Files
mmo/scenes/dungeon/dungeon_manager.gd
Marek Le 2d4002bd3f refactor
2026-05-09 23:37:26 +02:00

83 lines
3.0 KiB
GDScript

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