broken_seals_roguelike/game/autoload/EntityDataManager.gd

376 lines
11 KiB
GDScript

extends Node
# Copyright Péter Magyar relintai@gmail.com
# MIT License, functionality from this class needs to be protable to the entity spell system
# Copyright (c) 2019 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_scene : PackedScene
export(PackedScene) var networked_player_scene : PackedScene
export(PackedScene) var mob_scene : PackedScene
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
var _players : Array
var _mobs : Array
func _ready():
_spawn_parent = get_node(spawn_parent_path)
# 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")
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())
remote func creceive_spawn_for(data: String, global_name : String, position: Vector2) -> void:
# print("recspawnfor " + global_name)
var entity : Entity = networked_player_scene.instance()
var spawn_parent = _spawn_parent.current_scene
spawn_parent.add_child(entity)
entity.owner = spawn_parent
entity.name = str(global_name)
entity.from_dict(parse_json(data))
entity.translation = position
Logger.info("Player spawned ")
_players.append(entity)
remote func creceive_despawn_for(path : NodePath) -> void:
# print("recdespawnfor " + path)
var ent = get_node_or_null(path)
if ent:
ent.queue_free()
func spawn_networked_player_from_data(data : String, position : Vector2, network_owner : int) -> Entity:
var entity : Entity = networked_player_scene.instance()
_next_entity_guid += 1
var spawn_parent = _spawn_parent.current_scene
spawn_parent.add_child(entity)
entity.owner = spawn_parent
entity.name = str(network_owner)
entity.from_dict(parse_json(data))
entity.set_network_master(network_owner)
entity.translation = position
Logger.info("Player spawned ")
_players.append(entity)
rpc_id(network_owner, "spawn_owned_player", data, position)
return entity
puppet func spawn_owned_player(data : String, position : Vector2) -> void:
var entity : Entity = player_scene.instance()
var spawn_parent = _spawn_parent.current_scene
spawn_parent.add_child(entity)
entity.owner = spawn_parent
entity.from_dict(parse_json(data))
entity.name = str(multiplayer.get_network_unique_id())
entity.translation = position
entity.set_network_master(multiplayer.get_network_unique_id())
Logger.info("Player spawned ")
func load_player(file_name : String, position : Vector2, network_owner : int) -> Entity:
# var createinfo : EntityCreateInfo = EntityCreateInfo.new()
#
# var cls : EntityData = Entities.get_player_character_data(class_id)
#
# var class_profile : ClassProfile = Profiles.get_class_profile(class_id)
#
# createinfo.entity_data = cls
# createinfo.player_name = name
# createinfo.level = class_profile.level
# createinfo.xp = class_profile.xp
# createinfo.entity_controller = EntityEnums.ENITIY_CONTROLLER_PLAYER
var entity : Entity = player_scene.instance()
_next_entity_guid += 1
var spawn_parent = _spawn_parent.current_scene
spawn_parent.add_child(entity)
entity.owner = spawn_parent
entity.from_dict(load_file(file_name))
entity.position = position
# entity.initialize(createinfo)
entity.set_network_master(network_owner)
Logger.info("Player spawned ")
_players.append(entity)
return entity
func spawn_display_player(name : String) -> Entity:
var entity : Entity = player_display_scene.instance() as Entity
entity.name = name
Logger.info("Player Display spawned")
return entity
func spawn_player_for_menu(class_id : int, name : String, parent : Node) -> Entity:
var createinfo : EntityCreateInfo = EntityCreateInfo.new()
var cls : EntityData = Entities.get_player_character_data(class_id)
var class_profile : ClassProfile = Profiles.get_class_profile(class_id)
createinfo.entity_data = cls
createinfo.player_name = name
createinfo.level = 1
createinfo.xp = class_profile.xp
createinfo.entity_controller = EntityEnums.ENITIY_CONTROLLER_PLAYER
var entity : Entity = player_display_scene.instance() as Entity
entity.initialize(createinfo)
var level : int = class_profile.level
if default_level_override > 0:
level = default_level_override
entity.slevelup(level - 1)
parent.add_child(entity)
entity.owner = parent
return entity
func spawn_networked_player(class_id : int, position : Vector2, name : String, node_name : String, sid : int) -> Entity:
var createinfo : EntityCreateInfo = EntityCreateInfo.new()
var cls : EntityData = Entities.get_entity_data(class_id)
var class_profile : ClassProfile = Profiles.get_class_profile(class_id)
createinfo.entity_data = cls
createinfo.player_name = name
createinfo.level = 1
createinfo.xp = class_profile.xp
createinfo.entity_controller = EntityEnums.ENITIY_CONTROLLER_PLAYER
var entity : Entity = spawn(createinfo, true, position, node_name)
var level : int = class_profile.level
if default_level_override > 0:
level = default_level_override
entity.slevelup(level - 1)
if get_tree().is_network_server():
entity.set_network_master(sid)
Logger.info("Player spawned " + str(createinfo))
_players.append(entity)
return entity
func spawn_player(class_id : int, position : Vector2, name : String, node_name : String, network_owner : int) -> Entity:
var createinfo : EntityCreateInfo = EntityCreateInfo.new()
var cls : EntityData = Entities.get_player_character_data(class_id)
var class_profile : ClassProfile = Profiles.get_class_profile(class_id)
createinfo.entity_data = cls
createinfo.player_name = name
createinfo.level = 1
createinfo.xp = class_profile.xp
createinfo.entity_controller = EntityEnums.ENITIY_CONTROLLER_PLAYER
var entity : Entity = spawn(createinfo, false, position, node_name)
var level : int = class_profile.level
if default_level_override > 0:
level = default_level_override
entity.slevelup(level - 1)
entity.set_network_master(network_owner)
Logger.info("Player spawned " + str(createinfo))
_players.append(entity)
return entity
func spawn_mob(class_id : int, level : int, position : Vector2) -> Entity:
var createinfo : EntityCreateInfo = EntityCreateInfo.new()
var cls : EntityData = Entities.get_entity_data(class_id)
if cls == null:
print("clsnull")
createinfo.entity_data = cls
createinfo.player_name = "Mob"
createinfo.level = 1
createinfo.entity_controller = EntityEnums.ENITIY_CONTROLLER_AI
var entity : Entity = spawn(createinfo, false, position)
if default_level_override > 0:
level = default_level_override
entity.slevelup(level - 1)
Logger.info("Mob spawned " + str(createinfo))
_mobs.append(entity)
return entity
func spawn(createinfo : EntityCreateInfo, networked : bool, position : Vector2, node_name : String = "") -> Entity:
var entity_node : Entity = null
if not networked:
if createinfo.entity_controller == EntityEnums.ENITIY_CONTROLLER_PLAYER:
entity_node = player_scene.instance()
else:
entity_node = mob_scene.instance()
else:
entity_node = networked_player_scene.instance()
if entity_node == null:
print("EntityManager: entity node is null")
return null
if node_name == "":
entity_node.name += "_" + str(_next_entity_guid)
else:
entity_node.name = node_name
_next_entity_guid += 1
var spawn_parent = _spawn_parent.current_scene
spawn_parent.add_child(entity_node)
entity_node.owner = spawn_parent
entity_node.position = position
entity_node.initialize(createinfo)
return 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.
remote 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 != "":
Logger.error("Save corrupted! " + file_name)
Logger.error(json_err)
return Dictionary()
var p = parse_json(st)
if typeof(p) != TYPE_DICTIONARY:
Logger.error("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()