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liblast/Game/Main.gd

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GDScript
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2021-06-02 23:32:07 +02:00
extends Node
enum GameFocus {MENU, GAME, CHAT, AWAY}
enum NetworkRole {NONE, CLIENT, SERVER, DEDICATED_SERVER, RELAY_SERVER}
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const NET_PORT = 12597
const NET_SERVER = "localhost" #liblast.unfa.xyz"
var peer = NetworkedMultiplayerENet.new()
var role = NetworkRole.NONE:
set(new_role):
role = new_role
print("Network Role changed to ", NetworkRole.keys()[new_role])
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var player_scene = preload("res://Assets/Characters/Player.tscn")
@onready var gui = $GUI
@onready var hud = $HUD
@onready var chat = hud.get_node("Chat")
var local_player: Node = null
class PlayerInfo:
var name: String
var team: int
var color: Color
var focus: GameFocus
func _init():#name: String, team: int, color: Color):
# self.name = name
# self.team = team
# self.color = color
# self.focus = 0
var player_name = ""
for i in range(0, 4):
player_name += ['a','b','c', 'd', 'e', 'f'][randi() % 5]
self.name = player_name
self.color = Color(randf(),randf(),randf())
self.team = 0
func serialize():
return {
'name': self.name,
'team': str(self.team),
'color': self.color.to_html(),
'focus': self.focus,
}
func set(name: String, team: int, color: Color, focus: int):
self.name = name
self.team = team
self.color = color
self.focus = focus
func deserialize(info):
#var info_parsed = info.parse_json(info)
self.name = info['name']
self.team = info['team'].to_int()
self.color = Color.html(info['color'])
self.focus = info['focus']
#func generate():
var local_player_info: PlayerInfo
#class PlayerList:
# var items = {}
#
# func store(pid, item):
# items[pid] = item
#
# func erase(pid):
# items.erase(pid)
#
# func update(pid, item):
# if items[pid]:
# items[pid] = item
#
# func get():
# return items
var player_list = {}:
set(player_list):
if role in [NetworkRole.SERVER, NetworkRole.DEDICATED_SERVER]:
for i in player_list:
rpc(&'player_list_update', i.serialize())
else:
rpc_id(1, &'player_list_update', player_list.serialize())
var focus = GameFocus.MENU :
set(new_focus):
match new_focus:
0:
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
gui.show()
if local_player:
local_player.input_active = false
1:
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
gui.hide()
if local_player:
local_player.input_active = true
2:
if local_player:
local_player.input_active = false
3:
if local_player:
local_player.input_active = true
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focus = new_focus
#@remote set_info(info) -> void:
# player_info = PlayerInfo.new(info['name'], info['team'].to_int(), Color(info['color']))
# print("set_info - rpc called from ", get_tree().get_rpc_sender_id())
#@master func update_info() -> void:
# rpc(&'set_info', player_info.serialize())
#@master func generate_info() -> void:
#rpc(&'set_info', PlayerInfo.new(player_name, 0, color).serialize() )
func _input(_event) -> void:
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if Input.is_action_just_pressed("ui_cancel"):
if focus == GameFocus.GAME:
focus = GameFocus.MENU
elif focus == GameFocus.MENU:
focus = GameFocus.GAME
#@remote func update_player_list(player_list):
# self.player_list = player_list
@remote func player_list_update(info):
var new_info = PlayerInfo.deserialize(info)
var id = get_tree().get_rpc_sender_id()
print("Updating player_list wit hnew info: ", new_info)
player_list[id] = new_info
print("Player list: ", player_list)
print("Player list item for id ", id, ": ", player_list[id])
func create_player(id: int, is_local: bool) -> void:
var new_player
if player_scene.has_method(&"instance"):
new_player = player_scene.instance()
else:
new_player = player_scene.instantiate()
var spawnpoint = $Map/SpawnPoints.get_children()[randi() % len($Map/SpawnPoints.get_children())]
new_player.name = str(id)
new_player.global_transform = spawnpoint.global_transform
new_player.set_network_master(id)
$Players.add_child(new_player)
if is_local:
local_player = new_player #$Players.get_node(str(id))
local_player.get_node("Head/Camera").current = true
var new_info = PlayerInfo.new()
#new_info.generate()
local_player_info = new_info
rpc_id(1,&'player_list_update', local_player_info.serialize())
$NetworkTesting/TextEdit.text = local_player_info.name
$NetworkTesting/ColorPickerButton.color = local_player_info.color
else: # make sure we use the right camera
new_player.get_node("Head/Camera").current = false
if local_player:
local_player.get_node("Head/Camera").current = true
func start_dedicated_server():
role = NetworkRole.DEDICATED_SERVER
peer.create_server(NET_PORT, 16)
get_tree().network_peer = peer
#create_player(1, true)
func _on_Host_pressed():
role = NetworkRole.SERVER
$NetworkTesting/Host.disabled = true
$NetworkTesting/Connect.disabled = true
peer.create_server(NET_PORT, 16)
get_tree().network_peer = peer
create_player(1, true)
focus = GameFocus.GAME
func _on_Connect_pressed():
$NetworkTesting/Host.disabled = true
$NetworkTesting/Connect.disabled = true
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peer.create_client(NET_SERVER, NET_PORT)
get_tree().network_peer = peer
func _player_connected(id) -> void:
print("player connected, id: ", id)
create_player(id, false)
# if local_player:
# local_player.rpc(&"update_info")
#
# if role in [NetworkRole.SERVER, NetworkRole.DEDICATED_SERVER]:
# rpc_id(id, "player_list_update", player_list)
func _player_disconnected(id) -> void:
print("player disconnected, id: ", id)
func _connected_ok() -> void:
print("connected to server")
var id = get_tree().get_network_unique_id()
create_player(id, true)
focus = GameFocus.GAME
role = NetworkRole.CLIENT
# todo pull player list from server
func _connected_fail() -> void:
print("connection to server failed")
func _server_disconnected() -> void:
print("server disconnected")
role = NetworkRole.NONE
func _ready() -> void:
print("Commandline arguments: ", OS.get_cmdline_args())
get_tree().connect("network_peer_connected", self._player_connected)
get_tree().connect("network_peer_disconnected", self._player_disconnected)
get_tree().connect("connected_to_server", self._connected_ok)
get_tree().connect("connection_failed", self._connected_fail)
get_tree().connect("server_disconnected", self._server_disconnected)
func _on_TextEdit_text_submitted(new_text):
local_player_info.name = new_text
func _on_ColorPickerButton_color_changed(color):
local_player_info.color = color