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path: root/src/networked_entities/networked_machine.cpp
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#include "networked_machine.h"

#include <SceneTree.hpp>
#include <Viewport.hpp>
#include <PhysicsDirectBodyState.hpp>

using namespace godot;

void NetworkedMachine::_register_methods() {
    register_method("_ready", &NetworkedMachine::_ready);
    register_method("_integrate_forces", &NetworkedMachine::_integrate_forces);
    register_method("relinquish_control", &NetworkedMachine::relinquish_control);
    register_method("on_new_control", &NetworkedMachine::on_new_control);
    register_method("on_no_control", &NetworkedMachine::on_no_control);
    register_method("attack1", &NetworkedMachine::attack1);
    register_method("attack2", &NetworkedMachine::attack2);
    register_method("direction_input", &NetworkedMachine::direction_input);

    register_method("update_phys_transform", &NetworkedMachine::update_phys_transform, GODOT_METHOD_RPC_MODE_SYNC);
    register_method("net_apply_impulse", &NetworkedMachine::net_apply_impulse, GODOT_METHOD_RPC_MODE_REMOTESYNC);
    register_method("set_net_owner", &NetworkedMachine::set_net_owner, GODOT_METHOD_RPC_MODE_REMOTESYNC);
}

NetworkedMachine::NetworkedMachine () { }

NetworkedMachine::~NetworkedMachine () { }

void NetworkedMachine::_init() {
    in_use = false;
    user = nullptr;
    world = nullptr;
}

void NetworkedMachine::_ready() {
    world = (Spatial *)get_tree()->get_root()->find_node("GAMEWORLD");
}

void NetworkedMachine::update_phys_transform(Transform t, Vector3 lv, Vector3 av) {
    set_transform(t);
    set_linear_velocity(lv);
    set_angular_velocity(av);
}

void NetworkedMachine::net_apply_impulse(Vector3 impulse_v) {
    apply_central_impulse(impulse_v);
}

void NetworkedMachine::_integrate_forces(PhysicsDirectBodyState *_state) {
    if(is_network_master() && get_mode() == RigidBody::MODE_RIGID) {
        rpc("update_phys_transform", get_transform(), get_linear_velocity(), get_angular_velocity());
    }
}

void NetworkedMachine::set_net_owner(int id, String char_name) {
    set_network_master(id);
    if (id == 1 && char_name == "NODE") {
        on_no_control();
        if (user != nullptr) {
            user->call("lose_machine");
        }
        user = nullptr;
        in_use = false;
    } else {
        in_use = true;
        String player_path_s = String("PLAYERS/") + char_name;
        NodePath player_path = NodePath(player_path_s);
        user = (RigidBody *)world->get_node(player_path);
        user->call("take_control_of_machine", (RigidBody *) this);
        if(is_network_master()) {
            on_new_control();
        }
    }
}

void NetworkedMachine::relinquish_control() {
    rpc("set_net_owner", 1, "NONE");
}

void NetworkedMachine::on_new_control() { }
void NetworkedMachine::on_no_control() { }
void NetworkedMachine::attack1() { }
void NetworkedMachine::attack2() { }
void NetworkedMachine::direction_input(float f, float b, float l, float r, float l2, float r2) { }