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gamestate.gd
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extends Node
# Max number of players.
const MAX_PEERS = 12
# Name for my player.
var player_name = "Armhulen"
# Names for remote players in id:name format.
var players = {}
var players_ready = []
# 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(what)
# Callback from SceneTree.
func _player_connected(id):
# Registration of a client beings here, tell the connected player that we are here.
rpc_id(id, "register_player", player_name)
# Callback from SceneTree.
func _player_disconnected(id):
if has_node("/root/World"): # Game is in progress.
if get_tree().is_network_server():
emit_signal("game_error", "Player " + players[id] + " disconnected")
end_game()
else: # Game is not in progress.
# Unregister this player.
unregister_player(id)
# Callback from SceneTree, only for clients (not server).
func _connected_ok():
# We just connected to a server
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(new_player_name):
var id = get_tree().get_rpc_sender_id()
print(id)
players[id] = new_player_name
emit_signal("player_list_changed")
func unregister_player(id):
players.erase(id)
emit_signal("player_list_changed")
remote func pre_start_game(spawn_points):
# Change scene.
var world = load("res://World.tscn").instance()
get_tree().get_root().add_child(world)
get_tree().get_root().get_node("Lobby").hide()
var player_scene = load("res://shrimp.tscn")
for p_id in spawn_points:
var player = player_scene.instance()
player.set_name(str(p_id)) # Use unique ID as node name.
player.set_network_master(p_id) #set unique id as master.
world.add_child(player)
player.spawn_shrimp()
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!
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, port):
player_name = new_player_name
var host = NetworkedMultiplayerENet.new()
host.create_server(port, MAX_PEERS)
get_tree().set_network_peer(host)
func join_game(ip, new_player_name, port):
player_name = new_player_name
var client = NetworkedMultiplayerENet.new()
client.create_client(ip, int(port))
get_tree().set_network_peer(client)
func get_player_list():
return players.values()
func get_player_name():
return player_name
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()
func _ready():
# warning-ignore:return_value_discarded
get_tree().connect("network_peer_connected", self, "_player_connected")
# warning-ignore:return_value_discarded
get_tree().connect("network_peer_disconnected", self,"_player_disconnected")
# warning-ignore:return_value_discarded
get_tree().connect("connected_to_server", self, "_connected_ok")
# warning-ignore:return_value_discarded
get_tree().connect("connection_failed", self, "_connected_fail")
# warning-ignore:return_value_discarded
get_tree().connect("server_disconnected", self, "_server_disconnected")