Public repository for MUR pre alpha
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5.6 KiB

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