Very bad implementation of shop and grenade

This commit is contained in:
Rendo 2025-12-09 10:46:13 +05:00
commit 3868af29e3
13 changed files with 166 additions and 3 deletions

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@ -91,11 +91,11 @@ func sync_session_server(id: int):
data.encode_u8(4,defenders_alive)
data.encode_u8(5,round_state)
sync_session_client.rpc_id(id,data)
sync_session_client.rpc_id(id,data,player_data)
late_player_connected.emit(id)
@rpc("authority","call_remote","reliable")
func sync_session_client(data: PackedByteArray):
func sync_session_client(data: PackedByteArray,players_data_sent: Dictionary[int,Dictionary]):
if not is_server_request():
return
@ -106,7 +106,36 @@ func sync_session_client(data: PackedByteArray):
defenders_alive = data.decode_u8(4)
round_state = data.decode_u8(5) as ROUND_STATES
session_started.emit()
player_data = players_data_sent
func send_session_data():
if multiplayer.is_server() == false or session_started_flag == false:
return
var data: PackedByteArray
data.resize(6)
data.encode_u8(0,current_round)
data.encode_u8(1,attacker_score)
data.encode_u8(2,defender_score)
data.encode_u8(3,attackers_alive)
data.encode_u8(4,defenders_alive)
data.encode_u8(5,round_state)
recieve_session_data.rpc(data,player_data)
@rpc("authority","call_remote","unreliable")
func recieve_session_data(data: PackedByteArray,players_data_sent: Dictionary[int,Dictionary]):
if not is_server_request():
return
current_round = data.decode_u8(0)
attacker_score = data.decode_u8(1)
defender_score = data.decode_u8(2)
attackers_alive = data.decode_u8(3)
defenders_alive = data.decode_u8(4)
round_state = data.decode_u8(5) as ROUND_STATES
session_started.emit()
player_data = players_data_sent
func _process(_delta: float) -> void:
if multiplayer.is_server() == false or not session_started:
@ -121,6 +150,7 @@ func _process(_delta: float) -> void:
_:
reference_round_time = 0
update_clock.rpc(reference_round_time)
send_session_data()
@rpc("authority","call_remote","unreliable")
func update_clock(time: float):

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@ -0,0 +1,11 @@
extends WeaponState
func enter() -> void:
machine.animation_player.play(machine.animation_prefix +"idle")
func exit() -> void:
pass
func use_begin() -> void:
if machine.ammo > 0:
transition.emit("Throw")

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@ -0,0 +1 @@
uid://cnre3f01a2n88

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@ -0,0 +1,14 @@
extends WeaponState
@export var emptyable: bool
func enter() -> void:
machine.animation_player.play(machine.animation_prefix + "intro")
machine.animation_player.animation_finished.connect(on_animation_finished)
func exit() -> void:
machine.animation_player.animation_finished.disconnect(on_animation_finished)
func on_animation_finished(animation):
if animation == machine.animation_prefix + "intro":
transition.emit("Idle")

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@ -0,0 +1 @@
uid://js2rkse5mka0

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@ -0,0 +1,12 @@
extends RigidBody3D
var contacts: int = 0
func _on_body_entered(body: Node) -> void:
contacts += 1
if contacts > 2:
var grenade = load("res://scenes/projectiles/molikman/molikman_molotov_fire.tscn").instantiate()
Session.dynamic_objects_spawner.get_parent().add_child(grenade)
grenade.global_position = global_position
queue_free()

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@ -0,0 +1 @@
uid://y1s64ppporww

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@ -0,0 +1,28 @@
extends WeaponState
const molik: PackedScene = preload("res://scenes/weapons/molik.tscn")
func enter() -> void:
fire()
machine.animation_player.animation_finished.connect(on_animation_finished)
func exit() -> void:
machine.animation_player.animation_finished.disconnect(on_animation_finished)
func on_animation_finished(animation):
if animation == machine.animation_prefix + "throw":
transition.emit("Idle")
func fire() -> void:
if machine.ammo == 0:
return
machine.ammo -= 1
machine.animation_player.stop()
machine.animation_player.play(machine.animation_prefix + "shoot")
if is_multiplayer_authority():
var molotov: RigidBody3D = molik.instantiate()
Session.dynamic_objects_spawner.get_parent().add_child(molotov)
molotov.global_transform = machine.player_camera.global_transform
molotov.apply_impulse(-molotov.global_basis.z * 10)

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@ -0,0 +1 @@
uid://b6eio68csxw7v