(Ref<PackedScene> level);
Level3D *load_level_at(Ref<PackedScene> level, Transform3D at);
void register_spawn_point(SpawnPoint3D *spawn_point);
void unregister_spawn_point(SpawnPoint3D *spawn_point);
void set_first_boot_level(Ref<PackedScene> level);
Ref<PackedScene> get_first_boot_level() const;
private:
static bool is_valid_level(Ref<PackedScene> &level);
void change_game_mode(Ref<GameMode> prototype);
private:
HashMap<StringName, Level3D*> levels{};
HashSet<SpawnPoint3D*> spawn_points{};
Ref<PackedScene> first_boot_level{};
};
}
#endif // !GAME_ROOT_HPP

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#include "game_state.hpp"
namespace godot {
void GameState::_bind_methods() {
#define CLASSNAME GameState
}
}

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#ifndef GAME_STATE_HPP
#define GAME_STATE_HPP
#include "godot_cpp/classes/resource.hpp"
namespace godot {
class GameState : public Resource {
GDCLASS(GameState, Resource);
static void _bind_methods();
public:
};
}
#endif // !GAME_STATE_HPP

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level.cpp Normal file
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#include "level.hpp"
#include "utils/godot_macros.h"
namespace godot {
void Level3D::_bind_methods() {
#define CLASSNAME Level3D
GDPROPERTY_HINTED(game_mode_prototype, Variant::OBJECT, PROPERTY_HINT_RESOURCE_TYPE, "GameMode");
}
void Level3D::set_game_mode_prototype(Ref<GameMode> prototype) {
this->game_mode_prototype = prototype;
}
Ref<GameMode> Level3D::get_game_mode_prototype() const {
return this->game_mode_prototype;
}
#undef CLASSNAME // Level3D
void Level2D::_bind_methods() {
#define CLASSNAME Level3D
GDPROPERTY_HINTED(game_mode_prototype, Variant::OBJECT, PROPERTY_HINT_RESOURCE_TYPE, "GameMode");
}
void Level2D::set_game_mode_prototype(Ref<GameMode> prototype) {
this->game_mode_prototype = prototype;
}
Ref<GameMode> Level2D::get_game_mode_prototype() const {
return this->game_mode_prototype;
}
}

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#ifndef LEVEL_HPP
#define LEVEL_HPP
#include <godot_cpp/classes/node2d.hpp>
#include <godot_cpp/classes/node3d.hpp>
#include "game_mode.hpp"
namespace godot {
class Level3D : public Node3D {
GDCLASS(Level3D, Node3D);
static void _bind_methods();
public:
void set_game_mode_prototype(Ref<GameMode> prototype);
Ref<GameMode> get_game_mode_prototype() const;
private:
Ref<GameMode> game_mode_prototype{};
};
class Level2D : public Node2D {
GDCLASS(Level2D, Node2D);
static void _bind_methods();
public:
void set_game_mode_prototype(Ref<GameMode> prototype);
Ref<GameMode> get_game_mode_prototype() const;
private:
Ref<GameMode> game_mode_prototype{};
};
}
#endif // !LEVEL_HPP

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#ifndef UTILS_PLAYER_HPP
#define UTILS_PLAYER_HPP
#include <cstdint>
#include <optional>
namespace godot {
class PlayerInput;
class Node;
class IPlayer {
friend class GameRoot;
public:
virtual void setup_player_input(PlayerInput *input) = 0;
virtual Node *to_node() = 0;
uint32_t get_player_id();
private:
std::optional<uint32_t> player_id{std::nullopt};
};
}
#endif // !UTILS_PLAYER_HPP

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#include "spawn_point.hpp"
#include "utils/game_root.hpp"
namespace godot {
void SpawnPoint3D::_bind_methods() {
}
void SpawnPoint3D::_enter_tree() {
GameRoot3D *root = Object::cast_to<GameRoot3D>(GameRoot3D::get_singleton());
if(root == nullptr) {
return;
}
root->register_spawn_point(this);
}
void SpawnPoint3D::_exit_tree() {
GameRoot3D *root = Object::cast_to<GameRoot3D>(GameRoot3D::get_singleton());
if(root == nullptr) {
return;
}
root->unregister_spawn_point(this);
}
}

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#ifndef UTILS_SPAWN_POINT_HPP
#define UTILS_SPAWN_POINT_HPP
#include "godot_cpp/classes/node3d.hpp"
namespace godot {
class SpawnPoint3D : public Node3D {
GDCLASS(SpawnPoint3D, Node3D);
static void _bind_methods();
public:
virtual void _enter_tree() override;
virtual void _exit_tree() override;
};
}
#endif // !UTILS_SPAWN_POINT_HPP