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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");
}
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