326 lines
12 KiB
C++
326 lines
12 KiB
C++
#include "game_root.hpp"
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#include "game_mode.hpp"
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#include "godot_macros.hpp"
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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 "player.hpp"
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#include "spawn_point.hpp"
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#include "utils/game_state.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 utils {
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void GameRoot3D::_bind_methods() {
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#define CLASSNAME GameRoot3D
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GDFUNCTION(reset_game_mode);
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GDPROPERTY_HINTED(first_boot_level, gd::Variant::OBJECT, gd::PROPERTY_HINT_RESOURCE_TYPE, "PackedScene");
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GDPROPERTY_HINTED(game_state_prototype, gd::Variant::OBJECT, gd::PROPERTY_HINT_RESOURCE_TYPE, "GameState");
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GDSIGNAL("player_connected", gd::PropertyInfo(gd::Variant::OBJECT, "player_input", gd::PROPERTY_HINT_NODE_TYPE, "PlayerInput"));
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GDSIGNAL("player_disconnected", gd::PropertyInfo(gd::Variant::OBJECT, "player_input", gd::PROPERTY_HINT_NODE_TYPE, "PlayerInput"));
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GDSIGNAL("player_spawned", gd::PropertyInfo(gd::Variant::OBJECT, "player_info", gd::PROPERTY_HINT_NODE_TYPE, "Node"));
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}
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GameRoot3D *GameRoot3D::get_singleton() {
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return GameRoot3D::singleton_instance;
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}
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bool GameRoot3D::has_singleton() {
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return GameRoot3D::singleton_instance != nullptr;
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}
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void GameRoot3D::_enter_tree() {
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// TODO: Replace this with detecting input devices
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this->player_input_connected();
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this->grab_singleton();
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this->rng = gd::Ref<gd::RandomNumberGenerator>(memnew(gd::RandomNumberGenerator));
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}
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void GameRoot3D::_ready() {
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this->load_level(this->first_boot_level);
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// TODO: try load save data from file.
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this->game_state = this->game_state_prototype->duplicate(true);
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}
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void GameRoot3D::_exit_tree() {
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this->release_singleton();
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}
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void GameRoot3D::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(gd::StringName("player_connected"), input);
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}
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void GameRoot3D::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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gd::Node *node = this->players.get(player_id).second->to_node();
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if(node == nullptr) {
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gd::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 GameRoot3D::remove_all_players() {
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// free all player instances in use
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for(gd::KeyValue<uint32_t, gd::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 GameRoot3D::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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gd::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->emit_signal("player_spawned", player->to_node());
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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 GameRoot3D::reset_game_mode() {
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this->set_game_mode(nullptr);
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}
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Level3D *GameRoot3D::load_level(gd::Ref<gd::PackedScene> level) {
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return this->load_level_at(level, gd::Transform3D());
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}
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Level3D *GameRoot3D::load_level_at(gd::Ref<gd::PackedScene> level, gd::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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gd::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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this->levels.insert(level->get_path(), instance);
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instance->connect("tree_exited", callable_mp(this, &GameRoot3D::level_unloaded).bind(level->get_path()));
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// store and add to tree at desired transform
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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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gd::Ref<gd::PackedScene> game_mode_prototype{instance->get_game_mode_prototype()};
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bool const switch_game_mode{!this->game_mode || (this->game_mode == nullptr) != game_mode_prototype.is_null() || this->game_mode->get_scene_file_path() != game_mode_prototype->get_path()};
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if(switch_game_mode) {
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this->set_game_mode(instance->get_game_mode_prototype());
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}
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this->add_child(instance);
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instance->set_global_transform(at);
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// set initial player positions if new player were spawned due to game mode switch
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if(switch_game_mode && this->game_mode != nullptr) {
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for(gd::KeyValue<uint32_t, gd::Pair<PlayerInput *, IPlayer *>> const &kvp : this->players) {
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this->place_player_at_spawnpoint(kvp.value.second);
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}
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}
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return instance;
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}
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void GameRoot3D::unload_all_levels() {
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gd::HashMap<gd::StringName, Level3D*> levels = this->get_levels();
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for(gd::KeyValue<gd::StringName, Level3D*> &kvp : levels)
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kvp.value->call_deferred("queue_free");
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this->levels.clear();
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this->spawn_points.clear();
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this->reset_game_mode();
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}
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void GameRoot3D::replace_levels(gd::Ref<gd::PackedScene> scene) {
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this->unload_all_levels();
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this->load_level(scene);
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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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gd::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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if(!this->spawn_points.has(spawn_point))
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this->spawn_points.push_back(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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gd::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::place_player_at_spawnpoint(IPlayer *player) {
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if(this->spawn_points.is_empty()) return;
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SpawnPoint3D *spawn_point = this->spawn_points[rng->randi() % this->spawn_points.size()];
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player->spawn_at_position(spawn_point->get_global_transform());
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}
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void GameRoot3D::player_despawned(uint32_t id) {
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gd::Pair<PlayerInput*, IPlayer*> &pair = this->players.get(id);
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pair.second = nullptr;
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pair.first->clear_listeners();
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}
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void GameRoot3D::set_game_mode(gd::Ref<gd::PackedScene> prototype) {
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this->remove_all_players();
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if(this->game_mode != nullptr)
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this->game_mode->queue_free();
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if(prototype.is_null() || !prototype.is_valid())
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return; // allow "unsetting" the gamemode by passing an invalid gamemode
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// Detect passing of valid scene that is an invalid game mode
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if(!gd::ClassDB::is_parent_class(prototype->get_state()->get_node_type(0), "GameMode")) {
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gd::UtilityFunctions::push_error("Attempted to load non-gamemode scene as gamemode");
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return;
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}
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// instantiate the game mode as a child
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this->game_mode = Object::cast_to<GameMode>(prototype->instantiate());
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this->add_child(game_mode);
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// instantiate players
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if(this->game_mode->get_player_scene().is_valid()) {
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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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}
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GameMode *GameRoot3D::get_game_mode() const {
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return this->game_mode;
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}
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GameState *GameRoot3D::get_game_state() const {
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return this->game_state.ptr();
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}
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gd::HashMap<gd::StringName, Level3D *> &GameRoot3D::get_levels() {
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return this->levels;
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}
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IPlayer *GameRoot3D::get_player(uint32_t id) {
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return this->players[id].second;
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}
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gd::Vector<IPlayer*> GameRoot3D::get_players() {
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gd::Vector<IPlayer*> players{};
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for(gd::KeyValue<uint32_t, gd::Pair<PlayerInput*, IPlayer*>> pair : this->players) {
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players.push_back(pair.value.second);
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}
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return players;
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}
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void GameRoot3D::set_first_boot_level(gd::Ref<gd::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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gd::StringName const root_type = level->get_state()->get_node_type(0);
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if(!gd::ClassDB::is_parent_class(root_type, "Level3D")) {
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gd::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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gd::Ref<gd::PackedScene> GameRoot3D::get_first_boot_level() const {
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return this->first_boot_level;
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}
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void GameRoot3D::set_game_state_prototype(gd::Ref<GameState> game_state) {
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this->game_state_prototype = game_state;
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}
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gd::Ref<GameState> GameRoot3D::get_game_state_prototype() const {
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return this->game_state_prototype;
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}
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gd::RandomNumberGenerator &GameRoot3D::get_rng() {
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return *this->rng.ptr();
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}
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void GameRoot3D::grab_singleton() {
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if(GameRoot3D::has_singleton()) {
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this->set_process_mode(PROCESS_MODE_DISABLED);
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gd::UtilityFunctions::push_error("More than one GameRoot instance active");
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} else {
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GameRoot3D::singleton_instance = this;
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}
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}
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void GameRoot3D::release_singleton() {
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if(GameRoot3D::singleton_instance == this) {
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GameRoot3D::singleton_instance = nullptr;
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} else {
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gd::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 GameRoot3D::find_empty_player_slot() const {
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for(gd::KeyValue<uint32_t, gd::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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IPlayer *GameRoot3D::spawn_player(uint32_t id) {
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if(id == 0) {
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gd::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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gd::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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gd::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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player_node->connect("tree_exited", callable_mp(this, &GameRoot3D::player_despawned).bind(id));
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return player;
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}
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void GameRoot3D::level_unloaded(gd::StringName scene_path) {
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this->levels.erase(scene_path);
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}
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bool GameRoot3D::is_valid_level(gd::Ref<gd::PackedScene> &level) {
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if(level.is_null() || !level.is_valid() || !level->can_instantiate()) {
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gd::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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gd::StringName const root_type = level->get_state()->get_node_type(0);
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if(!gd::ClassDB::is_parent_class(root_type, "Level3D")) {
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gd::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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GameRoot3D *GameRoot3D::singleton_instance{nullptr};
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}
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