extends Node3D class_name LevelRuntime var _player: CharacterBody3D func _ready() -> void: # Hide mouse Input.mouse_mode = Input.MOUSE_MODE_CAPTURED # Maps that don't ship their own environment get the shared stylized one # (sky gradient, sun+fill, glow, cel color grade, ambient bed). if not has_node("WorldEnvironment"): LevelEnvironment.add_to(self) # Multiplayer Spawning var spawner = MultiplayerSpawner.new() spawner.name = "PlayerSpawner" spawner.spawn_path = "." # Spawn directly as children of the level spawner.spawn_function = _spawn_player add_child(spawner) var nm = get_node_or_null("/root/NetworkManager") if nm and nm.multiplayer.is_server(): # Spawn existing players for pid in nm.player_stats.keys(): spawner.spawn(pid) # Spawn late joiners nm.player_connected.connect(func(pid): spawner.spawn(pid) ) # Despawn on disconnect nm.player_disconnected.connect(func(pid): var p = get_node_or_null(str(pid)) if p: p.queue_free() ) # ── Spawning ────────────────────────────────────────────────────────────────── func _get_dynamic_spawn_position() -> Vector3: var spawn_nodes = get_tree().get_nodes_in_group("spawn_points") if spawn_nodes.is_empty(): return Vector3(0, 10, 0) var all_players = [] for p in get_tree().get_nodes_in_group("players"): if is_instance_valid(p) and p is Node3D: all_players.append(p) if all_players.is_empty(): var pos = spawn_nodes.pick_random().global_position pos += Vector3(randf_range(-1, 1), 0.5, randf_range(-1, 1)) return pos var best_spawn = spawn_nodes[0].global_position var max_min_dist = -1.0 for spawn_node in spawn_nodes: var pos = spawn_node.global_position var min_dist_to_player = 999999.0 for p in all_players: var dist = pos.distance_to(p.global_position) if dist < min_dist_to_player: min_dist_to_player = dist if min_dist_to_player > max_min_dist: max_min_dist = min_dist_to_player best_spawn = pos # Add slight jitter to prevent exact stacking best_spawn += Vector3(randf_range(-1, 1), 0.5, randf_range(-1, 1)) return best_spawn func _spawn_player(pid: int) -> CharacterBody3D: var player := CharacterBody3D.new() player.name = str(pid) player.set_multiplayer_authority(pid) player.add_to_group("players") # Dynamic Spawning player.position = _get_dynamic_spawn_position() # Server Synchronizer — host-owned gameplay state (health, kills, death) var server_sync = MultiplayerSynchronizer.new() server_sync.name = "ServerSynchronizer" server_sync.set_multiplayer_authority(1) # Host always controls these var server_rep_config = SceneReplicationConfig.new() server_rep_config.add_property(":health") server_rep_config.add_property(":shield") server_rep_config.add_property(":is_dead") server_sync.replication_config = server_rep_config player.add_child(server_sync) # Client Synchronizer — owner-simulated movement, aim, animation state. # Movement is client-authoritative for instant response; remote peers # interpolate synced_position/velocity (see PlayerMovementController). var client_sync = MultiplayerSynchronizer.new() client_sync.name = "MultiplayerSynchronizer" client_sync.set_multiplayer_authority(pid) var client_rep_config = SceneReplicationConfig.new() client_rep_config.add_property(":synced_position") client_rep_config.add_property(":synced_velocity") client_rep_config.add_property(":rotation") client_rep_config.add_property("HeadPivot:rotation") client_rep_config.add_property(":synced_movement_state") client_rep_config.add_property(":synced_movement_speed") client_rep_config.add_property(":synced_is_crouching") client_rep_config.add_property(":synced_is_ads") client_rep_config.add_property(":synced_wall_side") client_rep_config.add_property(":synced_is_dancing") # Which of the five emotes, so other players see the one that was chosen. client_rep_config.add_property(":synced_dance_index") client_rep_config.add_property(":synced_grapple_point") client_rep_config.add_property(":synced_is_grapple_shooting") client_rep_config.add_property(":synced_skin_id") client_rep_config.add_property(":synced_weapon_path") client_rep_config.add_property(":synced_loadout_p1") client_rep_config.add_property(":synced_loadout_p2") client_rep_config.add_property(":synced_loadout_sp") client_rep_config.add_property(":synced_loadout_melee") client_rep_config.add_property(":synced_loadout_ready") client_rep_config.add_property(":synced_action") client_rep_config.add_property(":synced_action_seq") client_rep_config.add_property(":synced_is_targeting") client_rep_config.add_property(":synced_homing_target_pos") client_sync.replication_config = client_rep_config player.add_child(client_sync) # Collision shape var col_shape := CollisionShape3D.new() col_shape.name = "CollisionShape3D" var capsule := CapsuleShape3D.new() capsule.radius = 0.4 capsule.height = 1.8 col_shape.shape = capsule player.add_child(col_shape) # Apply movement controller script var mover_script = preload("res://movement/player_movement_controller.gd") if mover_script: player.set_script(mover_script) # Humanoid Model for Player (Shadows only locally, visible to others) var humanoid = load("res://characters/humanoid_model.gd").new() humanoid.name = "HumanoidModel" humanoid.color = Color(0.2, 0.4, 0.8) # Blueish for player humanoid.shadows_only = (pid == multiplayer.get_unique_id()) humanoid.position = Vector3(0, -0.9, 0) # Offset from center to feet player.add_child(humanoid) # Movement State Machine var sm := Node.new() sm.name = "MovementStateMachine" player.add_child(sm) var sm_script = preload("res://movement/movement_state_machine.gd") if sm_script: sm.set_script(sm_script) # Add all movement states var state_scripts := { "ground": "res://movement/states/state_ground.gd", "air": "res://movement/states/state_air.gd", "wall_run": "res://movement/states/state_wall_run.gd", "wall_cling": "res://movement/states/state_wall_cling.gd", "slide": "res://movement/states/state_slide.gd", "dash": "res://movement/states/state_dash.gd", } for state_name in state_scripts: var st := Node.new() st.name = "state_" + state_name sm.add_child(st) var st_script = load(state_scripts[state_name]) if st_script: st.set_script(st_script) # FPS Camera Rig (HeadPivot → Camera3D) var head_pivot := Node3D.new() head_pivot.name = "HeadPivot" head_pivot.position = Vector3(0, 0.7, 0) # Eye height player.add_child(head_pivot) var camera := Camera3D.new() camera.name = "Camera3D" camera.current = (pid == multiplayer.get_unique_id()) camera.fov = 90.0 head_pivot.add_child(camera) # ── Weapon Setup ──────────────────────────────────────────────────────────── var wmanager_script = preload("res://weapons/weapon_manager.gd") if wmanager_script: var wman = wmanager_script.new() wman.name = "WeaponManager" wman.player = player wman.camera = camera camera.add_child(wman) var rig_script = preload("res://characters/player/fps_camera_rig.gd") if rig_script: head_pivot.set_script(rig_script) # Store original capsule height sm.original_capsule_height = capsule.height # ── Dependencies ──────────────────────────────────────────────────────── sm.player = player sm.params = player.params head_pivot.params = player.params # Authority configuration var is_local = (pid == multiplayer.get_unique_id()) if is_local: _player = player player.set_physics_process(true) player.set_process(true) sm.set_physics_process(true) else: player.set_physics_process(false) player.set_process(true) player.set_process_input(false) sm.set_physics_process(false) sm.set_process(false) sm.set_process_input(false) head_pivot.set_process_input(false) head_pivot.set_process(false) head_pivot.set_physics_process(false) var wman = camera.get_node_or_null("WeaponManager") if wman: wman.set_process_input(false) wman.set_process(false) wman.set_physics_process(false) wman.visible = false var cv = wman.get("canvas_layer") if cv: cv.visible = false return player # ── HUD ─────────────────────────────────────────────────────────────── # # There is no HUD here any more, and no _process to drive one. # # Reticle, vitals, ammo, ability cooldowns, the chain meter and the debug # readout all belong to ui/player_hud.gd, spawned by the player itself. Every # one of those describes A PLAYER, so a level that owns them has to reach down # into that player's state machine and weapon manager every frame to fill them # in — which is exactly what this did, from three byte-identical copies across # the three level runtimes. The visible symptom was two ammo panels on screen at # once, in two different styles, overlapping in the bottom-right corner. # # A level owns the level.