class_name Level extends Node3D const map_marker_templates : Dictionary[String, PackedScene] = { "pawn" : preload("res://templates/markers/pawn_marker.tscn"), "friendly_trap":preload("res://templates/markers/friendly_trap_marker.tscn"), "enemy_trap": preload("res://templates/markers/enemy_trap_marker.tscn"), "item": preload("res://templates/markers/item_marker.tscn") } const pawn_controller = preload("res://templates/pawn_controller.tscn") const trap_template = preload("res://templates/trap.tscn") const camera_template = preload("res://templates/pawn_camera.tscn") const camera_offset = Vector3(0, 10, 5.25) @onready var floor_layer : GridMap = %Floor @onready var ramp_layer : GridMap = %Ramps @onready var marker_layer : GridMap = %Markers @onready var pawns_node : Node3D = %Pawns @onready var traps_node : Node3D = %Traps @onready var cameras_node : Node3D = %Cameras @onready var map_markers_node : Node3D = %MapMarkers @export var difficulty : int = 1 var traps : Dictionary[Vector3i, Trap] = {} var pawns : Dictionary[int, PawnController] = {} var cameras : Dictionary[int, PawnCamera] = {} var map_markers : Dictionary[Object, MapMarker] = {} func _ready() -> void: Game.level = self if Game.mode == Game.Modes.STORY: setup() add_level_trap.call_deferred(Trap.Type.MINE, Vector3.ZERO, Vector3i(5,0,3)) func setup() -> void: if Multiplayer.is_host(): spawn_players() func spawn_players() -> void: for key in Game.pawns_selected: var pc : PawnController = pawn_controller.instantiate() var pd = Game.pawns_selected[key] pawns_node.add_child(pc,true) var traps : Array = [] for trap : TrapSet in pd.starting_traps: var dict = { "type":trap.type, "qty":trap.qty } traps.append(dict) var position : Vector3 if key == Multiplayer.id: position = Vector3(0,0,0) else: position = Vector3(3,0,0) pc.setup.rpc(key,traps,position) add_pawn_camera(pc) func is_square_detected(crd) -> bool: return marker_layer.get_cell_item(crd + Vector3i(0,-1,0)) != GridMap.INVALID_CELL_ITEM func detect_square(crd : Vector3i, mark : bool) -> bool: var cell = floor_layer.get_cell_item(crd) if cell == GridMap.INVALID_CELL_ITEM: return false marker_layer.set_cell_item(crd, 0 if mark else GridMap.INVALID_CELL_ITEM) if mark: var trap_crd = crd + Vector3i(0,1,0) if traps.has(trap_crd): var trap : Trap = traps[trap_crd] if trap.trap_owner != Multiplayer.id: trap.reveal() return true @rpc("any_peer", "call_local", "reliable") func add_pawn_camera(pawn : PawnController) -> void: if Multiplayer.is_host(): var camera : PawnCamera = camera_template.instantiate() camera.position = pawn.global_position + camera_offset cameras_node.add_child(camera,true) camera.register_pawn.rpc(pawn.id) func add_trap(trap : Trap, crd : Vector3i) -> void: trap.square = crd traps[crd] = trap trap.position = Vector3(crd) + Vector3(.5, 0, .5) add_child(trap, true) func add_projectile(shot : Projectile) -> void: add_child(shot, true) func remove_trap_square(crd : Vector3i) -> void: traps.erase(crd) func get_square_trap(crd : Vector3i) -> Trap: if traps.has(crd): return traps[crd] else: return null func is_valid_trap_square(crd : Vector3i) -> bool: if floor_layer.get_cell_item(crd + Vector3i(0,-1,0)) == GridMap.INVALID_CELL_ITEM: return false if traps.has(crd): return false return true func add_vfx(vfx, crd : Vector3i) -> void: vfx.position = Vector3(crd) #+ Vector3(0.5, 0, 0.5) add_child(vfx, true) func activate_trap(crd : Vector3i) -> void: if traps.has(crd): traps[crd].activate() func generate_trap(type : Trap.Type, dir : Vector3, square : Vector3i): var trap = trap_template.instantiate() trap.setup(type, dir, -1) add_trap(trap, square) func disarm_trap(crd : Vector3i) -> void: var trap = traps[crd] trap.disarm() traps.erase(crd) func remove_map_marker(target) -> void: if !map_markers.has(target): printerr("Tried to remove a map marker for %s but marker does not exist!" % target.name) else: map_markers[target].queue_free() map_markers[target] = null func add_map_marker(target) -> void: var marker : MapMarker var height : float if target is PawnController: marker = map_marker_templates.pawn.instantiate() height += 40 elif target is Trap: if target.trap_owner == Multiplayer.id: marker = map_marker_templates.friendly_trap.instantiate() else: marker = map_marker_templates.enemy_trap.instantiate() marker.visible = false target.revealed.connect(marker._on_trap_revealed) height += 30 elif target is Item: marker = map_marker_templates.item.instantiate() height += 10 marker.register_target(target) map_markers[target] = marker map_markers_node.add_child(marker) marker.position += Vector3(0, height,0) func add_level_trap(type : Trap.Type, facing : Vector3, crd : Vector3i) -> void: var trap = trap_template.instantiate() trap.setup(type, facing, -1) add_trap(trap, crd)