extends ESSEntitySpawner # Copyright Péter Magyar relintai@gmail.com # MIT License, functionality from this class needs to be protable to the entity spell system # Copyright (c) 2019-2020 Péter Magyar # Permission is hereby granted, free of charge, to any person obtaining a copy # of this software and associated documentation files (the "Software"), to deal # in the Software without restriction, including without limitation the rights # to use, copy, modify, merge, publish, distribute, sublicense, and/or sell # copies of the Software, and to permit persons to whom the Software is # furnished to do so, subject to the following conditions: # # The above copyright notice and this permission notice shall be included in all # copies or substantial portions of the Software. # THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR # IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, # FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE # AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER # LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, # OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE # SOFTWARE. export(PackedScene) var player_display_scene : PackedScene export(String) var spawn_parent_path : String = "/root/Main" export(int) var default_level_override : int = 0 var _spawn_parent : Node = null var _next_entity_guid : int = 0 func _ready(): # get_scene_tree().multiplayer.connect("network_peer_packet", self, "on_network_peer_packet") # ProfileManager.load() # ESS.load_resource_db() # ESS.get_resource_db().load_all() # ESS.connect("on_entity_spawn_requested", self, "on_entity_spawn_requested") # get_tree().connect("network_peer_connected", self, "_player_connected") # get_tree().connect("network_peer_disconnected", self, "_player_disconnected") # get_tree().connect("connected_to_server", self, "_connected_ok") # get_tree().connect("connection_failed", self, "_connected_fail") # get_tree().connect("server_disconnected", self, "_server_disconnected") rpc_config("creceive_spawn_for", MultiplayerAPI.RPC_MODE_REMOTE) rpc_config("creceive_despawn_for", MultiplayerAPI.RPC_MODE_REMOTE) rpc_config("spawn_owned_player", MultiplayerAPI.RPC_MODE_PUPPET) rpc_config("register_player", MultiplayerAPI.RPC_MODE_REMOTE) func on_network_peer_packet(id : int, packet : PoolByteArray) ->void: #todo pass func spawn_for(player : Entity, target: Entity) -> void: print("spawnfor " + target.name) # rpc_id(player.get_network_master(), "creceive_spawn_for", to_json(target.to_dict()), target.name, target.translation) func despawn_for(player : Entity, target: Entity) -> void: print("despawnfor " + target.name) # rpc_id(player.get_network_master(), "creceive_despawn_for", target.get_path()) func creceive_spawn_for(data: String, global_name : String, position: Vector3) -> Entity: var createinfo : EntityCreateInfo = EntityCreateInfo.new() createinfo.player_name = global_name createinfo.entity_controller = EntityEnums.ENITIY_CONTROLLER_PLAYER createinfo.entity_player_type = EntityEnums.ENTITY_PLAYER_TYPE_NETWORKED createinfo.serialized_data = parse_json(data) createinfo.transform.origin = position ESS.request_entity_spawn(createinfo) # print("Player spawned ") return createinfo.created_entity func creceive_despawn_for(path : NodePath) -> void: # print("recdespawnfor " + path) var ent = get_tree().root.get_node_or_null(path) if ent: ent.queue_free() func spawn_owned_player(data : String, position : Vector3) -> Entity: var createinfo : EntityCreateInfo = EntityCreateInfo.new() createinfo.guid = get_tree().multiplayer.get_network_unique_id() # createinfo.player_name = "" createinfo.entity_controller = EntityEnums.ENITIY_CONTROLLER_PLAYER createinfo.entity_player_type = EntityEnums.ENTITY_PLAYER_TYPE_PLAYER createinfo.serialized_data = parse_json(data) createinfo.transform.origin = position ESS.request_entity_spawn(createinfo) # print("Player spawned ") return createinfo.created_entity func load_player(file_name : String, position : Vector3, network_owner : int) -> Entity: var createinfo : EntityCreateInfo = EntityCreateInfo.new() createinfo.guid = _next_entity_guid _next_entity_guid += 1 # createinfo.player_name = name createinfo.entity_controller = EntityEnums.ENITIY_CONTROLLER_PLAYER createinfo.entity_player_type = EntityEnums.ENTITY_PLAYER_TYPE_PLAYER createinfo.serialized_data = load_file(file_name) createinfo.transform.origin = position createinfo.networked = false # print("Player spawned ") ESS.request_entity_spawn(createinfo) return createinfo.created_entity func spawn_player_for_menu(class_id : int, name : String, parent : Node) -> Entity: var createinfo : EntityCreateInfo = EntityCreateInfo.new() var cls : EntityData = ESS.resource_db.get_entity_data(class_id) var class_profile : ClassProfile = ProfileManager.getc_player_profile().get_class_profile(cls.resource_path) var level : int = 1 if default_level_override > 0: level = default_level_override createinfo.class_id = class_id createinfo.entity_data = cls createinfo.player_name = name createinfo.level = level # createinfo.class_level = class_profile.level createinfo.xp = 0 # createinfo.class_xp = class_profile.xp createinfo.entity_controller = EntityEnums.ENITIY_CONTROLLER_PLAYER createinfo.entity_player_type = EntityEnums.ENTITY_PLAYER_TYPE_DISPLAY createinfo.networked = false createinfo.parent_path = parent.get_path() ESS.request_entity_spawn(createinfo) # print("Player spawned " + str(createinfo)) return createinfo.created_entity func spawn_display_player(file_name : String, node_path : NodePath) -> Entity: var createinfo : EntityCreateInfo = EntityCreateInfo.new() createinfo.guid = _next_entity_guid _next_entity_guid += 1 # createinfo.player_name = name createinfo.entity_controller = EntityEnums.ENITIY_CONTROLLER_PLAYER createinfo.entity_player_type = EntityEnums.ENTITY_PLAYER_TYPE_DISPLAY createinfo.serialized_data = load_file(file_name) createinfo.parent_path = node_path # print("Player spawned ") ESS.request_entity_spawn(createinfo) return createinfo.created_entity func spawn_networked_player(class_id : int, position : Vector3, name : String, node_name : String, sid : int) -> Entity: var createinfo : EntityCreateInfo = EntityCreateInfo.new() var cls : EntityData = ESS.resource_db.get_player_character_data(class_id) var class_profile : ClassProfile = ProfileManager.get_class_profile(class_id) var level : int = class_profile.level if default_level_override > 0: level = default_level_override createinfo.class_id = class_id createinfo.entity_data = cls createinfo.player_name = name createinfo.character_level = 1 # createinfo.level = level createinfo.xp = 0 # createinfo.class_xp = class_profile.xp createinfo.entity_controller = EntityEnums.ENITIY_CONTROLLER_PLAYER createinfo.entity_player_type = EntityEnums.ENTITY_PLAYER_TYPE_NETWORKED createinfo.network_owner = sid createinfo.transform.origin = position createinfo.networked = false createinfo.transform.origin = position ESS.request_entity_spawn(createinfo) # print("Player spawned " + str(createinfo)) return createinfo.created_entity func spawn_player(class_id : int, position : Vector3, name : String, node_name : String, network_owner : int) -> Entity: var createinfo : EntityCreateInfo = EntityCreateInfo.new() var cls : EntityData = ESS.resource_db.get_player_character_data(class_id) var class_profile : ClassProfile = ProfileManager.get_class_profile(class_id) var level : int = class_profile.level if default_level_override > 0: level = default_level_override createinfo.class_id = class_id createinfo.entity_data = cls createinfo.player_name = name createinfo.character_level = 1 createinfo.class_level = level createinfo.character_xp = 0 # createinfo.class_xp = class_profile.xp createinfo.entity_controller = EntityEnums.ENITIY_CONTROLLER_PLAYER createinfo.entity_player_type = EntityEnums.ENTITY_PLAYER_TYPE_PLAYER createinfo.network_owner = network_owner createinfo.transform.origin = position createinfo.networked = false ESS.request_entity_spawn(createinfo) # print("Player spawned " + str(createinfo)) return createinfo.created_entity func spawn_mob(class_id : int, level : int, position : Vector3) -> void: var createinfo : EntityCreateInfo = EntityCreateInfo.new() var cls : EntityData = ESS.get_resource_db().get_entity_data(class_id) createinfo.class_id = class_id createinfo.entity_data = cls createinfo.player_name = "Mob" createinfo.level = level createinfo.entity_controller = EntityEnums.ENITIY_CONTROLLER_AI createinfo.entity_player_type = EntityEnums.ENTITY_PLAYER_TYPE_AI createinfo.transform2d.origin = Vector2(position.x, position.y) ESS.request_entity_spawn_deferred(createinfo) # print("Mob spawned " + str(createinfo)) #return createinfo.created_entity func _request_entity_spawn(createinfo : EntityCreateInfo): var entity_node : Entity = null if createinfo.entity_player_type == EntityEnums.ENTITY_PLAYER_TYPE_DISPLAY: entity_node = player_display_scene.instance() else: if not createinfo.networked: if createinfo.entity_controller == EntityEnums.ENITIY_CONTROLLER_PLAYER: entity_node = PlayerGD.new() else: entity_node = MobGD.new() else: entity_node = NetworkedPlayerGD.new() if entity_node == null: print("EntityManager: entity node is null") return null entity_node.set_transform_2d(createinfo.transform2d) if (createinfo.parent_path == ""): if _spawn_parent == null: _spawn_parent = get_tree().root.get_node(spawn_parent_path) if _spawn_parent.current_scene != null: var spawn_parent = _spawn_parent.current_scene spawn_parent.add_child(entity_node) else: get_tree().root.get_node(createinfo.parent_path).add_child(entity_node) entity_node.setup(createinfo) createinfo.created_entity = entity_node func _player_connected(id): pass # Will go unused; not useful here. func _player_disconnected(id): #player_info.erase(id) # Erase player from info. pass func _connected_ok(): # Only called on clients, not server. Send my ID and info to all the other peers. #rpc("register_player", get_tree().get_network_unique_id(), my_info) pass func _server_disconnected(): pass # Server kicked us; show error and abort. func _connected_fail(): pass # Could not even connect to server; abort. func register_player(id, info): # Store the info # player_info[id] = info # If I'm the server, let the new guy know about existing players. # if get_tree().is_network_server(): # # Send my info to new player # rpc_id(id, "register_player", 1, my_info) # # Send the info of existing players # for peer_id in player_info: # rpc_id(id, "register_player", peer_id, player_info[peer_id]) # Call function to update lobby UI here pass func load_file(file_name : String) -> Dictionary: var f : File = File.new() if f.open("user://characters/" + file_name, File.READ) == OK: var st : String = f.get_as_text() f.close() var json_err : String = validate_json(st) if json_err != "": print("Save corrupted! " + file_name) print(json_err) return Dictionary() var p = parse_json(st) if typeof(p) != TYPE_DICTIONARY: print("Save corrupted! Not Dict! " + file_name) return Dictionary() if p is Dictionary: return p as Dictionary return Dictionary() func save_player(player: Entity, file_name : String) -> void: var f : File = File.new() if f.open("user://characters/" + file_name, File.WRITE) == OK: f.store_string(to_json(player.to_dict())) f.close()