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180 lines
5.6 KiB
180 lines
5.6 KiB
extends Node
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const MAX_PEERS = 4
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var world_scene = preload("res://scenes/game/world.tscn")
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var player_scene = preload("res://scenes/player/Player.tscn")
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var human_player_scene = preload("res://scenes/player/HumanPlayer.tscn")
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var bot_player_scene = preload("res://scenes/player/BotPlayer.tscn")
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var players = {}
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var game_running:bool = false
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var game_ready_timer:Timer
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signal players_changed(players)
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signal connection_failed()
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signal connection_succeeded()
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signal server_disconnected()
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signal game_ready(ready)
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signal game_started()
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signal game_ended()
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signal game_error(type, data)
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func _ready():
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var arguments = {}
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for argument in OS.get_cmdline_args():
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if argument.split("=")[0] == "port":
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host_game(int(argument.split("=")[1]))
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func host_game(port:int):
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var host = NetworkedMultiplayerENet.new()
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host.create_server(port, MAX_PEERS)
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get_tree().set_network_peer(host)
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get_tree().connect("network_peer_connected", self, "_player_connected")
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get_tree().connect("network_peer_disconnected", self,"_player_disconnected")
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game_ready_timer = Timer.new()
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get_tree().get_root().add_child(game_ready_timer)
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game_ready_timer.set_one_shot(true)
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game_ready_timer.set_wait_time(3)
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game_ready_timer.connect("timeout",self,"start_game")
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func join_game(ip, port:int):
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get_tree().connect("connected_to_server", self, "_connected_ok")
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get_tree().connect("connection_failed", self, "_connected_fail")
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get_tree().connect("server_disconnected", self, "_server_disconnected")
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var host = NetworkedMultiplayerENet.new()
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host.create_client(ip, port)
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get_tree().set_network_peer(host)
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func _connected_ok():
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rpc("set_player", get_tree().get_network_unique_id())
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emit_signal("connection_succeeded")
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func _connected_fail():
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get_tree().set_network_peer(null)
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emit_signal("connection_failed")
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func _server_disconnected():
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get_tree().set_network_peer(null)
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emit_signal("server_disconnected")
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func _player_disconnected(id):
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if (get_tree().is_network_server()):
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if game_running: # Game is in progress
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emit_signal("game_error", "DISCONNECTED", [id])
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# TODO!
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else:
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remove_player(id)
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remote func set_player(id, new_name:String = " ", new_color:Color = Color.black, new_ready:bool = false):
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players[id] = {"name" : new_name, "color" : new_color, "ready" : new_ready, "prepared" : false}
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emit_signal("players_changed", players)
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if get_tree().is_network_server():
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var all_ready = true
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for p_id in players:
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rpc_id(id, "set_player", p_id, players[p_id].name, players[p_id].color, new_ready)
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rpc_id(p_id, "set_player", id, new_name, new_color, new_ready)
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all_ready = all_ready && players[p_id].ready
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if all_ready:
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game_ready_timer.start()
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print("all_ready!")
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else:
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game_ready_timer.stop()
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emit_signal("game_ready", all_ready)
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func update_player(new_name:String = " ", new_color:Color = Color.black, new_ready:bool = false):
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if get_tree().is_network_server():
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set_player(get_tree().get_network_unique_id(), new_name, new_color, new_ready)
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else:
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game.rpc("set_player",get_tree().get_network_unique_id(), new_name, new_color, new_ready)
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remote func remove_player(id):
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players.erase(id)
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if (get_tree().is_network_server()):
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for p_id in players:
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rpc_id(p_id, "remove_player", id)
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emit_signal("players_changed", players)
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remotesync func prepare_game(bots:bool):
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get_tree().set_pause(true)
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var world = world_scene.instance()
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get_tree().get_root().add_child(world)
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get_tree().get_root().get_node("main_menu").hide()
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for p_id in players:
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var controls
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var player = players[p_id]
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var _player_scene = player_scene.instance()
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_player_scene.set_network_master(p_id)
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_player_scene.set_name(str(p_id))
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_player_scene.set_player_name(player.name)
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_player_scene.set_player_color(player.color)
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world.get_node("players").add_child(_player_scene)
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if p_id == get_tree().get_network_unique_id():
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controls = human_player_scene.instance()
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controls.set_name("HumanControl_" + str(p_id))
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world.add_child(controls)
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controls.set_player(_player_scene.get_path())
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controls.set_network_master(p_id)
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_player_scene.set_start(_player_scene.get_index())
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if bots:
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for index in range(MAX_PEERS-players.size()):
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var bot_index = players.size() + index
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var _player_scene = player_scene.instance()
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_player_scene.set_name("bot_player" + str(bot_index))
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world.get_node("players").add_child(_player_scene)
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_player_scene.add_to_group("bots")
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if get_tree().is_network_server():
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var bot = bot_player_scene.instance()
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bot.set_name("bot" + str(bot_index))
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world.add_child(bot)
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bot.set_player(_player_scene.get_path())
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bot.set_network_master(get_tree().get_network_unique_id())
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_player_scene.set_start(bot_index)
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rpc_id(1, "player_prepared", get_tree().get_network_unique_id())
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func start_game():
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rpc("prepare_game", false)
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remotesync func player_prepared(id):
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if (get_tree().is_network_server()):
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players[id].prepared = true
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var all_prepared = true
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for p_id in players:
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all_prepared = all_prepared && players[p_id].prepared
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if all_prepared:
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rpc("post_start_game")
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remotesync func post_start_game():
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get_tree().set_pause(false)
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game_running = true
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emit_signal("game_started")
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func local_game(name:String, color:Color, bots:bool):
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var localhost = NetworkedMultiplayerENet.new()
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localhost.create_server(0, 0)
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get_tree().set_network_peer(localhost)
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players[get_tree().get_network_unique_id()] = { "name" : name, "color" : color }
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prepare_game(bots)
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post_start_game()
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func quit_game():
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if (has_node("/root/world")):
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get_node("/root/world").queue_free()
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players.clear()
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get_tree().set_network_peer(null)
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get_tree().get_root().get_node("main_menu").show()
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game_running = false
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