f20d532add
- New server/scripts/round/round_manager.gd with: - RoundPhase enum (WARMUP, PREP, LIVE, POST) - Round life cycle: warmup -> prep (15s) -> live (105s) -> post (8s) - Team elimination detection using entity->peer->team mappings - Time-expired round ending (default: CT wins) - Economy hooks: win money (250), loss money (900 escalating to 900), kill bonus (00) - All requested signals: round_phase_changed, round_started, round_ended, match_point, warmup_ended, round_economy_data - Updated GameServer: - Creates and wires RoundManager in _ready() - Connects DamageProcessor.player_killed -> round tracking + elimination detection - Added peer_to_entity mapping for backwards entity lookup - Added RCON command handler (_on_rcon_command) for start_match/end_round - Updated RCON command handler: - Added start_match and end_round to dispatch list and help text
161 lines
4.9 KiB
GDScript
161 lines
4.9 KiB
GDScript
@tool
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extends Node
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# =============================================================================
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# art_kit.gd — Modular Art Kit Factory
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# =============================================================================
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# Provides factory methods for spawning modular environment pieces and a
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# preview catalogue for map builders.
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#
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# Each piece is a standalone .tscn under pieces/ with:
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# - CSG shapes (Box3D, Cylinder3D, Polygon3D, Combiner3D)
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# - Solid-color StandardMaterial3D placeholders (roughness 0.8, metallic 0.0)
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# - Collision enabled (use_collision = true or StaticBody3D + CollisionShape3D)
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# - < 200 tris each
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#
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# Usage:
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# var piece = ArtKit.spawn_piece("crate", parent_node)
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# var cat = ArtKit.preview_catalogue()
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# var stack = ArtKit.random_crate_layout(3, 2) # returns parent Node3D
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# =============================================================================
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const PIECES_DIR := "res://client/assets/scenes/modular/pieces/"
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# Catalogue definition: name, description, filename (without .tscn)
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const CATALOGUE: Array[Dictionary] = [
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{
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"name": "floor_tile",
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"description": "2×2×0.2m concrete slab — grey",
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"file": "floor_tile"
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},
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{
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"name": "wall_segment",
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"description": "4×0.2×3m wall panel — blue-grey",
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"file": "wall_segment"
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},
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{
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"name": "corner_wall",
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"description": "L-shaped corner piece (2m each leg) — blue-grey",
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"file": "corner_wall"
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},
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{
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"name": "pillar",
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"description": "0.3×3×0.3m column — dark grey",
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"file": "pillar"
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},
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{
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"name": "crate",
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"description": "1×1×1m storage box — brown/tan",
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"file": "crate"
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},
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{
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"name": "barrel",
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"description": "0.6m radius × 1m tall cylinder — red",
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"file": "barrel"
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},
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{
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"name": "cover_wall",
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"description": "2×0.2×1.3m low wall (crouch-height cover) — grey",
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"file": "cover_wall"
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},
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{
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"name": "ramp",
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"description": "2×2m, 30° incline ramp — yellow",
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"file": "ramp"
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},
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{
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"name": "stairs",
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"description": "3-step staircase (2m wide, 0.25m rise per step) — grey",
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"file": "stairs"
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},
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{
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"name": "window_frame",
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"description": "4×3m wall with 2×2m opening — blue-grey",
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"file": "window_frame"
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}
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]
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# ---------------------------------------------------------------------------
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# Public API
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# ---------------------------------------------------------------------------
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## Spawns a piece by name, adds it as a child of `parent`, and returns it.
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## Returns null if the piece name is unknown or the scene fails to load.
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static func spawn_piece(piece_name: String, parent: Node) -> Node3D:
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var entry := _find_entry(piece_name)
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if entry.is_empty():
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push_error("ArtKit: Unknown piece '%s'. Use preview_catalogue() to see available pieces." % piece_name)
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return null
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var path := PIECES_DIR + entry.file + ".tscn"
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var scene := load(path)
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if scene == null:
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push_error("ArtKit: Failed to load scene at '%s'." % path)
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return null
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var instance: Node3D = scene.instantiate()
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parent.add_child(instance)
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instance.owner = parent if not Engine.is_editor_hint() else _get_editor_owner(parent)
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return instance
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## Returns an array of { name, description, path } for all available pieces.
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static func preview_catalogue() -> Array[Dictionary]:
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var result: Array[Dictionary] = []
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for entry in CATALOGUE:
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result.append({
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"name": entry.name,
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"description": entry.description,
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"path": PIECES_DIR + entry.file + ".tscn"
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})
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return result
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## Generates a random stack of crates for quick testing layouts.
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## `width` — number of crates along X (default 3)
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## `height` — number of crates stacked vertically (default 2)
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## Returns a Node3D containing the crate instances.
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static func random_crate_layout(width: int = 3, height: int = 2) -> Node3D:
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var root := Node3D.new()
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root.name = "CrateLayout_%dx%d" % [width, height]
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var crate_scene := load(PIECES_DIR + "crate.tscn")
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if crate_scene == null:
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push_error("ArtKit: Could not load crate scene.")
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return root
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for y in range(height):
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for x in range(width):
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# Add slight random offset for natural look (±0.05m)
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var offset_x := randf_range(-0.05, 0.05)
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var offset_z := randf_range(-0.05, 0.05)
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# Full rotation in 90° increments
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var rot_y := randi() % 4 * 90.0
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var crate: Node3D = crate_scene.instantiate()
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crate.position = Vector3(x * 1.0 + offset_x, y * 1.0 + 0.5, offset_z)
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crate.rotation_degrees = Vector3(0, rot_y, 0)
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root.add_child(crate)
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return root
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# ---------------------------------------------------------------------------
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# Internal helpers
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# ---------------------------------------------------------------------------
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static func _find_entry(piece_name: String) -> Dictionary:
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for entry in CATALOGUE:
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if entry.name == piece_name:
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return entry
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return {}
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## Returns the editor's top-level owner so new nodes are treated as part of the scene.
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static func _get_editor_owner(node: Node) -> Node:
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var owner = node
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while owner and owner.owner:
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owner = owner.owner
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return owner
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