forked from unfa/liblast
357 lines
11 KiB
GDScript
357 lines
11 KiB
GDScript
extends Node
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enum GameFocus {MENU, GAME, CHAT, AWAY}
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enum MultiplayerRole {NONE, CLIENT, SERVER, DEDICATED_SERVER, RELAY_SERVER}
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const NET_PORT = 12597
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#const NET_SERVER = "liblast.unfa.xyz"
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const NET_SERVER = "localhost"
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var peer = ENetMultiplayerPeer.new()
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var role = MultiplayerRole.NONE:
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set(new_role):
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role = new_role
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print("Multiplayer Role changed to ", MultiplayerRole.keys()[new_role])
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var player_scene = preload("res://Assets/Characters/Player.tscn")
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@onready var gui = $GUI
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@onready var hud = $HUD
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@onready var chat = hud.get_node("Chat")
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var local_player: Node = null
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class PlayerInfo:
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var name: String
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var team: int
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var color: Color
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var focus: GameFocus
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var health: int
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var score: int
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func _init():#name: String, team: int, color: Color):
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var player_name = ""
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for i in range(0, 4):
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player_name += ['a','b','c', 'd', 'e', 'f'][randi() % 5]
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self.name = player_name
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self.color = Color(randf(),randf(),randf())
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self.team = 0
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self.focus = 999
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self.health = 100
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self.score = 0
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func serialize():
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return {
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'name': self.name,
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'team': str(self.team),
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'color': self.color.to_html(),
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'focus': self.focus,
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'health': self.health,
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'score': self.score,
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}
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func set(name: String, team: int, color: Color, focus: int, health: int, score: int):
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self.name = name
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self.team = team
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self.color = color
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self.focus = focus
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self.health = health
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self.score = score
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func deserialize(info):
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self.name = info['name']
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self.team = info['team'].to_int()
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self.color = Color.html(info['color'])
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self.focus = info['focus']
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self.health = info['health']
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self.score = info['score']
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#func generate():
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var uptime = 0 # seconds
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const respawn_delay = 5 # seconds
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var spawn_queue = {}
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var game_score_limit = 15
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func _process(delta):
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uptime += delta
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$Label.text = "player_list: \n"
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for i in player_list.players.keys():
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if player_list.players[i]:
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$Label.text += str(i) + " = " + str(player_list.get(i).serialize()) + "\n"
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else:
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$Label.text += str(i) + " = ???"
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# poll respawn queue
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$Label.text += "\n\nspawn_queue: \n"
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$Label.text += str(spawn_queue)
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for i in spawn_queue.keys():
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if spawn_queue[i] <= uptime:
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var is_local = true if i == get_tree().multiplayer.get_unique_id() else false
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create_player(i, is_local, true)
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spawn_queue.erase(i)
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class PlayerList:
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var players = {}
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func erase(pid):
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players.erase(pid)
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func set(pid: int, info: PlayerInfo):
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# if info is PlayerInfo:
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players[pid] = info
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func get(pid: int) -> PlayerInfo:
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return players[pid]
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@onready var player_list = PlayerList.new()
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var focus = GameFocus.MENU :
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set(new_focus):
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if local_player != null:
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assert(local_player != null, "local_player is not null but it is null, WTF?!")
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match new_focus:
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0:
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Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
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gui.show()
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if local_player:
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local_player.input_active = false
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1:
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Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
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gui.hide()
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if local_player:
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local_player.input_active = true
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2:
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if local_player:
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local_player.input_active = false
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3:
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if local_player:
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local_player.input_active = true
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focus = new_focus
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func _input(_event) -> void:
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if Input.is_action_just_pressed("ui_cancel"):
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if focus == GameFocus.GAME:
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focus = GameFocus.MENU
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elif focus == GameFocus.MENU:
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focus = GameFocus.GAME
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if Input.is_action_just_pressed("show_scoretab"):
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hud.scoretab(true)
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elif Input.is_action_just_released("show_scoretab"):
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hud.scoretab(false)
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func game_over():
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pass
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func check_game_win_condition():
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for i in player_list.players.keys():
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if player_list.players[i].score >= game_score_limit:
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chat.rpc(&'chat_notification', "Player " + player_list.players[i].name + " has won this round!")
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game_over()
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func update_hud():
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hud.get_node("ScoreRank").text = "SCORE: " + str(player_list.get( get_tree().multiplayer.get_unique_id() ).score)
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var score = player_list.get( get_tree().multiplayer.get_unique_id() ).score
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var scores = []
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for i in player_list.players.values():
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scores.append(i.score)
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scores.sort()
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scores.reverse()
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var rank = scores.find(score) + 1
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scores.remove(scores.find(score))
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scores.sort()
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scores.reverse()
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var lead = score - scores[0]
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hud.get_node("ScoreRank").text = "SCORE: " + str(score) + "\nRANK: "
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if lead > 0:
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hud.get_node("ScoreRank").text += str(rank) + "\nLEAD: " + str(lead)
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else:
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hud.get_node("ScoreRank").text += str(rank) + "\nGAP: " + str(-lead)
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@rpc(any, reliable) func player_list_update(info, pid = get_tree().get_rpc_sender_id()):
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var new_info = PlayerInfo.new()
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new_info.deserialize(info)
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if player_list.players.has(pid):
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var old_name = player_list.get(pid).name
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if old_name != new_info.name:
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chat.chat_notification("Player [b]" + old_name + "[/b] changed name to [b]" + new_info.name + "[/b]")
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if $Players.has_node(str(pid)):
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var player = $Players.get_node(str(pid))
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player.update_player(new_info)
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player_list.set(pid, new_info) # server relays other PID's data
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# update local HUD
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update_hud()
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func push_local_player_info(): #
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var id = get_tree().multiplayer.get_unique_id()
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rpc(&'player_list_update', player_list.get(id).serialize(), get_tree().multiplayer.get_unique_id())
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@rpc func destroy_player(pid: int):
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print("DESTROY_PLAYER called on ", get_tree().multiplayer.get_unique_id(), " by ", get_tree().multiplayer.get_remote_sender_id(), " regarding ", pid)
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#assert($Players.has_node(str(pid)), "Attempting to destroy a player that does not exist")
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var player_node
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if $Players.has_node(str(pid)):
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player_node = $Players.get_node(str(pid))
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else:
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print("Destroying a player node that's not there")
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return
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#assert(player_node != null, "Attempting to delete a player node that does not exist")
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player_node.name = str(player_node.name) + "_dead" # avoids name collision when instancing another player scene
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print("before free")
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player_node.free()
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print("after free")
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spawn_queue[pid] = uptime + respawn_delay
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func create_player(pid: int, is_local:= false, respawn:= false) -> void:
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var new_player
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new_player = player_scene.instantiate()
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var spawnpoint = $Map/SpawnPoints.get_children()[randi() % len($Map/SpawnPoints.get_children())]
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new_player.name = str(pid)
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new_player.global_transform = spawnpoint.global_transform
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new_player.set_multiplayer_authority(pid)
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$Players.add_child(new_player)
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var new_info: PlayerInfo
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if not respawn: # first spawn
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new_info = PlayerInfo.new() # generate name, color etc
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else: # respawn
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new_info = player_list.players[pid] # reuse previous name, color etc
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new_info.health = 100 # give the respawned player full health
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focus = GameFocus.GAME # make sure the player has no menu displayed when they respawn
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player_list.set(pid, new_info)
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# superfluous and harmful code that messes up player data:
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# if get_tree().multiplayer.get_multiplayer_unique_id() != 1: # if we're not the server - update the server
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# rpc_id(1, &'player_list_update', new_info.serialize(), pid) # send local player info to the server
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# else: # if we're the server, update the clients
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# rpc(&'player_list_update', new_info.serialize(), pid)
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if is_local:
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local_player = new_player #$Players.get_node(str(id))
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# local_player.get_node("Head/Camera").current = true
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$NetworkTesting/TextEdit.text = new_info.name
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$NetworkTesting/ColorPickerButton.color = new_info.color
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#local_player.rpc(&'set_color', new_info.color)
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# elif local_player: # if there is a local player, make sure we keep using it's camera
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# new_player.get_node("Head/Camera").current = false
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# local_player.get_node("Head/Camera").current = true
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#new_player.rpc(&'set_color', player_list.get(pid).color)
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func start_dedicated_server(): # start server without creating a local player
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role = MultiplayerRole.DEDICATED_SERVER
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peer.create_server(NET_PORT, 16)
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get_tree().multiplayer_peer = peer
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#create_player(1, true)
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func _on_Host_pressed(): # start server and create a local player
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role = MultiplayerRole.SERVER
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$NetworkTesting/Host.disabled = true
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$NetworkTesting/Connect.disabled = true
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peer.create_server(NET_PORT, 16)
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get_tree().multiplayer.multiplayer_peer = peer
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create_player(1, true)
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focus = GameFocus.GAME
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chat.chat_notification("Started server")
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func _on_Connect_pressed():
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$NetworkTesting/Host.disabled = true
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$NetworkTesting/Connect.disabled = true
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peer.create_client(NET_SERVER, NET_PORT)
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get_tree().multiplayer.multiplayer_peer = peer
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func _player_connected(pid) -> void:
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print("player connected, id: ", pid)
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create_player(pid, false)
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if get_tree().multiplayer.is_server(): # if we're the server
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for i in player_list.players.keys(): # send the player_list to the new client
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#pass
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rpc_id(pid, &'player_list_update', player_list.get(i).serialize(), i) # send local player info to the server
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# if local_player:
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# local_player.rpc(&"update_info")
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#
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# if role in [MultiplayerRole.SERVER, MultiplayerRole.DEDICATED_SERVER]:
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# rpc_id(id, "player_list_update", player_list)
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func _player_disconnected(pid) -> void:
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print("player disconnected, id: ", pid)
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if get_tree().multiplayer.is_server(): # if we're the server, broadcast that a player left
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chat.rpc(&'chat_notification', "Player [b]" + player_list.get(pid).name + "[/b] left")
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func _connected_ok() -> void:
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print("connected to server")
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chat.chat_notification("Connected to server")
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var pid = get_tree().multiplayer.get_unique_id()
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create_player(pid, true)
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focus = GameFocus.GAME
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role = MultiplayerRole.CLIENT
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func _connected_fail() -> void:
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print("connection to server failed")
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chat.chat_notification("Connection failed")
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func _server_disconnected() -> void:
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print("server disconnected")
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role = MultiplayerRole.NONE
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chat.chat_notification("Server disconnected")
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func _ready() -> void:
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#peer.compression_mode = NetworkedMultiplayerENet.COMPRESS_ZSTD
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print("Commandline arguments: ", OS.get_cmdline_args())
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get_tree().multiplayer.connect("peer_connected", self._player_connected)
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get_tree().multiplayer.connect("peer_disconnected", self._player_disconnected)
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get_tree().multiplayer.connect("connected_to_server", self._connected_ok)
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get_tree().multiplayer.connect("connection_failed", self._connected_fail)
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get_tree().multiplayer.connect("server_disconnected", self._server_disconnected)
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if OS.get_cmdline_args().has("dedicated_server"):
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start_dedicated_server()
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func _on_TextEdit_text_submitted(new_text):
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player_list.players[get_tree().multiplayer.get_unique_id()].name = new_text
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push_local_player_info()
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#chat_announcement("Player " + old_name + " is now known as " + new_name)
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func _on_ColorPickerButton_color_changed(color):
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player_list.players[get_tree().multiplayer.get_unique_id()].color = color
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push_local_player_info()
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#local_player.rpc(&'set_color', color)
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func _on_CheckButton_toggled(button_pressed):
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AudioServer.set_bus_mute(0, button_pressed)
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func _on_Button_pressed():
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destroy_player(get_tree().multiplayer.get_unique_id())
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