Files
net-gunner/scripts/level.gd

123 lines
3.2 KiB
GDScript

class_name Level extends Node3D
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
@export var difficulty : int = 1
var traps : Dictionary[Vector3i, Trap] = {}
var pawns : Dictionary[int, PawnController] = {}
var cameras : Dictionary[int, PawnCamera] = {}
func _ready() -> void:
Game.level = self
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)
func add_projectile(shot : Projectile) -> void:
add_child(shot)
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)
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)