Files
Papay-Shooter/scenes/maps/level_runtime.gd
T
2026-08-09 01:31:44 -04:00

300 lines
11 KiB
GDScript

extends Node3D
class_name LevelRuntime
var _player: CharacterBody3D
## The play volume for an AUTHORED map.
##
## The code-built levels each pass their own extents, because they know them as
## constants. A hand-placed .tscn does not, so this measures the level instead —
## merge every reasonably-sized visual's world AABB, then pad it generously.
##
## Without one, a map on this runtime had no out-of-bounds handling at all: a
## player who left the geometry simply fell for ever, with no warning and no
## death. That was the state of fps_blockout.
func _build_combat_area() -> void:
var bounds := AABB()
var any := false
for child in find_children("*", "VisualInstance3D", true, false):
var vi := child as VisualInstance3D
var box := vi.get_aabb()
# Skip the sky, a directional light's own AABB, and anything else
# absurd — one of them would swallow the level and put the boundary
# somewhere useless.
if box.size.length() > 5000.0 or box.size.length() < 0.001:
continue
box = vi.global_transform * box
if not any:
bounds = box
any = true
else:
bounds = bounds.merge(box)
if not any:
bounds = AABB(Vector3(-50, -10, -50), Vector3(100, 60, 100))
# Padding, not a tight fit: the volume marks where a player is TOLD they
# have left, and a boundary hugging the geometry fires while someone is
# still standing on a legitimate ledge. Deep below, because falling out of
# the world is the case this exists to catch.
var pad := Vector3(20, 0, 20)
var size := bounds.size + pad * 2.0 + Vector3(0, 60, 0)
var centre := bounds.get_center() + Vector3(0, 20.0, 0)
CombatArea.add_to(self, size, centre)
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)
_build_combat_area()
# 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_helmet_closed")
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.