Merge branch 'multiplayer-rework'
This commit is contained in:
commit
2c9ef1cfe1
38 changed files with 535 additions and 288 deletions
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@ -78,6 +78,20 @@ func set_teams(attack: Array[int],defence: Array[int],spectators: Array[int]):
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func switch_team(team: int) -> void:
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team_switch_notification.rpc(multiplayer.get_unique_id(),team)
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func swap_teams() -> void:
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if not multiplayer.is_server():
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return
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var temp_defenders = defence_team.duplicate()
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for attacker in attack_team:
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server_team_switch.rpc(attacker,Session.TEAMS.DEFENCE)
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for defender in temp_defenders:
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server_team_switch.rpc(defender,Session.TEAMS.ATTACK)
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update_peers.rpc()
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@rpc("any_peer","call_local","reliable")
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func team_switch_notification(id: int, team: int) -> void:
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if (team == Session.TEAMS.DEFENCE and len(defence_team) > 4) or (team == Session.TEAMS.ATTACK and len(attack_team) > 4):
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@ -105,6 +119,32 @@ func team_switch_notification(id: int, team: int) -> void:
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update_teams_state.emit()
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@rpc("authority","call_local","reliable")
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func server_team_switch(id: int, team: int) -> void:
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if multiplayer.get_remote_sender_id() != 1 and not multiplayer.is_server():
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return
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if team == Session.TEAMS.DEFENCE:
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if attack_team.has(id):
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attack_team.erase(id)
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if specators_team.has(id):
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specators_team.erase(id)
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defence_team.append(id)
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if team == Session.TEAMS.ATTACK:
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if defence_team.has(id):
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defence_team.erase(id)
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if specators_team.has(id):
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specators_team.erase(id)
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attack_team.append(id)
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if team == Session.TEAMS.SPECTATE:
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if attack_team.has(id):
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attack_team.erase(id)
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elif defence_team.has(id):
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defence_team.erase(id)
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specators_team.append(id)
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@rpc("authority","call_local","reliable")
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func start_game() -> void:
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get_tree().change_scene_to_file("res://levels/prototype_scene.tscn")
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@ -121,3 +161,7 @@ func get_team() -> Session.TEAMS:
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if specators_team.has(id):
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return Session.TEAMS.SPECTATE
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return Session.TEAMS.UNASSIGNED
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@rpc("authority","call_local","reliable")
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func update_peers():
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update_teams_state.emit()
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@ -1,9 +1,12 @@
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extends Node
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class_name PlayerBasedVisibility
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@export var visible_for_others: bool = false
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@export var reference_player: Player
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func _ready() -> void:
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get_parent().visible = (get_multiplayer_authority() != multiplayer.get_unique_id()) == visible_for_others
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get_parent().visible = (reference_player.player_id != multiplayer.get_unique_id()) == visible_for_others
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func reverse() -> void:
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get_parent().visible = not get_parent().visible
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182
scripts/multiplayer/player_input.gd
Normal file
182
scripts/multiplayer/player_input.gd
Normal file
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@ -0,0 +1,182 @@
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extends MultiplayerSynchronizer
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class_name PlayerInput
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const SCOPE: int = 0b1
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const CROUCH: int = 0b10
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const WALK: int = 0b100
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#region SYNC
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@export var direction: Vector2
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@export var compressed_states: int
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#endregion
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signal jumped
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signal drop
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signal switch_weapon(to_slot: StringName)
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signal fire_begin
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signal fire_end
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signal alternate_state
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signal switch_firemode
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signal reload
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signal scope_begin
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signal scope_end
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signal crouch_begin
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signal crouch_end
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signal walk_begin
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signal walk_end
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signal interact_begin
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signal interact_end
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func _process(_delta: float) -> void:
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if not is_multiplayer_authority(): return
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direction = Input.get_vector("plr_strafe_r","plr_strafe_l", "plr_back","plr_forward")
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func _input(event: InputEvent) -> void:
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if not is_multiplayer_authority(): return
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if event.is_action_pressed("plr_ult"):
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switch_on_server.rpc_id(1,"ultimate")
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elif event.is_action_pressed("plr_bomb"):
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switch_on_server.rpc_id(1,"bomb")
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elif event.is_action_pressed("plr_primary"):
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switch_on_server.rpc_id(1,"primary")
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elif event.is_action_pressed("plr_active_first"):
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switch_on_server.rpc_id(1,"ability_first")
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elif event.is_action_pressed("plr_active_second"):
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switch_on_server.rpc_id(1,"ability_second")
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elif event.is_action_pressed("plr_active_third"):
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switch_on_server.rpc_id(1,"ability_third")
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elif event.is_action_pressed("plr_secondary"):
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switch_on_server.rpc_id(1,"secondary")
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elif event.is_action_pressed("plr_knife"):
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switch_on_server.rpc_id(1,"knife")
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if event.is_action_pressed("plr_fire"):
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fire_on_server.rpc_id(1,false)
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if event.is_action_released("plr_fire"):
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fire_on_server.rpc_id(1,true)
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if event.is_action_pressed("plr_scope"):
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alternate_state_on_server.rpc_id(1)
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if event.is_action_pressed("plr_firemode"):
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switch_firemode_on_server.rpc_id(1)
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if event.is_action_pressed("plr_drop"):
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drop_on_server.rpc_id(1)
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var crouching: bool = compressed_states & CROUCH
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var walking: bool = compressed_states & WALK
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var scoping: bool = compressed_states & SCOPE
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if event.is_action_pressed("plr_crouch"):
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if ClientSettings.TOGGLE_CROUCH:
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crouch_on_server.rpc_id(1,crouching)
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compressed_states ^= CROUCH
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elif not crouching:
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compressed_states |= CROUCH
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crouch_on_server.rpc_id(1,false)
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if event.is_action_released("plr_crouch") and not ClientSettings.TOGGLE_CROUCH and crouching:
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compressed_states &= ~CROUCH
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crouch_on_server.rpc_id(1,true)
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if event.is_action_pressed("plr_walk"):
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if ClientSettings.TOGGLE_WALK:
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walk_on_server.rpc_id(1,walking)
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compressed_states ^= WALK
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elif not walking:
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compressed_states |= WALK
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walk_on_server.rpc_id(1,false)
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if event.is_action_released("plr_walk") and not ClientSettings.TOGGLE_WALK and walking:
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compressed_states &= ~WALK
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walk_on_server.rpc_id(1,true)
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if event.is_action_pressed("plr_scope"):
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if ClientSettings.TOGGLE_SCOPE:
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scope_on_server.rpc_id(1,scoping)
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compressed_states ^= SCOPE
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elif not scoping:
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compressed_states |= SCOPE
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scope_on_server.rpc_id(1,false)
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if event.is_action_released("plr_scope") and not ClientSettings.TOGGLE_SCOPE and scoping:
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compressed_states &= ~SCOPE
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scope_on_server.rpc_id(1,true)
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if event.is_action_pressed("plr_reload"):
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reload_on_server.rpc_id(1)
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if event.is_action_pressed("plr_interact"):
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interact_on_server.rpc_id(1,false)
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if event.is_action_released("plr_interact"):
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interact_on_server.rpc_id(1,true)
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if event.is_action_pressed("plr_jump"):
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jump_on_server.rpc_id(1)
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@rpc("authority","call_local","reliable")
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func switch_on_server(slot: StringName) -> void:
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if not multiplayer.is_server(): return
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switch_weapon.emit(slot)
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@rpc("authority","call_local","reliable")
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func drop_on_server() -> void:
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if not multiplayer.is_server(): return
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drop.emit()
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@rpc("authority","call_local","reliable")
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func fire_on_server(end: bool) -> void:
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if not multiplayer.is_server(): return
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if end:
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fire_end.emit()
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else:
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fire_begin.emit()
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@rpc("authority","call_local","reliable")
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func alternate_state_on_server() -> void:
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if not multiplayer.is_server(): return
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alternate_state.emit()
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@rpc("authority","call_local","reliable")
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func switch_firemode_on_server() -> void:
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if not multiplayer.is_server(): return
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switch_firemode.emit()
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@rpc("authority","call_local","reliable")
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func crouch_on_server(end: bool) -> void:
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if not multiplayer.is_server(): return
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if end:
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crouch_end.emit()
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else:
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crouch_begin.emit()
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@rpc("authority","call_local","reliable")
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func walk_on_server(end: bool) -> void:
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if not multiplayer.is_server(): return
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if end:
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walk_end.emit()
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else:
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walk_begin.emit()
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@rpc("authority","call_local","reliable")
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func scope_on_server(end: bool) -> void:
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if not multiplayer.is_server(): return
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if end:
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scope_end.emit()
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else:
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scope_begin.emit()
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@rpc("authority","call_local","reliable")
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func reload_on_server() -> void:
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if not multiplayer.is_server(): return
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reload.emit()
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@rpc("authority","call_local","reliable")
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func interact_on_server(end: bool) -> void:
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if not multiplayer.is_server(): return
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if end:
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interact_end.emit()
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else:
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interact_begin.emit()
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@rpc("authority","call_local","reliable")
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func jump_on_server() -> void:
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if not multiplayer.is_server(): return
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jumped.emit()
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1
scripts/multiplayer/player_input.gd.uid
Normal file
1
scripts/multiplayer/player_input.gd.uid
Normal file
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@ -0,0 +1 @@
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uid://dfvnx8f1v6m5g
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@ -86,7 +86,7 @@ func _process(_delta: float) -> void:
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func update_clock(time: float):
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reference_round_time = time
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@rpc("any_peer","call_remote","reliable")
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@rpc("authority","call_remote","reliable")
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func start_session() -> void:
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if not is_server_request():
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return
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@ -100,7 +100,7 @@ func start_session() -> void:
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start_round()
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@rpc("any_peer","call_remote","reliable")
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@rpc("authority","call_remote","reliable")
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func end_session() -> void:
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if not is_server_request():
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return
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@ -114,7 +114,7 @@ func end_session() -> void:
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session_started = false
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@rpc("any_peer","call_remote","reliable")
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@rpc("authority","call_remote","reliable")
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func start_round() -> void:
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if not is_server_request():
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return
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@ -134,23 +134,26 @@ func start_round() -> void:
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round_state = ROUND_STATES.BUY
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round_state_changed.emit.call_deferred(round_state)
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@rpc("any_peer","call_remote","reliable")
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@rpc("authority","call_remote","reliable")
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func end_round(win_team: int) -> void:
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if not is_server_request():
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return
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if multiplayer.is_server():
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get_tree().create_timer(5).timeout.connect(start_round)
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end_round.rpc(win_team)
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if current_round == Lobby.half_rounds:
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Lobby.swap_teams()
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if win_team == TEAMS.DEFENCE:
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defender_score += 1
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elif win_team == TEAMS.ATTACK:
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attacker_score += 1
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round_state = ROUND_STATES.AFTER_ROUND
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round_state_changed.emit(round_state)
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@rpc("any_peer","call_remote","reliable")
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@rpc("authority","call_remote","reliable")
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func begin_main_stage() -> void:
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if not is_server_request():
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return
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@ -161,7 +164,7 @@ func begin_main_stage() -> void:
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round_state = ROUND_STATES.ROUND
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round_state_changed.emit(round_state)
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@rpc("any_peer","call_remote","reliable")
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@rpc("authority","call_remote","reliable")
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func begin_bomb_stage() -> void:
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if not is_server_request():
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return
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@ -179,7 +182,6 @@ func defuse_win() -> void:
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bomb_timer.stop()
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end_round(TEAMS.DEFENCE)
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@rpc("any_peer","call_local","reliable")
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func add_dead(team: int):
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if multiplayer.is_server() == false:
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return
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@ -204,12 +206,7 @@ func is_server_request() -> bool:
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## ammo, remaining_ammo, slot - data for dropped weapon [br]
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## for more, see dyn_objects_spawner.gd
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func spawn(data: Dictionary) -> void:
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spawn_internal.rpc_id(1,data)
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@rpc("any_peer","call_local","reliable")
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func spawn_internal(data: Dictionary) -> void:
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if multiplayer.is_server() == false:
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printerr(str(multiplayer.get_remote_sender_id())+" tried to spawn internally on "+str(multiplayer.get_unique_id()))
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return
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var object = dynamic_objects_spawner.spawn(data)
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@ -217,25 +214,14 @@ func spawn_internal(data: Dictionary) -> void:
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if data.has("position"):
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object.global_position = data.position
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func despawn(path: NodePath):
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despawn_internal.rpc_id(1,path)
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@rpc("any_peer","call_local","reliable")
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func despawn_internal(path: NodePath) -> void:
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func despawn(path: NodePath) -> void:
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if multiplayer.is_server() == false:
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printerr(str(multiplayer.get_remote_sender_id())+" tried to despawn internally on "+str(multiplayer.get_unique_id()))
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return
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|
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get_node(path).queue_free()
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|
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func shoot(damage: int,distance: float = 100) -> void:
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if multiplayer.get_unique_id() == 1:
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shoot_internal(1,damage,distance)
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else:
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shoot_internal.rpc_id(1,multiplayer.get_unique_id(),damage,distance)
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@rpc("any_peer","call_local","reliable")
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func shoot_internal(id:int , damage: int, distance: float) -> void:
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func shoot(id:int , damage: int, distance: float) -> void:
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if multiplayer.is_server() == false:
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return
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@ -258,16 +244,10 @@ func shoot_internal(id:int , damage: int, distance: float) -> void:
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var collision = space.intersect_ray(ray)
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if collision != {} and collision["collider"] is Player:
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collision["collider"].take_damage.rpc_id(int(collision["collider"].name),damage)
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collision["collider"].take_damage(damage)
|
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func interact() -> void:
|
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if multiplayer.get_unique_id() == 1:
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interact_internal(1)
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else:
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interact_internal.rpc_id(1,multiplayer.get_unique_id())
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|
||||
@rpc("any_peer","call_local","reliable")
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func interact_internal(id:int) -> void:
|
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func interact(id: int) -> void:
|
||||
if multiplayer.is_server() == false:
|
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return
|
||||
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||||
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@ -285,27 +265,20 @@ func interact_internal(id:int) -> void:
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if collision != {} and collision["collider"] is Interactible:
|
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collision["collider"].interaction_start(id)
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func stop_interact():
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if multiplayer.get_unique_id() == 1:
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stop_interact_internal(1)
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else:
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stop_interact_internal.rpc_id(1,multiplayer.get_unique_id())
|
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|
||||
@rpc("any_peer","call_local","reliable")
|
||||
func stop_interact_internal(id: int) -> void:
|
||||
func stop_interact(id: int) -> void:
|
||||
if multiplayer.is_server() == false:
|
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return
|
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player_stopped_interacting.emit(id)
|
||||
|
||||
func is_on_site() -> bool:
|
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func is_on_site(id: int) -> bool:
|
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for plant in plants:
|
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if plant.is_player_on_site(multiplayer.get_unique_id()):
|
||||
if plant.is_player_on_site(id):
|
||||
return true
|
||||
return false
|
||||
|
||||
func get_site() -> PlantSite:
|
||||
func get_site(id: int) -> PlantSite:
|
||||
for plant in plants:
|
||||
if plant.is_player_on_site(multiplayer.get_unique_id()):
|
||||
if plant.is_player_on_site(id):
|
||||
return plant
|
||||
return null
|
||||
|
||||
|
|
|
|||
|
|
@ -15,6 +15,8 @@ func _exit_tree() -> void:
|
|||
Session.round_started.disconnect(spawn)
|
||||
|
||||
func spawn():
|
||||
if not multiplayer.is_server():
|
||||
return
|
||||
match team:
|
||||
Session.TEAMS.ATTACK:
|
||||
for attacker in Lobby.attack_team:
|
||||
|
|
@ -36,18 +38,22 @@ func spawn_player(id: int) -> void:
|
|||
elif team == Session.TEAMS.ATTACK:
|
||||
Session.attackers_alive += 1
|
||||
|
||||
deferred_setup.bind(inst,team).call_deferred()
|
||||
var distance = randf_range(0,spawn_radius)
|
||||
var angle = randf_range(0,TAU)
|
||||
var new_position = global_position + Vector3.RIGHT.rotated(Vector3.UP,angle) * distance
|
||||
inst.player_id = id
|
||||
inst.team = team
|
||||
get_parent().add_child(inst)
|
||||
inst.global_position = new_position
|
||||
|
||||
func spawn_spectator(id: int) -> void:
|
||||
var spectator: PackedScene = load("res://scenes/spectator.tscn")
|
||||
var inst = spectator.instantiate()
|
||||
|
||||
inst.name = str(id)
|
||||
deferred_setup.bind(inst,Session.TEAMS.SPECTATE).call_deferred()
|
||||
|
||||
func deferred_setup(what: Node3D, new_team: Session.TEAMS):
|
||||
get_parent().add_child(what,true)
|
||||
var distance = randf_range(0,spawn_radius)
|
||||
var angle = randf_range(0,TAU)
|
||||
var new_position = global_position + Vector3.RIGHT.rotated(Vector3.UP,angle) * distance
|
||||
what.set_after_spawn.rpc_id(int(what.name),new_position,new_team)
|
||||
inst.team = team
|
||||
get_parent().add_child(inst)
|
||||
inst.global_position = new_position
|
||||
Loading…
Add table
Add a link
Reference in a new issue