godot-cpp-utils/game_root.cpp

257 lines
8.5 KiB
C++

#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>
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_input_connected();
}
this->grab_singleton();
}
void GameRoot::_exit_tree() { GDGAMEONLY();
this->release_singleton();
}
void GameRoot::player_input_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);
}
void GameRoot::remove_player(uint32_t player_id) {
if(!this->players.has(player_id))
return;
// convert player object to node
Node *node = this->players.get(player_id).second->to_node();
if(node == nullptr) {
UtilityFunctions::push_error("IPlayer::to_node failed for player with id '", player_id, "'");
return;
}
node->queue_free();
this->players.get(player_id).second = nullptr;
}
void GameRoot::remove_all_players() {
// free all player instances in use
for(KeyValue<uint32_t, Pair<PlayerInput*, IPlayer*>> &pair : this->players) {
// skip unused player slots
if(pair.value.second == nullptr)
continue;
else
this->remove_player(pair.key);
}
}
bool GameRoot::initialize_player(IPlayer *player, uint32_t id) {
if(!this->players.has(id))
return false;
// register the player
Pair<PlayerInput*, IPlayer*> &found{this->players.get(id)};
found.second = player;
// set player id
player->player_id = id;
this->add_child(player->to_node());
player->setup_player_input(found.first);
return true;
}
void GameRoot::reset_game_mode() {
this->set_game_mode(Ref<GameMode>());
}
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");
}
}
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) {
this->remove_all_players();
// allow "unsetting" the gamemode by passing an invalid gamemode
// shorthand for this behaviour is reset_game_mode
if(prototype.is_null() || !prototype.is_valid()) {
this->game_mode.unref();
return;
}
// shallow clone the game mode prototype ..
this->game_mode = prototype->duplicate(false);
// .. except for the game state, which should be cloned as well
this->game_mode->set_game_state(prototype->get_game_state()->duplicate(false));
uint32_t new_player_id = this->find_empty_player_slot();
do {
IPlayer *player = this->spawn_player(new_player_id);
if(player != nullptr)
this->initialize_player(player, new_player_id);
new_player_id = this->find_empty_player_slot();
} while(new_player_id != 0);
}
Ref<GameMode> GameRoot::get_game_mode() const {
return this->game_mode;
}
Ref<GameState> GameRoot::get_game_state() const {
return this->game_mode->get_game_state();
}
IPlayer *GameRoot::spawn_player(uint32_t id) {
UtilityFunctions::push_error("GameRoot::spawn_player not implemented");
return nullptr;
}
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->set_game_mode(instance->get_game_mode_prototype());
}
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(root_type, "Level3D")) {
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;
}
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");
return false;
}
StringName const root_type = level->get_state()->get_node_type(0);
if(!ClassDB::is_parent_class(root_type, "Level3D")) {
UtilityFunctions::push_error("Can't load level with root type '", root_type, "'. Root node has to be of type Level3D");
return false;
}
return true;
}
}