feat: refactored how gameroot handles spawning players

main
Sara 2024-03-16 13:02:36 +01:00
parent 49562071c0
commit 78c94e52f2
2 changed files with 87 additions and 66 deletions

View File

@ -1,19 +1,19 @@
#include "game_root.hpp"
#include "game_mode.hpp"
#include "godot_macros.h"
#include "level.hpp"
#include "player.hpp"
#include "player_input.hpp"
#include "spawn_point.hpp"
#include <cstdint>
#include <godot_cpp/classes/global_constants.hpp>
#include <godot_cpp/classes/input.hpp>
#include <godot_cpp/classes/packed_scene.hpp>
#include <godot_cpp/classes/scene_state.hpp>
#include <godot_cpp/core/class_db.hpp>
#include <godot_cpp/templates/pair.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() {
@ -33,8 +33,9 @@ bool GameRoot::has_singleton() {
void GameRoot::_enter_tree() { GDGAMEONLY();
// TODO: Replace this with detecting input devices
if(this->players.is_empty())
if(this->players.is_empty()) {
this->player_connected();
}
this->grab_singleton();
}
@ -42,18 +43,6 @@ 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);
@ -61,26 +50,17 @@ void GameRoot::player_connected() {
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);
bool GameRoot::initialize_player(IPlayer *player, uint32_t id) {
Pair<PlayerInput*, IPlayer*> &found{this->players.get(id)};
this->add_child(player->to_node());
player->player_id = id;
found.second = player;
player->setup_player_input(found.first);
return true;
}
void GameRoot::reset_game_mode() {
this->game_mode.unref();
this->set_game_mode(Ref<GameMode>());
}
void GameRoot::grab_singleton() {
@ -100,6 +80,48 @@ void GameRoot::release_singleton() {
}
}
uint32_t GameRoot::find_empty_player_slot() const {
for(KeyValue<uint32_t, Pair<PlayerInput*, IPlayer*>> const &kvp : this->players) {
if(kvp.value.second == nullptr) {
return kvp.key;
}
}
return 0;
}
void GameRoot::set_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();
}
}
if(prototype.is_null() || !prototype.is_valid()) {
this->game_mode.unref();
return;
}
// create new gamemode instance
this->game_mode = prototype->duplicate(false);
// copy the game state from the prototype
this->game_mode->set_game_state(prototype->get_game_state()->duplicate(false));
uint32_t new_player_id = 0;
do {
new_player_id = this->find_empty_player_slot();
IPlayer *player = this->spawn_player(new_player_id);
if(player != nullptr)
this->initialize_player(player, new_player_id);
} while(new_player_id != 0);
}
IPlayer *GameRoot::spawn_player(uint32_t id) {
UtilityFunctions::push_error("GameRoot::spawn_player not implemented");
return nullptr;
}
GameRoot *GameRoot::singleton_instance{nullptr};
#undef CLASSNAME
@ -132,7 +154,7 @@ Level3D *GameRoot3D::load_level_at(Ref<PackedScene> level, Transform3D 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());
this->set_game_mode(instance->get_game_mode_prototype());
instance->connect("tree_exited", Callable(this, "reset_game_mode"));
}
return instance;
@ -172,6 +194,25 @@ Ref<PackedScene> GameRoot3D::get_first_boot_level() const {
return this->first_boot_level;
}
IPlayer *GameRoot3D::spawn_player(uint32_t id) {
if(id == 0) {
UtilityFunctions::push_error("Failed to find any valid player slot when spawning player");
return nullptr;
}
Node *player_node = this->game_mode->get_player_scene()->instantiate();
if(player_node == nullptr) {
UtilityFunctions::push_error("Failed to instantiate player scene '", this->game_mode->get_player_scene()->get_path(), "'");
return nullptr;
}
IPlayer *player = dynamic_cast<IPlayer*>(player_node);
if(player == nullptr) {
UtilityFunctions::push_error("Player scene does not implement required IPlayer interface");
player_node->queue_free();
return nullptr;
}
return player;
}
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");
@ -184,25 +225,4 @@ bool GameRoot3D::is_valid_level(Ref<PackedScene> &level) {
}
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 {
}
}
}

View File

@ -26,21 +26,21 @@ public:
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);
bool initialize_player(IPlayer *player, uint32_t id);
void reset_game_mode();
protected:
void grab_singleton();
void release_singleton();
uint32_t find_empty_player_slot() const;
void set_game_mode(Ref<GameMode> prototype);
virtual IPlayer *spawn_player(uint32_t id);
protected:
static GameRoot *singleton_instance;
uint32_t next_player_id{0};
uint32_t next_player_id{1}; // 0 is the "invalid" player id
HashMap<uint32_t, Pair<PlayerInput*, IPlayer*>> players{};
Ref<GameMode> game_mode{};
};
@ -58,9 +58,10 @@ public:
void set_first_boot_level(Ref<PackedScene> level);
Ref<PackedScene> get_first_boot_level() const;
protected:
virtual IPlayer *spawn_player(uint32_t id) override;
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{};