257 lines
8.5 KiB
C++
257 lines
8.5 KiB
C++
#include "game_root.hpp"
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#include "game_mode.hpp"
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#include "godot_macros.h"
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#include "level.hpp"
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#include "player.hpp"
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#include "player_input.hpp"
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#include "spawn_point.hpp"
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#include <cstdint>
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#include <godot_cpp/classes/global_constants.hpp>
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#include <godot_cpp/classes/input.hpp>
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#include <godot_cpp/classes/packed_scene.hpp>
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#include <godot_cpp/classes/scene_state.hpp>
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#include <godot_cpp/core/class_db.hpp>
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#include <godot_cpp/templates/pair.hpp>
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#include <godot_cpp/variant/string_name.hpp>
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#include <godot_cpp/variant/utility_functions.hpp>
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namespace godot {
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void GameRoot::_bind_methods() {
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#define CLASSNAME GameRoot
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GDFUNCTION(reset_game_mode);
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ClassDB::add_signal("GameRoot", MethodInfo("player_connected", PropertyInfo(Variant::OBJECT, "player_input", PROPERTY_HINT_NODE_TYPE, "PlayerInput")));
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ClassDB::add_signal("GameRoot", MethodInfo("player_disconnected", PropertyInfo(Variant::OBJECT, "player_input", PROPERTY_HINT_NODE_TYPE, "PlayerInput")));
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}
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GameRoot *GameRoot::get_singleton() {
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return GameRoot::singleton_instance;
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}
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bool GameRoot::has_singleton() {
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return GameRoot::singleton_instance != nullptr;
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}
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void GameRoot::_enter_tree() { GDGAMEONLY();
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// TODO: Replace this with detecting input devices
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if(this->players.is_empty()) {
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this->player_input_connected();
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}
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this->grab_singleton();
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}
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void GameRoot::_exit_tree() { GDGAMEONLY();
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this->release_singleton();
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}
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void GameRoot::player_input_connected() {
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PlayerInput *input = memnew(PlayerInput);
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this->add_child(input);
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this->players.insert(this->next_player_id++, {input, nullptr});
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this->emit_signal(StringName("player_connected"), input);
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}
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void GameRoot::remove_player(uint32_t player_id) {
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if(!this->players.has(player_id))
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return;
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// convert player object to node
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Node *node = this->players.get(player_id).second->to_node();
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if(node == nullptr) {
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UtilityFunctions::push_error("IPlayer::to_node failed for player with id '", player_id, "'");
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return;
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}
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node->queue_free();
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this->players.get(player_id).second = nullptr;
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}
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void GameRoot::remove_all_players() {
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// free all player instances in use
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for(KeyValue<uint32_t, Pair<PlayerInput*, IPlayer*>> &pair : this->players) {
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// skip unused player slots
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if(pair.value.second == nullptr)
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continue;
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else
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this->remove_player(pair.key);
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}
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}
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bool GameRoot::initialize_player(IPlayer *player, uint32_t id) {
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if(!this->players.has(id))
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return false;
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// register the player
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Pair<PlayerInput*, IPlayer*> &found{this->players.get(id)};
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found.second = player;
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// set player id
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player->player_id = id;
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this->add_child(player->to_node());
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player->setup_player_input(found.first);
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return true;
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}
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void GameRoot::reset_game_mode() {
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this->set_game_mode(Ref<GameMode>());
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}
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void GameRoot::grab_singleton() {
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if(GameRoot::has_singleton()) {
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this->set_process_mode(PROCESS_MODE_DISABLED);
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UtilityFunctions::push_error("More than one GameRoot instance active");
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} else {
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GameRoot::singleton_instance = this;
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}
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}
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void GameRoot::release_singleton() {
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if(GameRoot::singleton_instance == this) {
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GameRoot::singleton_instance = nullptr;
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} else {
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UtilityFunctions::push_error("GameRoot instance attempted to release singleton while it is not the singleton instance");
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}
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}
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uint32_t GameRoot::find_empty_player_slot() const {
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for(KeyValue<uint32_t, Pair<PlayerInput*, IPlayer*>> const &kvp : this->players) {
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if(kvp.value.second == nullptr) {
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return kvp.key;
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}
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}
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return 0;
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}
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void GameRoot::set_game_mode(Ref<GameMode> prototype) {
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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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// shorthand for this behaviour is reset_game_mode
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if(prototype.is_null() || !prototype.is_valid()) {
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this->game_mode.unref();
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return;
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}
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// shallow clone the game mode prototype ..
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this->game_mode = prototype->duplicate(false);
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// .. except for the game state, which should be cloned as well
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this->game_mode->set_game_state(prototype->get_game_state()->duplicate(false));
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uint32_t new_player_id = this->find_empty_player_slot();
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do {
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IPlayer *player = this->spawn_player(new_player_id);
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if(player != nullptr)
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this->initialize_player(player, new_player_id);
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new_player_id = this->find_empty_player_slot();
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} while(new_player_id != 0);
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}
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Ref<GameMode> GameRoot::get_game_mode() const {
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return this->game_mode;
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}
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Ref<GameState> GameRoot::get_game_state() const {
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return this->game_mode->get_game_state();
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}
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IPlayer *GameRoot::spawn_player(uint32_t id) {
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UtilityFunctions::push_error("GameRoot::spawn_player not implemented");
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return nullptr;
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}
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GameRoot *GameRoot::singleton_instance{nullptr};
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#undef CLASSNAME
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void GameRoot3D::_bind_methods() {
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#define CLASSNAME GameRoot3D
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GDPROPERTY_HINTED(first_boot_level, Variant::OBJECT, PROPERTY_HINT_RESOURCE_TYPE, "PackedScene");
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}
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void GameRoot3D::_ready() { GDGAMEONLY();
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this->load_level(this->first_boot_level);
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}
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Level3D *GameRoot3D::load_level(Ref<PackedScene> level) {
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return this->load_level_at(level, Transform3D());
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}
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Level3D *GameRoot3D::load_level_at(Ref<PackedScene> level, Transform3D at) {
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if(!GameRoot3D::is_valid_level(level)) {
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return nullptr;
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}
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Level3D *instance = Object::cast_to<Level3D>(level->instantiate());
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if(instance == nullptr) {
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UtilityFunctions::push_error("Unexpected failure to instantiate level scene '", level->get_path(), "'.");
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return nullptr;
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}
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// store and add to tree at desired transform
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this->add_child(instance);
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instance->set_global_transform(at);
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this->levels.insert(level->get_path(), instance);
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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->game_mode.is_null()) {
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this->set_game_mode(instance->get_game_mode_prototype());
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}
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return instance;
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}
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void GameRoot3D::register_spawn_point(SpawnPoint3D *spawn_point) {
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if(this->spawn_points.has(spawn_point)) {
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UtilityFunctions::push_error("Duplicate attempt to register spawnpoint '", spawn_point->get_path(), "'");
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return;
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}
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this->spawn_points.insert(spawn_point);
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}
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void GameRoot3D::unregister_spawn_point(SpawnPoint3D *spawn_point) {
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if(!this->spawn_points.has(spawn_point)) {
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UtilityFunctions::push_error("Attempt to unregister spawnpoint '", spawn_point->get_path(), "', which is not registered.");
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return;
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}
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this->spawn_points.erase(spawn_point);
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}
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void GameRoot3D::set_first_boot_level(Ref<PackedScene> level) {
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if(level.is_null() || !level.is_valid()) {
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this->first_boot_level.unref();
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return;
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}
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StringName const root_type = level->get_state()->get_node_type(0);
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if(!ClassDB::is_parent_class(root_type, "Level3D")) {
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UtilityFunctions::push_error("First boot level cannot be of type '", root_type, "'. First boot level has to inherit from Level3D");
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this->first_boot_level.unref();
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return;
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}
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this->first_boot_level = level;
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}
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Ref<PackedScene> GameRoot3D::get_first_boot_level() const {
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return this->first_boot_level;
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}
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IPlayer *GameRoot3D::spawn_player(uint32_t id) {
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if(id == 0) {
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UtilityFunctions::push_error("Failed to find any valid player slot when spawning player");
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return nullptr;
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}
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Node *player_node = this->game_mode->get_player_scene()->instantiate();
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if(player_node == nullptr) {
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UtilityFunctions::push_error("Failed to instantiate player scene '", this->game_mode->get_player_scene()->get_path(), "'");
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return nullptr;
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}
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IPlayer *player = dynamic_cast<IPlayer*>(player_node);
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if(player == nullptr) {
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UtilityFunctions::push_error("Player scene does not implement required IPlayer interface");
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player_node->queue_free();
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return nullptr;
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}
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return player;
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}
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bool GameRoot3D::is_valid_level(Ref<PackedScene> &level) {
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if(level.is_null() || !level.is_valid() || !level->can_instantiate()) {
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UtilityFunctions::push_error("Can't load level from invalid packed scene");
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return false;
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}
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StringName const root_type = level->get_state()->get_node_type(0);
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if(!ClassDB::is_parent_class(root_type, "Level3D")) {
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UtilityFunctions::push_error("Can't load level with root type '", root_type, "'. Root node has to be of type Level3D");
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return false;
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}
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return true;
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}
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}
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