Files
DungeonsOfKharadum/src/scripts/enemy_spawner.gd

381 lines
16 KiB
GDScript

extends Node2D
# Enemy Spawner - Spawns enemies at this position
@export var enemy_scenes: Array[PackedScene] = [] # List of enemy scenes to randomly choose from
@export var spawn_on_ready: bool = true
@export var respawn_time: float = 10.0 # Time to respawn after enemy dies
@export var max_enemies: int = 1 # Maximum number of enemies this spawner can have alive
var spawned_enemies: Array = []
var respawn_timer: float = 0.0
var smoke_puff_scene = preload("res://scenes/smoke_puff.tscn")
var has_ever_spawned: bool = false # Track if this spawner has ever spawned an enemy
func _ready():
print("========== EnemySpawner READY ==========")
print(" Position: ", global_position)
print(" Is server: ", multiplayer.is_server())
print(" Has multiplayer peer: ", multiplayer.has_multiplayer_peer())
print(" Is authority: ", str(is_multiplayer_authority()) if multiplayer.has_multiplayer_peer() else "N/A")
print(" spawn_on_ready: ", spawn_on_ready)
print(" max_enemies: ", max_enemies)
print(" enemy_scenes.size(): ", enemy_scenes.size())
print(" Parent: ", get_parent())
# Verify enemy_scenes is set
if enemy_scenes.size() == 0:
push_error("EnemySpawner: ERROR - enemy_scenes array is EMPTY! Spawner will not be able to spawn enemies!")
# Spawn on server, or in single player (no multiplayer peer)
var should_spawn = spawn_on_ready and (multiplayer.is_server() or not multiplayer.has_multiplayer_peer())
print(" Should spawn? ", should_spawn)
if should_spawn:
print(" Calling spawn_enemy()...")
call_deferred("spawn_enemy") # Use call_deferred to ensure scene is ready
else:
print(" NOT spawning - conditions not met (spawn_on_ready=", spawn_on_ready, ", will spawn when player enters room)")
print("========================================")
func _process(delta):
# Only server spawns, or single player
if multiplayer.has_multiplayer_peer() and not multiplayer.is_server():
return
# Clean up dead enemies from list
spawned_enemies = spawned_enemies.filter(func(e): return is_instance_valid(e) and not e.is_dead)
# Check if we need to respawn (only if respawn_time > 0)
# Puzzle spawners have respawn_time = 0.0, so they won't respawn
if respawn_time > 0.0 and spawned_enemies.size() < max_enemies:
respawn_timer += delta
if respawn_timer >= respawn_time:
spawn_enemy()
respawn_timer = 0.0
func spawn_enemy():
print(">>> spawn_enemy() CALLED <<<")
print(" Spawner: ", name, " at ", global_position)
print(" enemy_scenes.size(): ", enemy_scenes.size())
print(" spawned_enemies.size(): ", spawned_enemies.size(), " / max_enemies: ", max_enemies)
print(" spawn_on_ready: ", spawn_on_ready)
# CRITICAL: Check if we can spawn (don't spawn if already at max)
# Clean up dead enemies first
spawned_enemies = spawned_enemies.filter(func(e): return is_instance_valid(e) and not e.is_dead)
if spawned_enemies.size() >= max_enemies:
print(" ERROR: Cannot spawn - already at max enemies (", spawned_enemies.size(), " >= ", max_enemies, ")")
return
# Only spawn on server (authority)
if multiplayer.has_multiplayer_peer() and not is_multiplayer_authority():
print(" ERROR: Cannot spawn - not multiplayer authority!")
return
# Choose enemy scene to spawn
var scene_to_spawn: PackedScene = null
if enemy_scenes.size() > 0:
# Use random scene from list
scene_to_spawn = enemy_scenes[randi() % enemy_scenes.size()]
print(" Selected enemy scene from list: ", scene_to_spawn)
else:
push_error("ERROR: enemy_scenes array is EMPTY! Spawner has no enemy scenes to spawn!")
return
if not scene_to_spawn:
push_error("ERROR: Failed to select enemy scene!")
return
print(" Spawning enemy at ", global_position)
# CRITICAL: Spawn 3-4 smoke puffs first, wait for them to finish, THEN spawn enemy
var num_puffs = randi_range(3, 4) # 3 or 4 smoke puffs
print(" Spawning ", num_puffs, " smoke puffs before enemy...")
# Spawn multiple smoke puffs at slightly different positions
var smoke_puffs = []
var puff_spawn_radius = 8.0 # Pixels - spawn puffs in a small area around spawner
var puff_positions = [] # Store positions for syncing to clients
# Calculate puff positions first
for i in range(num_puffs):
var puff_offset = Vector2(
randf_range(-puff_spawn_radius, puff_spawn_radius),
randf_range(-puff_spawn_radius, puff_spawn_radius)
)
puff_positions.append(global_position + puff_offset)
# Spawn smoke puffs on server
for puff_pos in puff_positions:
var puff = _spawn_smoke_puff_at_position(puff_pos)
if puff:
smoke_puffs.append(puff)
# Sync smoke puffs to all clients
if multiplayer.has_multiplayer_peer() and multiplayer.is_server():
var game_world = get_tree().get_first_node_in_group("game_world")
if not game_world:
# Fallback: traverse up the tree to find GameWorld
var node = get_parent()
while node:
if node.has_method("_sync_smoke_puffs"):
game_world = node
break
node = node.get_parent()
if game_world and game_world.has_method("_sync_smoke_puffs"):
game_world._rpc_to_ready_peers("_sync_smoke_puffs", [name, puff_positions])
# Wait for smoke puffs to finish animating before spawning enemy
# Reduced duration for faster spawning: 4 frames * (1/10.0) seconds per frame = 0.4s, plus move_duration 1.0s, plus fade_duration 0.3s = ~1.7s total
var smoke_animation_duration = (4.0 / 10.0) + 1.0 + 0.3 # Reduced from 2.4s to 1.7s
await get_tree().create_timer(smoke_animation_duration).timeout
print(" Smoke puffs finished - now spawning enemy...")
print(" Instantiating enemy scene...")
var enemy = scene_to_spawn.instantiate()
if not enemy:
push_error("ERROR: Failed to instantiate enemy!")
return
print(" Enemy instantiated: ", enemy)
enemy.global_position = global_position
# Set spawn position for deterministic appearance seed (before adding to scene)
if "spawn_position" in enemy:
enemy.spawn_position = global_position
print(" Set enemy position to: ", global_position)
# If it's a humanoid enemy, randomize the humanoid_type
var humanoid_type = null
if scene_to_spawn.resource_path.ends_with("enemy_humanoid.tscn"):
# Random humanoid type: 0=CYCLOPS, 1=DEMON, 2=HUMANOID, 3=NIGHTELF, 4=GOBLIN, 5=ORC, 6=SKELETON
# Weight towards common types (goblins, humans, orcs) - 40% goblin, 30% humanoid, 20% orc, 10% other
var rand_val = randf()
var type_value = 2 # Default to HUMANOID
if rand_val < 0.4:
type_value = 4 # GOBLIN (40%)
elif rand_val < 0.7:
type_value = 2 # HUMANOID (30%)
elif rand_val < 0.9:
type_value = 5 # ORC (20%)
else:
# 10% for other types (distributed evenly)
var other_types = [0, 1, 3, 6] # CYCLOPS, DEMON, NIGHTELF, SKELETON
type_value = other_types[randi() % other_types.size()]
enemy.humanoid_type = type_value
humanoid_type = type_value
print(" Randomized humanoid_type: ", type_value)
# CRITICAL: Mark this enemy as spawned from a spawner (for door puzzle tracking)
enemy.set_meta("spawned_from_spawner", true)
enemy.set_meta("spawner_name", name)
# CRITICAL: Set collision mask BEFORE adding to scene to ensure enemies collide with walls (layer 7 = bit 6 = 64)
# This overrides any collision_mask set in the scene file
enemy.collision_mask = 1 | 2 | 64 # Collide with players (layer 1), objects (layer 2), and walls (layer 7 = bit 6 = 64)
# Set multiplayer authority BEFORE adding to scene tree (CRITICAL for RPC to work!)
if multiplayer.has_multiplayer_peer():
enemy.set_multiplayer_authority(1)
# Add to YSort node for automatic Y-sorting
var ysort = get_parent().get_node_or_null("Entities")
var parent = ysort if ysort else get_parent()
print(" Parent node: ", parent)
if not parent:
push_error("ERROR: No parent node!")
return
print(" Adding enemy as child...")
parent.add_child(enemy)
# CRITICAL: Re-verify collision_mask AFTER adding to scene (in case _ready() or scene file overrides it)
# Use call_deferred to ensure _ready() has completed first, then set the entire mask
call_deferred("_verify_enemy_collision_mask", enemy)
# Determine which scene index was used (for syncing to clients)
var scene_index = -1
if enemy_scenes.size() > 0:
# Find which scene was used
for i in range(enemy_scenes.size()):
if enemy_scenes[i] == scene_to_spawn:
scene_index = i
break
# Store scene_index as metadata on the enemy (for syncing existing enemies to new clients)
enemy.set_meta("spawn_scene_index", scene_index)
spawned_enemies.append(enemy)
has_ever_spawned = true # Mark that this spawner has spawned at least once
print(" ✓ Successfully spawned enemy: ", enemy.name, " at ", global_position, " scene_index: ", scene_index)
print(" Total spawned enemies: ", spawned_enemies.size())
# If this spawner is marked for one-time spawn, destroy it after spawning
if has_meta("spawn_once") and get_meta("spawn_once"):
print(" Spawner marked for one-time spawn - destroying after spawn")
call_deferred("queue_free") # Destroy spawner after spawning once
# Sync spawn to all clients via GameWorld
if multiplayer.has_multiplayer_peer() and multiplayer.is_server():
# Get GameWorld by traversing up the tree (spawner is child of Entities, which is child of GameWorld)
var game_world = get_tree().get_first_node_in_group("game_world")
if not game_world:
# Fallback: traverse up the tree to find GameWorld
var node = get_parent()
while node:
if node.has_method("_sync_enemy_spawn"):
game_world = node
break
node = node.get_parent()
if game_world and game_world.has_method("_sync_enemy_spawn"):
# Use spawner name for identification
# Pass humanoid_type if it's a humanoid enemy (for syncing to clients)
var sync_humanoid_type = humanoid_type if humanoid_type != null else -1
print(" DEBUG: Calling _sync_enemy_spawn.rpc with name=", name, " pos=", global_position, " scene_index=", scene_index, " humanoid_type=", sync_humanoid_type)
game_world._rpc_to_ready_peers("_sync_enemy_spawn", [name, global_position, scene_index, sync_humanoid_type])
print(" Sent RPC to sync enemy spawn to clients: spawner=", name, " pos=", global_position, " scene_index=", scene_index, " humanoid_type=", sync_humanoid_type)
else:
var has_method_str = str(game_world.has_method("_sync_enemy_spawn")) if game_world else "N/A"
push_error("ERROR: Could not find GameWorld or _sync_enemy_spawn method! game_world=", game_world, " has_method=", has_method_str)
func spawn_enemy_at_position(spawn_pos: Vector2, scene_index: int = -1, humanoid_type: int = -1):
# This method is called by GameWorld RPC to spawn enemies on clients
# scene_index tells us which scene from enemy_scenes array was used on the server
# humanoid_type tells us the humanoid type if it's a humanoid enemy (for syncing from server)
var scene_to_spawn: PackedScene = null
if scene_index >= 0 and scene_index < enemy_scenes.size():
# Use the scene index that was synced from server
scene_to_spawn = enemy_scenes[scene_index]
print("Client: Using enemy scene at index ", scene_index, ": ", scene_to_spawn)
elif enemy_scenes.size() > 0:
# Fallback: use first scene if index is invalid
scene_to_spawn = enemy_scenes[0]
print("Client: Invalid scene_index, using first enemy scene: ", scene_to_spawn)
if not scene_to_spawn:
push_error("ERROR: Spawner has no enemy scenes set! Add scenes to enemy_scenes array.")
return
print("Client: spawn_enemy_at_position called at ", spawn_pos, " humanoid_type: ", humanoid_type)
# NOTE: Smoke puffs are synced via RPC (_sync_smoke_puffs) from server
# so we don't spawn them here - they're already spawned by the RPC handler
# Instantiate and add enemy
var enemy = scene_to_spawn.instantiate()
if not enemy:
push_error("ERROR: Failed to instantiate enemy on client!")
return
enemy.global_position = spawn_pos
# Set spawn position for deterministic appearance seed (before adding to scene)
if "spawn_position" in enemy:
enemy.spawn_position = spawn_pos
# If it's a humanoid enemy, set the humanoid_type from server
if humanoid_type >= 0 and scene_to_spawn.resource_path.ends_with("enemy_humanoid.tscn"):
enemy.humanoid_type = humanoid_type
print("Client: Set humanoid_type to ", humanoid_type)
# CRITICAL: Set collision mask BEFORE adding to scene to ensure enemies collide with walls (layer 7 = bit 6 = 64)
# This overrides any collision_mask set in the scene file
enemy.collision_mask = 1 | 2 | 64 # Collide with players (layer 1), objects (layer 2), and walls (layer 7 = bit 6 = 64)
# Set multiplayer authority BEFORE adding to scene tree (CRITICAL!)
if multiplayer.has_multiplayer_peer():
enemy.set_multiplayer_authority(1)
# Add to YSort node for automatic Y-sorting
var ysort = get_parent().get_node_or_null("Entities")
var parent = ysort if ysort else get_parent()
if not parent:
push_error("ERROR: No parent node on client!")
return
parent.add_child(enemy)
# CRITICAL: Re-verify collision_mask AFTER adding to scene (in case _ready() or scene file overrides it)
# Use call_deferred to ensure _ready() has completed first, then set the entire mask
call_deferred("_verify_enemy_collision_mask", enemy)
print(" ✓ Client spawned enemy: ", enemy.name, " at ", spawn_pos)
func get_spawned_enemy_positions() -> Array:
# Return array of dictionaries with position, scene_index, and humanoid_type for all currently spawned enemies
var enemy_data = []
for enemy in spawned_enemies:
if is_instance_valid(enemy) and not enemy.is_dead:
var scene_index = -1
if enemy.has_meta("spawn_scene_index"):
scene_index = enemy.get_meta("spawn_scene_index")
var data = {"position": enemy.global_position, "scene_index": scene_index}
# Include humanoid_type if it's a humanoid enemy
if "humanoid_type" in enemy:
data["humanoid_type"] = enemy.humanoid_type
else:
data["humanoid_type"] = -1
enemy_data.append(data)
return enemy_data
func _verify_enemy_collision_mask(enemy: Node):
# Verify and correct enemy collision_mask after _ready() has completed
# This ensures enemies always collide with walls (layer 7 = bit 6 = 64), not layer 3 or 4
if not is_instance_valid(enemy):
return
var expected_mask = 1 | 2 | 64 # Collide with players (layer 1), objects (layer 2), and walls (layer 7 = bit 6 = 64)
if enemy.collision_mask != expected_mask:
print("EnemySpawner: WARNING - Enemy ", enemy.name, " collision_mask was ", enemy.collision_mask, ", expected ", expected_mask, "! Correcting...")
enemy.collision_mask = expected_mask
# Double-check by setting individual layers to be absolutely sure
enemy.set_collision_mask_value(1, true) # Players
enemy.set_collision_mask_value(2, true) # Objects
enemy.set_collision_mask_value(7, true) # Walls (layer 7)
enemy.set_collision_mask_value(3, false) # Ensure layer 3 is NOT set
enemy.set_collision_mask_value(4, false) # Ensure layer 4 is NOT set
print("EnemySpawner: Corrected enemy ", enemy.name, " collision_mask to ", enemy.collision_mask)
func _spawn_smoke_puff():
# Legacy function - use _spawn_smoke_puff_at_position instead
_spawn_smoke_puff_at_position(global_position)
func _spawn_smoke_puff_at_position(puff_position: Vector2) -> Node:
print(" _spawn_smoke_puff_at_position() called at ", puff_position)
print(" smoke_puff_scene: ", smoke_puff_scene)
if smoke_puff_scene:
print(" Instantiating smoke puff...")
var puff = smoke_puff_scene.instantiate()
if puff:
puff.global_position = puff_position
# Ensure smoke puff is visible - set high z_index so it appears above ground
puff.z_index = 10 # High z-index to ensure visibility
if puff.has_node("Sprite2D"):
puff.get_node("Sprite2D").z_index = 10
# Add to Entities node (same as enemies) for proper layering
var entities_node = get_parent().get_node_or_null("Entities")
var parent = entities_node if entities_node else get_parent()
if parent:
parent.add_child(puff)
print(" ✓ Smoke puff spawned at ", puff_position, " z_index: ", puff.z_index)
return puff
else:
print(" ERROR: No parent node for smoke puff!")
puff.queue_free()
return null
else:
print(" ERROR: Failed to instantiate smoke puff")
return null
else:
print(" WARNING: No smoke puff scene loaded")
return null