Proper swap, generic mouse confinment and win

This commit is contained in:
Rendo 2025-12-12 16:49:20 +05:00
commit 5df5633c27
16 changed files with 136 additions and 96 deletions

View file

@ -74,15 +74,17 @@ func set_teams(attack: Array[int],defence: Array[int],spectators: Array[int]):
defence_team = defence
specators_team = spectators
update_teams_state.emit()
if is_multiplayer_authority():
set_teams.rpc(attack,defence,spectators)
func switch_team(team: int) -> void:
team_switch_notification.rpc(multiplayer.get_unique_id(),team)
func swap_teams() -> void:
if not multiplayer.is_server():
if not is_multiplayer_authority():
return
set_teams.rpc(defence_team,attack_team,specators_team)
set_teams(defence_team,attack_team,specators_team)
@rpc("any_peer","call_local","reliable")
func team_switch_notification(id: int, team: int) -> void:

View file

@ -25,9 +25,9 @@ const DEFENCE_LAYER: int = 0b100000
signal session_started
signal session_ended
signal round_started
signal late_player_connected(id: int)
signal round_state_changed(state: int)
signal player_stopped_interacting(id: int)
signal team_won(team: TEAMS)
var player_nodes: Dictionary[int,Player] = {}
var player_data: Dictionary[int,Dictionary] = {}
@ -39,11 +39,14 @@ var plant_deadzones: Dictionary[StringName, Area3D]
var session_started_flag: bool = false
var round_state: ROUND_STATES
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 reference_round_time: float
var bomb_timer: Timer
@ -73,53 +76,25 @@ func _ready() -> void:
add_child(round_timer)
add_child(buy_timer)
multiplayer.peer_connected.connect(sync_session_server)
multiplayer.peer_connected.connect(send_session_data)
multiplayer.peer_disconnected.connect(delete_player)
func sync_session_server(id: int):
func send_session_data(peer_id: int = -1):
if multiplayer.is_server() == false or session_started_flag == false:
return
var data: PackedByteArray
data.resize(6)
data.resize(5)
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)
data.encode_u8(1,attackers_alive)
data.encode_u8(2,defenders_alive)
data.encode_u8(3,round_state)
data.encode_u8(4,session_started_flag)
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,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 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)
if peer_id == -1:
recieve_session_data.rpc(data,player_data)
else:
recieve_session_data.rpc_id(peer_id,data,player_data)
@rpc("authority","call_remote","unreliable")
func recieve_session_data(data: PackedByteArray,players_data_sent: Dictionary[int,Dictionary]):
@ -127,12 +102,15 @@ func recieve_session_data(data: PackedByteArray,players_data_sent: Dictionary[in
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()
attackers_alive = data.decode_u8(1)
defenders_alive = data.decode_u8(2)
round_state = data.decode_u8(3) as ROUND_STATES
if session_started_flag != bool(data.decode_u8(4)):
session_started_flag = bool(data.decode_u8(4))
if session_started_flag:
session_started.emit()
else:
session_ended.emit()
player_data = players_data_sent
func _process(_delta: float) -> void:
@ -235,15 +213,6 @@ func start_round() -> void:
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 current_round == Lobby.half_rounds:
Lobby.swap_teams()
var temp_rounds = attacker_score
attacker_score = defender_score
defender_score = temp_rounds
sync_score.rpc(attacker_score,defender_score)
if win_team == TEAMS.DEFENCE:
defender_score += 1
@ -251,13 +220,31 @@ func end_round(win_team: int) -> void:
player_data[defender].money += WIN_MONEY
for attacker in Lobby.attack_team:
player_data[attacker].money += LOSE_MONEY
if defender_score >= LobbySettings.win_score:
win_session(TEAMS.DEFENCE)
elif win_team == TEAMS.ATTACK:
attacker_score += 1
for defender in Lobby.defence_team:
player_data[defender].money += LOSE_MONEY
for attacker in Lobby.attack_team:
player_data[attacker].money += WIN_MONEY
if attacker_score >= LobbySettings.win_score:
win_session(TEAMS.ATTACK)
if multiplayer.is_server():
end_round.rpc(win_team)
if defender_score >= LobbySettings.win_score or attacker_score >= LobbySettings.win_score:
get_tree().create_timer(7.5).timeout.connect(end_session)
else:
get_tree().create_timer(5).timeout.connect(start_round)
if current_round == LobbySettings.half_rounds:
Lobby.swap_teams()
var temp_rounds = attacker_score
attacker_score = defender_score
defender_score = temp_rounds
sync_score.rpc(attacker_score,defender_score)
round_state = ROUND_STATES.AFTER_ROUND
round_state_changed.emit(round_state)
@ -291,6 +278,15 @@ func defuse_win() -> void:
bomb_timer.stop()
end_round(TEAMS.DEFENCE)
@rpc("reliable")
func win_session(team: int):
team_won.emit(team)
MouseConfiner.set_global_mode(Input.MOUSE_MODE_VISIBLE)
if is_multiplayer_authority():
win_session.rpc(team)
func add_dead(team: int):
if multiplayer.is_server() == false:
return
@ -350,7 +346,6 @@ func shoot(id:int , limb_damage: int, torso_damage: int,head_damage: int, distan
hit_player.take_damage(int(float(damage) * reduction))
func interact(id: int) -> void:
if multiplayer.is_server() == false:
return
@ -398,6 +393,11 @@ func kill_site(site: StringName) -> void:
func sync_score(attack: int, defence: int):
attacker_score = attack
defender_score = defence
if defender_score >= LobbySettings.win_score:
win_session(TEAMS.DEFENCE)
elif attacker_score >= LobbySettings.win_score:
win_session(TEAMS.ATTACK)
@rpc("authority","call_remote","reliable")
func delete_player(id: int):

View file

@ -9,7 +9,7 @@ func _ready() -> void:
return
Session.round_started.connect(spawn)
if team == Session.TEAMS.SPECTATE:
Session.late_player_connected.connect(spawn_spectator)
multiplayer.peer_connected.connect(spawn_spectator)
func _exit_tree() -> void: