185 lines
6.1 KiB
C++
185 lines
6.1 KiB
C++
#ifndef UTILS_GAME_ROOT_HPP
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#define UTILS_GAME_ROOT_HPP
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#include "game_mode.hpp"
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#include "game_state.hpp"
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#include "level.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/random_number_generator.hpp>
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#include <godot_cpp/templates/hash_map.hpp>
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#include <godot_cpp/templates/hash_set.hpp>
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#include <godot_cpp/templates/pair.hpp>
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#include <godot_cpp/templates/vector.hpp>
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namespace gd = godot;
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namespace utils {
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class PlayerInput;
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class IPlayer;
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class SpawnPoint3D;
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/*! The root of a game.
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*
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* A game root node that manages levels and input devices.
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* Can be loaded at any point in a game's life, but suggested is setting this as the root of the boot scene.
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*/
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class GameRoot3D : public gd::Node {
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GDCLASS(GameRoot3D, gd::Node);
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static void _bind_methods();
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public:
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//! get the current active singleton instance of GameRoot
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static GameRoot3D *get_singleton();
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//! returns true if there is currently a singleton active for GameRoot
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static bool has_singleton();
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virtual void _enter_tree() override;
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virtual void _ready() override;
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virtual void _exit_tree() override;
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/*! Instantiate a new PlayerInput.
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*
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* Does not automatically spawn a new player, but does notify game mode.
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*/
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void player_input_connected();
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/*! Force-disconnect a player
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*
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* Calls queue_free on the IPlayer instance
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*/
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void remove_player(uint32_t player_id);
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// calls remove_player for every used player input slot
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void remove_all_players();
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/*! Initialize and register a player instance.
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*
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* The player will be added to the tree and AFTER setup_player_input will be called.
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* This way the player can initialize before setting up input
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*/
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bool initialize_player(IPlayer *player, uint32_t id);
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/*! Un-set game mode.
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* Shorthand for `set_game_mode(Ref<PackedScene>())`
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*/
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void reset_game_mode();
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//! shorthand for load_level(level, Transform3D())
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Level3D *load_level(gd::Ref<gd::PackedScene> level);
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/*! Load a level, only works if 'level' is a valid scene where the root Node can cast to 'Level3D'.
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*
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* \param at Sets the root node's global transform.
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*/
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Level3D *load_level_at(gd::Ref<gd::PackedScene> level, gd::Transform3D at);
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//! Unload all currently loaded levels.
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void unload_all_levels();
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/*! Replace all currently loaded levels with a new level.
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*
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* Shorthand for
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* ```
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* unload_all_levels();
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* load_level(level);
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* ```
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*/
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void replace_levels(gd::Ref<gd::PackedScene> level);
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//! Register a spawnpoint for use when spawning players
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void register_spawn_point(SpawnPoint3D *spawn_point);
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// remove a spawnpoint so it can't be used to spawn players
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void unregister_spawn_point(SpawnPoint3D *spawn_point);
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void place_player_at_spawnpoint(IPlayer *player);
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void player_despawned(uint32_t id);
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/*! Override the current gamemode.
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*
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* Replaces game mode requires destroying and respawning all players
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*/
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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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GameMode *get_game_mode() const;
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//! Get the current active game state.
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GameState *get_game_state() const;
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/*! Returns all currently active levels.
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*
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* Levels are identified by their packed scene path.
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*/
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gd::HashMap<gd::StringName, Level3D *> &get_levels();
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//! Get the player instance associated with id.
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IPlayer *get_player(uint32_t id);
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//! Get all players in a list.
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gd::Vector<IPlayer*> get_players();
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void set_first_boot_level(gd::Ref<gd::PackedScene> level);
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gd::Ref<gd::PackedScene> get_first_boot_level() const;
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void set_game_state_prototype(gd::Ref<GameState> game_state);
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gd::Ref<GameState> get_game_state_prototype() const;
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gd::RandomNumberGenerator &get_rng();
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protected:
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//! Attempt to make 'this' the current singleton instance.
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void grab_singleton();
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/*! Attempt to stop being the active singleton instance.
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*
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* Only works if the current singleton is 'this'.
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*/
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void release_singleton();
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//! Find a Player Input device not yet associated with a player.
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uint32_t find_empty_player_slot() const;
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//! Spawn a player to be associated with id.
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IPlayer *spawn_player(uint32_t id);
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//! Callback for a level exiting the tree.
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void level_unloaded(gd::StringName scene_path);
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//! Check if a scene is a valid level.
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static bool is_valid_level(gd::Ref<gd::PackedScene> &level);
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private:
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static GameRoot3D *singleton_instance;
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/*! Next available player ID.
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*
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* Default is 1 because 0 is the "invalid" player id.
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*/
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uint32_t next_player_id{1};
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/*! All players by id by input device.
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*
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* `get_players()`
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*/
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gd::HashMap<uint32_t, gd::Pair<PlayerInput*, IPlayer*>> players{};
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/*! Global random number generator.
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*
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* `&get_rng()`
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*/
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gd::Ref<gd::RandomNumberGenerator> rng{};
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/*! All currently active levels.
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*
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* Each identified by their resource paths.
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*
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* `&get_levels()`
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*/
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gd::HashMap<gd::StringName, Level3D*> levels{};
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/*! All currently available spawn points.
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*/
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gd::Vector<SpawnPoint3D*> spawn_points{};
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/*! Current active gamemode.
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*
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* Replaced when a level is loaded that references a different game mode.
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*
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* `*get_game_mode()`
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*/
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GameMode *game_mode{};
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/*! Active game state.
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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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*
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* `*get_game_mode()`
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*/
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gd::Ref<GameState> game_state{};
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/*! The level to boot into on startup.
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*
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* `get_first_boot_level()` `set_first_boot_level(value)`
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*/
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gd::Ref<gd::PackedScene> first_boot_level{};
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/*! The default game state data.
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*
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* Duplicated and assigned to game_state if no save data is available.
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*
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* `get_game_state_prototype()` `set_game_state_prototype(value)`
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*/
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gd::Ref<GameState> game_state_prototype{};
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};
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}
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#endif // !UTILS_GAME_ROOT_HPP
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