skullball/rust/src/map.rs
2026-07-21 22:05:37 +03:00

121 lines
3.8 KiB
Rust

use godot::{classes::CharacterBody3D, prelude::*};
use crate::{
ball::Ball,
game_manager::Game,
net::util::NetVector3,
player::{IPlayer, LocalPlayer, NetTransform, RemotePlayer},
};
#[derive(GodotClass)]
#[class(base=Node3D, init)]
pub struct Map {
#[export]
pub spawner: Option<Gd<Node3D>>,
#[export]
pub ball_spawner: Option<Gd<Node3D>>,
#[export]
pub local_player: Option<Gd<PackedScene>>,
#[export]
pub remote_player: Option<Gd<PackedScene>>,
#[export]
pub ball: Option<Gd<PackedScene>>,
base: Base<Node3D>,
}
#[godot_api]
impl INode3D for Map {
fn ready(&mut self) {
if let Some(game) = &mut Game::singleton() {
game.bind_mut().on_map_loaded(self.to_gd());
}
}
}
#[godot_api]
impl Map {
#[signal]
pub fn on_loaded();
pub fn spawn_player(
&mut self,
player_id: u16,
is_local: bool,
transform: Option<NetTransform>,
) -> Option<DynGd<CharacterBody3D, dyn IPlayer + 'static>> {
if is_local {
if let Some(local_player) = &self.local_player {
let mut node = local_player.instantiate_as::<LocalPlayer>();
node.bind_mut().player_id = Some(player_id);
self.base_mut().add_child(&node);
if let Some(transform) = transform {
node.bind_mut()
.base_mut()
.set_global_position(transform.location.into());
node.bind_mut()
.base_mut()
.set_global_rotation(transform.rotation.into());
} else {
if let Some(spawner) = &self.spawner {
node.bind_mut()
.base_mut()
.set_global_position(spawner.get_global_position());
}
}
Some(node.into_dyn::<dyn IPlayer>().upcast())
} else {
None
}
} else if let Some(remote_player) = &self.remote_player {
let mut node = remote_player.instantiate_as::<RemotePlayer>();
node.bind_mut().player_id = Some(player_id);
self.base_mut().add_child(&node);
if let Some(transform) = transform {
node.bind_mut()
.base_mut()
.set_global_position(transform.location.into());
node.bind_mut()
.base_mut()
.set_global_rotation(transform.rotation.into());
} else {
if let Some(spawner) = &self.spawner {
node.bind_mut()
.base_mut()
.set_global_position(spawner.get_global_position());
}
}
Some(node.into_dyn::<dyn IPlayer>().upcast())
} else {
None
}
}
pub fn spawn_ball(
&mut self,
transform: Option<NetTransform>,
velocity: Option<NetVector3>,
player_id: Option<u16>,
) -> Option<Gd<Ball>> {
if let Some(ball_spawner) = self.ball_spawner.clone()
&& let Some(ball_prefab) = &self.ball
{
let mut ball = ball_prefab.instantiate_as::<Ball>();
ball.bind_mut().dropper = player_id;
self.base_mut().add_child(&ball);
if let Some(transform) = transform {
ball.set_global_position(transform.location.into());
ball.set_global_rotation(transform.rotation.into());
} else {
ball.set_global_position(ball_spawner.get_global_position());
}
if let Some(velocity) = velocity {
ball.set_linear_velocity(velocity.into());
}
Some(ball)
} else {
None
}
}
}