class_name Level extends Node3D const map_marker_templates : Dictionary[String, PackedScene] = { "pawn" : preload("res://templates/markers/pawn_marker.tscn"), "friendly_hack":preload("res://templates/markers/friendly_hack_marker.tscn"), "enemy_hack": preload("res://templates/markers/enemy_hack_marker.tscn"), "item": preload("res://templates/markers/item_marker.tscn") } const pawn_controller = preload("res://templates/pawn_controller.tscn") const hack_template = preload("res://templates/hack.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 hacks_node : Node3D = %Hacks @onready var cameras_node : Node3D = %Cameras @onready var map_markers_node : Node3D = %MapMarkers @onready var spawn_points : Array[Node] = $PawnSpawner.get_children() @export var difficulty : int = 1 var hacks : Dictionary[Vector3i, Hack] = {} 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_hack.call_deferred(Hack.Type.MINE, Vector3.ZERO, Vector3i(-2,2,0)) func setup() -> void: if Multiplayer.is_host(): spawn_players() func spawn_players() -> void: var count = 0 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 hacks : Array = [] for hack : HackSet in pd.starting_hacks: var dict = { "type":hack.type, "qty":hack.qty } hacks.append(dict) var position : Vector3 if(spawn_points == null or len(spawn_points) <= count): if key == Multiplayer.id: position = Vector3(0,0,0) else: position = Vector3(3,0,0) else: position = spawn_points[count].global_position pc.setup.rpc(key,hacks,position) add_pawn_camera(pc) count += 1 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 hack_crd = crd + Vector3i(0,1,0) if hacks.has(hack_crd): var hack : Hack = hacks[hack_crd] if hack.hack_owner != Multiplayer.id: hack.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_hack(hack : Hack, crd : Vector3i) -> void: hack.square = crd hacks[crd] = hack hack.position = Vector3(crd) + Vector3(.5, 0, .5) add_child(hack, true) func add_projectile(shot : Projectile) -> void: add_child(shot, true) func uninstall_hack_square(crd : Vector3i) -> void: hacks.erase(crd) func get_square_hack(crd : Vector3i) -> Hack: if hacks.has(crd): return hacks[crd] else: return null func is_valid_hack_square(crd : Vector3i) -> bool: if floor_layer.get_cell_item(crd + Vector3i(0,-1,0)) == GridMap.INVALID_CELL_ITEM: return false if hacks.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_hack(crd : Vector3i) -> void: if hacks.has(crd): hacks[crd].activate() func generate_hack(type : Hack.Type, dir : Vector3, square : Vector3i): var hack = hack_template.instantiate() hack.setup(type, dir, -1) add_hack(hack, square) func decompile_hack(crd : Vector3i) -> void: var hack = hacks[crd] hack.decompile() hacks.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 Hack: if target.hack_owner == Multiplayer.id: marker = map_marker_templates.friendly_hack.instantiate() else: marker = map_marker_templates.enemy_hack.instantiate() marker.visible = false target.revealed.connect(marker._on_hack_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_hack(type : Hack.Type, facing : Vector3, crd : Vector3i) -> void: var hack = hack_template.instantiate() hack.setup(type, facing, -1) add_hack(hack, crd)