Public repository for MUR pre alpha
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extends Node
# Default game port
const DEFAULT_PORT = 8128
# Max number of players
const MAX_PLAYERS = 4
const MAX_PEERS = MAX_PLAYERS - 1
var world_scene = preload("res://scenes/game/world.tscn")
var path_player_scene = preload("res://scenes/player/PathPlayerBase.tscn")
var path_player_controls_scene = preload("res://scenes/player/PathPlayerControls.tscn")
var path_player_bot_scene = preload("res://scenes/player/PathPlayerBot.tscn")
var full_player_scene = preload("res://scenes/player/FullPlayer.tscn")
# Name for my player
var player_name = "Undefined"
var player_color = Color("#000000")
var full = false
puppet var slave_full = false
# Names for remote players in id:name format
var players = {}
# Signals to let lobby GUI know what's going on
signal player_list_changed()
signal connection_failed()
signal connection_succeeded()
signal game_ended()
signal game_error(msg)
# Callback from SceneTree
func _player_connected(id):
pass
# Callback from SceneTree
func _player_disconnected(id):
if (get_tree().is_network_server()):
if (has_node("/root/world")): # Game is in progress
emit_signal("game_error", "Player " + players[id].name + " disconnected")
end_game()
else: # Game is not in progress
# If we are the server, send to the new dude all the already registered players
unregister_player(id)
for p_id in players:
# Erase in the server
rpc_id(p_id, "unregister_player", id)
# Callback from SceneTree, only for clients (not server)
func _connected_ok():
# Registration of a client beings here, tell everyone that we are here
rpc("register_player", get_tree().get_network_unique_id(), player_name, player_color)
emit_signal("connection_succeeded")
# Callback from SceneTree, only for clients (not server)
func _server_disconnected():
emit_signal("game_error", "Server disconnected")
end_game()
# Callback from SceneTree, only for clients (not server)
func _connected_fail():
get_tree().set_network_peer(null) # Remove peer
emit_signal("connection_failed")
# Lobby management functions
remote func register_player(id, new_player_name, new_player_color):
if (get_tree().is_network_server()):
# If we are the server, let everyone know about the new player
rpc_id(id, "register_player", 1, player_name, player_color) # Send myself to new dude
rset_id(id, "slave_full", full)
for p_id in players: # Then, for each remote player
rpc_id(id, "register_player", p_id, players[p_id].name, players[p_id].color) # Send player to new dude
rpc_id(p_id, "register_player", id, new_player_name, new_player_color) # Send new dude to player
players[id] = {"name" : new_player_name, "color" : new_player_color}
emit_signal("player_list_changed")
remote func unregister_player(id):
players.erase(id)
emit_signal("player_list_changed")
remote func pre_start_game(spawn_points):
# Change scene
var world = world_scene.instance()
get_tree().get_root().add_child(world)
get_tree().get_root().get_node("lobby").hide()
full = slave_full
for p_id in spawn_points:
var player
var controls
if full:
player = full_player_scene.instance()
else:
player = path_player_scene.instance()
player.set_network_master(p_id)
player.set_name(str(p_id))
world.get_node("players").add_child(player)
if (p_id == get_tree().get_network_unique_id()):
# If node for this peer id, set name
player.set_player_name(player_name)
player.set_player_color(player_color)
controls = path_player_controls_scene.instance()
world.add_child(controls)
controls.set_player(player.get_path())
controls.set_network_master(p_id)
else:
# Otherwise set name from peer
player.set_player_name(players[p_id].name)
player.set_player_color(players[p_id].color)
player.set_start(player.get_index())
var bots = false
if bots:
for index in range(4-spawn_points.size()):
var bot_index = spawn_points.size() + index
var player = path_player_scene.instance()
player.set_name("bot_player" + str(bot_index))
world.get_node("players").add_child(player)
if get_tree().is_network_server():
var bot = path_player_bot_scene.instance()
bot.set_name("bot" + str(bot_index))
world.add_child(bot)
bot.set_player(player.get_path())
bot.set_network_master(get_tree().get_network_unique_id())
player.set_start(bot_index)
if (not get_tree().is_network_server()):
# Tell server we are ready to start
rpc_id(1, "ready_to_start", get_tree().get_network_unique_id())
elif players.size() == 0:
post_start_game()
remote func post_start_game():
get_tree().set_pause(false) # Unpause and unleash the game!
var players_ready = []
remote func ready_to_start(id):
assert(get_tree().is_network_server())
if (not id in players_ready):
players_ready.append(id)
if (players_ready.size() == players.size()):
for p in players:
rpc_id(p, "post_start_game")
post_start_game()
func host_game(new_player_name, new_player_color, new_full):
player_name = new_player_name
player_color = new_player_color
full = new_full
slave_full = full
var host = NetworkedMultiplayerENet.new()
host.create_server(DEFAULT_PORT, MAX_PEERS)
get_tree().set_network_peer(host)
func join_game(ip, new_player_name, new_player_color):
player_name = new_player_name
player_color = new_player_color
var host = NetworkedMultiplayerENet.new()
host.create_client(ip, DEFAULT_PORT)
get_tree().set_network_peer(host)
func get_player_list():
return players.values()
func get_player_name():
return player_name
func get_player_color():
return player_color
func begin_game():
assert(get_tree().is_network_server())
# Create a dictionary with peer id and respective spawn points, could be improved by randomizing
var spawn_points = {}
spawn_points[1] = 0 # Server in spawn point 0
var spawn_point_idx = 1
for p in players:
spawn_points[p] = spawn_point_idx
spawn_point_idx += 1
# Call to pre-start game with the spawn points
for p in players:
rpc_id(p, "pre_start_game", spawn_points)
pre_start_game(spawn_points)
func end_game():
if (has_node("/root/world")): # Game is in progress
# End it
get_node("/root/world").queue_free()
emit_signal("game_ended")
players.clear()
get_tree().set_network_peer(null) # End networking
func _ready():
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")