92 lines
3.4 KiB
GDScript
92 lines
3.4 KiB
GDScript
extends Node3D
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const PLAYER_SCENE: PackedScene = preload("res://scenes/entities/player/player.tscn")
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const ENEMY_SCENE: PackedScene = preload("res://scenes/entities/enemy/enemy.tscn")
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const PORTAL_SCENE: PackedScene = preload("res://scenes/entities/portal/portal.tscn")
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const GENERATOR: GDScript = preload("res://scenes/dungeon/dungeon_generator.gd")
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@onready var players_root: Node3D = $EntityRoot/Players
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@onready var dungeon_root: Node3D = $DungeonGeometry
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@onready var spawn_system: Node = $Systems/SpawnSystem
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var generator: Node
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var data: Dictionary
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func _ready() -> void:
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add_to_group("dungeon")
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generator = GENERATOR.new()
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add_child(generator)
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data = generator.generate(dungeon_root, GameState.dungeon_seed, GameState.current_wave * (5.0 if GameState.dungeon_red else 1.0))
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EventBus.boss_defeated.connect(_on_boss_defeated)
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Net.world_ready.connect(_on_world_ready)
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Net.peer_world_loaded.connect(_on_peer_world_loaded)
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if Net.is_host():
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multiplayer.peer_connected.connect(_on_peer_connected)
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multiplayer.peer_disconnected.connect(_on_peer_disconnected)
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Net.reset_world_ready()
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Net.mark_world_loaded()
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func _exit_tree() -> void:
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if Net.world_ready.is_connected(_on_world_ready):
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Net.world_ready.disconnect(_on_world_ready)
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if Net.peer_world_loaded.is_connected(_on_peer_world_loaded):
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Net.peer_world_loaded.disconnect(_on_peer_world_loaded)
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func _on_world_ready() -> void:
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if not Net.is_host():
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return
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_spawn_player(1)
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for id in multiplayer.get_peers():
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_spawn_player(id)
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_populate_dungeon()
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func _populate_dungeon() -> void:
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var difficulty: float = GameState.current_wave * (3.0 if GameState.dungeon_red else 1.0)
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for i in range(data.rooms.size() - 1):
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var room: Dictionary = data.rooms[i]
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var n: int = 2 + (1 if GameState.dungeon_red else 0)
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for j in range(n):
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var off := Vector3(randf_range(-room.size.x * 0.3, room.size.x * 0.3), 1.0, randf_range(-room.size.z * 0.3, room.size.z * 0.3))
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spawn_system.spawn_enemy_at(room.pos + off, GameState.dungeon_red, difficulty * 0.5)
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spawn_system.spawn_boss_at(data.boss + Vector3(0, 2.0, 0), difficulty)
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func _spawn_player(peer_id: int) -> void:
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if players_root.get_node_or_null(str(peer_id)) != null:
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return
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var p: CharacterBody3D = PLAYER_SCENE.instantiate()
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p.name = str(peer_id)
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players_root.add_child(p, true)
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p.global_position = data.spawn + Vector3(randf_range(-1, 1), 0, randf_range(-1, 1))
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func _on_peer_connected(id: int) -> void:
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Net.tell_peer_to_load_scene(id, GameState.SCENE_DUNGEON)
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func _on_peer_world_loaded(peer_id: int) -> void:
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if not Net.is_host():
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return
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_spawn_player(peer_id)
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func _on_peer_disconnected(id: int) -> void:
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var node := players_root.get_node_or_null(str(id))
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if node:
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node.queue_free()
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func _on_boss_defeated(b: Node) -> void:
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if not Net.is_host():
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return
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var portal: StaticBody3D = PORTAL_SCENE.instantiate()
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portal.is_return = true
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portal.name = "ReturnPortal"
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var portals_root: Node3D = $EntityRoot/Portals
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portals_root.add_child(portal, true)
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var spawn_pos: Vector3 = (b as Node3D).global_position if b is Node3D else data.boss
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portal.global_position = spawn_pos + Vector3(0, 1, 0)
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EventBus.portal_spawned.emit(portal)
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var t := get_tree().create_timer(3.0)
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t.timeout.connect(_auto_return.bind(portal))
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func _auto_return(portal: Node) -> void:
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if is_instance_valid(portal):
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portal.queue_free()
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GameState.change_scene(GameState.SCENE_WORLD)
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