Round system

This commit is contained in:
Rendo 2025-11-29 23:46:16 +05:00
commit 3df8247a84
32 changed files with 573 additions and 123 deletions

View file

@ -9,10 +9,15 @@ signal lobby_joined
signal lobby_closed
signal update_teams_state
var in_lobby: bool = false
var attack_team: Array[int] = []
var defence_team: Array[int] = []
var specators_team: Array[int] = []
var win_score = 13
var half_rounds = 12
func _ready() -> void:
multiplayer.peer_disconnected.connect(player_left)
multiplayer.server_disconnected.connect(server_disconnected)
@ -36,6 +41,7 @@ func host() -> void:
multiplayer.multiplayer_peer = peer
lobby_created.emit()
specators_team.append(multiplayer.get_unique_id())
in_lobby = true
func join(ip: String) -> Error:
var peer: ENetMultiplayerPeer = ENetMultiplayerPeer.new()
@ -44,6 +50,7 @@ func join(ip: String) -> Error:
return res
multiplayer.multiplayer_peer = peer
lobby_joined.emit()
in_lobby = true
return Error.OK
func leave() -> void:
@ -52,6 +59,7 @@ func leave() -> void:
defence_team.clear()
specators_team.clear()
lobby_closed.emit()
in_lobby = false
func add_and_sync_peer(id: int) -> void:
if multiplayer.is_server() == false:
@ -100,3 +108,16 @@ func team_switch_notification(id: int, team: int) -> void:
@rpc("authority","call_local","reliable")
func start_game() -> void:
get_tree().change_scene_to_file("res://levels/prototype_scene.tscn")
if multiplayer.is_server():
await get_tree().scene_changed
Session.start_session()
func get_team() -> Session.TEAMS:
var id = multiplayer.get_unique_id()
if attack_team.has(id):
return Session.TEAMS.ATTACK
if defence_team.has(id):
return Session.TEAMS.DEFENCE
if specators_team.has(id):
return Session.TEAMS.SPECTATE
return Session.TEAMS.UNASSIGNED

View file

@ -4,3 +4,6 @@ extends Node
func _ready() -> void:
get_parent().visible = (get_multiplayer_authority() != multiplayer.get_unique_id()) == visible_for_others
func reverse() -> void:
get_parent().visible = not get_parent().visible

View file

@ -6,15 +6,186 @@ enum TEAMS {
SPECTATE,
UNASSIGNED
}
enum ROUND_STATES {
NOT_SET = 0,
BUY = 1,
ROUND = 2,
AFTER_ROUND = 3,
AFTER_PLANT = 4,
AFTER_SESSION = 5,
}
const ATTACK_LAYER: int = 0b10000
const DEFENCE_LAYER: int = 0b100000
signal round_started
signal round_state_changed(state: int)
var player_nodes: Dictionary[int,Player] = {}
var object_containers: Array[ObjectContainer]
var dynamic_objects_spawner: MultiplayerSpawner
var plants: Array[PlantSite]
var plant_deadzones: Dictionary[StringName, Area3D]
var current_round: int = 0
var attacker_score: int = 0
var defender_score: int = 0
var attackers_alive: int = 0
var defenders_alive: int = 0
var bomb_timer: Timer
var round_timer: Timer
var buy_timer: Timer
var round_state: ROUND_STATES
var session_started: bool = false
var reference_round_time: float
func _ready() -> void:
if multiplayer.is_server() == false:
return
bomb_timer = Timer.new()
bomb_timer.wait_time = 45.0
bomb_timer.one_shot = true
bomb_timer.timeout.connect(end_round.bind(TEAMS.ATTACK))
round_timer = Timer.new()
round_timer.wait_time = 150
round_timer.one_shot = true
round_timer.timeout.connect(end_round.bind(TEAMS.DEFENCE))
buy_timer = Timer.new()
buy_timer.wait_time = 15
buy_timer.one_shot = true
buy_timer.timeout.connect(begin_main_stage)
add_child(bomb_timer)
add_child(round_timer)
add_child(buy_timer)
func _process(_delta: float) -> void:
if multiplayer.is_server() == false or not session_started:
return
match round_state:
ROUND_STATES.BUY:
reference_round_time = buy_timer.time_left
ROUND_STATES.ROUND:
reference_round_time = round_timer.time_left
ROUND_STATES.AFTER_PLANT:
reference_round_time = bomb_timer.time_left
_:
reference_round_time = 0
update_clock.rpc(reference_round_time)
@rpc("authority","call_remote","unreliable")
func update_clock(time: float):
reference_round_time = time
@rpc("any_peer","call_remote","reliable")
func start_session() -> void:
if not is_server_request():
return
if multiplayer.is_server():
start_session.rpc()
current_round = 0
attacker_score = 0
defender_score = 0
session_started = true
start_round()
@rpc("any_peer","call_remote","reliable")
func end_session() -> void:
if not is_server_request():
return
if multiplayer.is_server():
end_session.rpc()
bomb_timer.stop()
round_timer.stop()
buy_timer.stop()
object_containers.clear()
session_started = false
@rpc("any_peer","call_remote","reliable")
func start_round() -> void:
if not is_server_request():
return
if multiplayer.is_server():
buy_timer.start()
start_round.rpc()
for container in object_containers:
container.despawn()
attackers_alive = 0
defenders_alive = 0
current_round += 1
round_started.emit.call_deferred()
round_state = ROUND_STATES.BUY
round_state_changed.emit.call_deferred(round_state)
@rpc("any_peer","call_remote","reliable")
func end_round(win_team: int) -> void:
if not is_server_request():
return
if multiplayer.is_server():
get_tree().create_timer(5).timeout.connect(start_round)
end_round.rpc(win_team)
if win_team == TEAMS.DEFENCE:
defender_score += 1
elif win_team == TEAMS.ATTACK:
attacker_score += 1
round_state = ROUND_STATES.AFTER_ROUND
round_state_changed.emit(round_state)
@rpc("any_peer","call_remote","reliable")
func begin_main_stage() -> void:
if not is_server_request():
return
if multiplayer.is_server():
round_timer.start()
begin_main_stage.rpc()
round_state = ROUND_STATES.ROUND
round_state_changed.emit(round_state)
@rpc("any_peer","call_remote","reliable")
func begin_bomb_stage() -> void:
if not is_server_request():
return
if multiplayer.is_server():
bomb_timer.start()
round_timer.stop()
begin_bomb_stage.rpc()
round_state = ROUND_STATES.AFTER_PLANT
round_state_changed.emit(round_state)
@rpc("any_peer","call_local","reliable")
func add_dead(team: int):
if multiplayer.is_server() == false:
return
if team == TEAMS.ATTACK:
attackers_alive -= 1
if attackers_alive == 0 and round_state != ROUND_STATES.AFTER_ROUND:
end_round(TEAMS.DEFENCE)
if team == TEAMS.DEFENCE:
defenders_alive -= 1
if defenders_alive == 0 and round_state != ROUND_STATES.AFTER_ROUND:
end_round(TEAMS.ATTACK)
func is_server_request() -> bool:
return multiplayer.is_server() or multiplayer.get_remote_sender_id() == 1
## Spawns dynamic object at game scene [br]
## Dictionary keys: [br]
## (Required) scene - path/uuid to scene [br]

View file

@ -7,6 +7,14 @@ func _ready() -> void:
if not multiplayer.is_server():
queue_free()
return
Session.round_started.connect(spawn)
func _exit_tree() -> void:
if not multiplayer.is_server():
return
Session.round_started.disconnect(spawn)
func spawn():
match team:
Session.TEAMS.ATTACK:
for attacker in Lobby.attack_team:
@ -23,6 +31,10 @@ func spawn_player(id: int) -> void:
var inst: Player = player.instantiate()
Session.player_nodes[id] = inst
inst.name = str(id)
if team == Session.TEAMS.DEFENCE:
Session.defenders_alive += 1
elif team == Session.TEAMS.ATTACK:
Session.attackers_alive += 1
deferred_setup.bind(inst,team).call_deferred()
@ -34,7 +46,7 @@ func spawn_spectator(id: int) -> void:
deferred_setup.bind(inst,Session.TEAMS.SPECTATE).call_deferred()
func deferred_setup(what: Node3D, new_team: Session.TEAMS):
get_parent().add_child(what)
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