broken_seals_2ds/game/player/bs_entity_spawner.gd
2022-08-27 01:12:06 +02:00

343 lines
12 KiB
GDScript

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()