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