summaryrefslogtreecommitdiff
path: root/scene/multiplayer/multiplayer_spawner.h
blob: 8fbc9c480382bfdaab8f27e36e104d93a64a5e57 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
/*************************************************************************/
/*  multiplayer_spawner.h                                                */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                      https://godotengine.org                          */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).   */
/*                                                                       */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the       */
/* "Software"), to deal in the Software without restriction, including   */
/* without limitation the rights to use, copy, modify, merge, publish,   */
/* distribute, sublicense, and/or sell copies of the Software, and to    */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions:                                             */
/*                                                                       */
/* The above copyright notice and this permission notice shall be        */
/* included in all copies or substantial portions of the Software.       */
/*                                                                       */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
/*************************************************************************/

#ifndef MULTIPLAYER_SPAWNER_H
#define MULTIPLAYER_SPAWNER_H

#include "scene/main/node.h"

#include "core/variant/typed_array.h"
#include "scene/resources/packed_scene.h"
#include "scene/resources/scene_replication_config.h"

class MultiplayerSpawner : public Node {
	GDCLASS(MultiplayerSpawner, Node);

public:
	enum {
		INVALID_ID = 0xFF,
	};

private:
	TypedArray<PackedScene> spawnable_scenes;
	HashSet<ResourceUID::ID> spawnable_ids;
	NodePath spawn_path;

	struct SpawnInfo {
		Variant args;
		int id = INVALID_ID;
		SpawnInfo(Variant p_args, int p_id) {
			id = p_id;
			args = p_args;
		}
		SpawnInfo() {}
	};

	ObjectID spawn_node;
	HashMap<ObjectID, SpawnInfo> tracked_nodes;
	bool auto_spawn = false;
	uint32_t spawn_limit = 0;

	void _update_spawn_node();
	void _track(Node *p_node, const Variant &p_argument, int p_scene_id = INVALID_ID);
	void _node_added(Node *p_node);
	void _node_exit(ObjectID p_id);
	void _node_ready(ObjectID p_id);

protected:
	static void _bind_methods();
	void _notification(int p_what);

public:
	Node *get_spawn_node() const { return spawn_node.is_valid() ? Object::cast_to<Node>(ObjectDB::get_instance(spawn_node)) : nullptr; }
	TypedArray<PackedScene> get_spawnable_scenes();
	void set_spawnable_scenes(TypedArray<PackedScene> p_scenes);
	NodePath get_spawn_path() const;
	void set_spawn_path(const NodePath &p_path);
	uint32_t get_spawn_limit() const { return spawn_limit; }
	void set_spawn_limit(uint32_t p_limit) { spawn_limit = p_limit; }
	bool is_auto_spawning() const;
	void set_auto_spawning(bool p_enabled);

	const Variant get_spawn_argument(const ObjectID &p_id) const;
	int get_spawn_id(const ObjectID &p_id) const;
	int get_scene_id(const String &p_path) const;
	Node *spawn(const Variant &p_data = Variant());
	Node *instantiate_custom(const Variant &p_data);
	Node *instantiate_scene(int p_idx);

	GDVIRTUAL1R(Object *, _spawn_custom, const Variant &);

	MultiplayerSpawner() {}
};

#endif // MULTIPLAYER_SPAWNER_H