Chelimbalo/scripts/multiplayer/lobby.gd
2025-11-27 00:36:24 +05:00

102 lines
2.7 KiB
GDScript

extends Node
const MAX_PLAYERS: int = 10
const PORT: int = 7777
signal lobby_created
signal lobby_joined
signal lobby_closed
signal update_teams_state
var attack_team: Array[int] = []
var defence_team: Array[int] = []
var specators_team: Array[int] = []
func _ready() -> void:
multiplayer.peer_disconnected.connect(player_left)
multiplayer.server_disconnected.connect(server_disconnected)
multiplayer.peer_connected.connect(add_and_sync_peer)
func player_left(id: int) -> void:
if attack_team.has(id):
attack_team.erase(id)
elif defence_team.has(id):
defence_team.erase(id)
elif specators_team.has(id):
specators_team.erase(id)
update_teams_state.emit()
func server_disconnected() -> void:
leave()
func host() -> void:
var peer: ENetMultiplayerPeer = ENetMultiplayerPeer.new()
peer.create_server(PORT,MAX_PLAYERS)
multiplayer.multiplayer_peer = peer
lobby_created.emit()
specators_team.append(multiplayer.get_unique_id())
func join(ip: String) -> Error:
var peer: ENetMultiplayerPeer = ENetMultiplayerPeer.new()
var res = peer.create_client(ip,PORT)
if res != 0:
return res
multiplayer.multiplayer_peer = peer
lobby_joined.emit()
return Error.OK
func leave() -> void:
multiplayer.multiplayer_peer = OfflineMultiplayerPeer.new()
attack_team.clear()
defence_team.clear()
specators_team.clear()
lobby_closed.emit()
func add_and_sync_peer(id: int) -> void:
if multiplayer.is_server() == false:
return
specators_team.append(id)
update_teams_state.emit()
set_teams.rpc_id(id,attack_team,defence_team,specators_team)
@rpc("any_peer","call_remote","reliable")
func set_teams(attack: Array[int],defence: Array[int],spectators: Array[int]):
attack_team = attack
defence_team = defence
specators_team = spectators
update_teams_state.emit()
func switch_team(team: int) -> void:
team_switch_notification.rpc(multiplayer.get_unique_id(),team)
@rpc("any_peer","call_local","reliable")
func team_switch_notification(id: int, team: int) -> void:
if (team == Session.TEAMS.DEFENCE and len(defence_team) > 4) or (team == Session.TEAMS.ATTACK and len(attack_team) > 4):
return
if team == Session.TEAMS.DEFENCE:
if attack_team.has(id):
attack_team.erase(id)
if specators_team.has(id):
specators_team.erase(id)
defence_team.append(id)
if team == Session.TEAMS.ATTACK:
if defence_team.has(id):
defence_team.erase(id)
if specators_team.has(id):
specators_team.erase(id)
attack_team.append(id)
if team == Session.TEAMS.SPECTATE:
if attack_team.has(id):
attack_team.erase(id)
elif defence_team.has(id):
defence_team.erase(id)
specators_team.append(id)
update_teams_state.emit()
@rpc("authority","call_local","reliable")
func start_game() -> void:
get_tree().change_scene_to_file("res://levels/prototype_scene.tscn")