123 lines
3.2 KiB
GDScript
123 lines
3.2 KiB
GDScript
extends Node
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const MAX_PLAYERS: int = 10
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const PORT: int = 7777
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signal lobby_created
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signal lobby_joined
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signal lobby_closed
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signal update_teams_state
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var in_lobby: bool = false
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var attack_team: Array[int] = []
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var defence_team: Array[int] = []
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var specators_team: Array[int] = []
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var win_score = 13
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var half_rounds = 12
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func _ready() -> void:
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multiplayer.peer_disconnected.connect(player_left)
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multiplayer.server_disconnected.connect(server_disconnected)
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multiplayer.peer_connected.connect(add_and_sync_peer)
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func player_left(id: int) -> void:
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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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elif specators_team.has(id):
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specators_team.erase(id)
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update_teams_state.emit()
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func server_disconnected() -> void:
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leave()
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func host() -> void:
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var peer: ENetMultiplayerPeer = ENetMultiplayerPeer.new()
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peer.create_server(PORT,MAX_PLAYERS)
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multiplayer.multiplayer_peer = peer
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lobby_created.emit()
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specators_team.append(multiplayer.get_unique_id())
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in_lobby = true
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func join(ip: String) -> Error:
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var peer: ENetMultiplayerPeer = ENetMultiplayerPeer.new()
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var res = peer.create_client(ip,PORT)
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if res != 0:
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return res
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multiplayer.multiplayer_peer = peer
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lobby_joined.emit()
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in_lobby = true
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return Error.OK
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func leave() -> void:
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multiplayer.multiplayer_peer = OfflineMultiplayerPeer.new()
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attack_team.clear()
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defence_team.clear()
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specators_team.clear()
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lobby_closed.emit()
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in_lobby = false
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func add_and_sync_peer(id: int) -> void:
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if multiplayer.is_server() == false:
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return
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specators_team.append(id)
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update_teams_state.emit()
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set_teams.rpc_id(id,attack_team,defence_team,specators_team)
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@rpc("any_peer","call_remote","reliable")
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func set_teams(attack: Array[int],defence: Array[int],spectators: Array[int]):
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attack_team = attack
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defence_team = defence
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specators_team = spectators
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update_teams_state.emit()
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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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@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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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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update_teams_state.emit()
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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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if multiplayer.is_server():
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await get_tree().scene_changed
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Session.start_session()
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func get_team() -> Session.TEAMS:
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var id = multiplayer.get_unique_id()
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if attack_team.has(id):
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return Session.TEAMS.ATTACK
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if defence_team.has(id):
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return Session.TEAMS.DEFENCE
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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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