315 lines
8.4 KiB
GDScript
315 lines
8.4 KiB
GDScript
extends Node
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enum TEAMS {
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DEFENCE,
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ATTACK,
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SPECTATE,
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UNASSIGNED
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}
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enum ROUND_STATES {
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NOT_SET = 0,
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BUY = 1,
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ROUND = 2,
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AFTER_ROUND = 3,
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AFTER_PLANT = 4,
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AFTER_SESSION = 5,
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}
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const ATTACK_LAYER: int = 0b10000
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const DEFENCE_LAYER: int = 0b100000
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signal round_started
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signal round_state_changed(state: int)
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signal player_stopped_interacting(id: int)
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var player_nodes: Dictionary[int,Player] = {}
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var object_containers: Array[ObjectContainer]
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var dynamic_objects_spawner: MultiplayerSpawner
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var plants: Array[PlantSite]
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var plant_deadzones: Dictionary[StringName, Area3D]
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var current_round: int = 0
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var attacker_score: int = 0
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var defender_score: int = 0
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var attackers_alive: int = 0
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var defenders_alive: int = 0
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var bomb_timer: Timer
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var round_timer: Timer
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var buy_timer: Timer
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var round_state: ROUND_STATES
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var session_started: bool = false
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var reference_round_time: float
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func _ready() -> void:
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if multiplayer.is_server() == false:
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return
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bomb_timer = Timer.new()
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bomb_timer.wait_time = 45.0
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bomb_timer.one_shot = true
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bomb_timer.timeout.connect(end_round.bind(TEAMS.ATTACK))
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round_timer = Timer.new()
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round_timer.wait_time = 150
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round_timer.one_shot = true
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round_timer.timeout.connect(end_round.bind(TEAMS.DEFENCE))
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buy_timer = Timer.new()
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buy_timer.wait_time = 1
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buy_timer.one_shot = true
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buy_timer.timeout.connect(begin_main_stage)
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add_child(bomb_timer)
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add_child(round_timer)
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add_child(buy_timer)
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func _process(_delta: float) -> void:
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if multiplayer.is_server() == false or not session_started:
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return
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match round_state:
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ROUND_STATES.BUY:
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reference_round_time = buy_timer.time_left
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ROUND_STATES.ROUND:
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reference_round_time = round_timer.time_left
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ROUND_STATES.AFTER_PLANT:
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reference_round_time = bomb_timer.time_left
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_:
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reference_round_time = 0
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update_clock.rpc(reference_round_time)
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@rpc("authority","call_remote","unreliable")
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func update_clock(time: float):
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reference_round_time = time
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@rpc("any_peer","call_remote","reliable")
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func start_session() -> void:
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if not is_server_request():
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return
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if multiplayer.is_server():
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start_session.rpc()
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current_round = 0
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attacker_score = 0
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defender_score = 0
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session_started = true
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start_round()
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@rpc("any_peer","call_remote","reliable")
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func end_session() -> void:
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if not is_server_request():
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return
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if multiplayer.is_server():
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end_session.rpc()
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bomb_timer.stop()
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round_timer.stop()
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buy_timer.stop()
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object_containers.clear()
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session_started = false
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@rpc("any_peer","call_remote","reliable")
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func start_round() -> void:
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if not is_server_request():
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return
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if multiplayer.is_server():
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buy_timer.start()
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start_round.rpc()
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for container in object_containers:
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container.despawn()
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attackers_alive = 0
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defenders_alive = 0
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current_round += 1
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round_started.emit.call_deferred()
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round_state = ROUND_STATES.BUY
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round_state_changed.emit.call_deferred(round_state)
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@rpc("any_peer","call_remote","reliable")
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func end_round(win_team: int) -> void:
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if not is_server_request():
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return
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if multiplayer.is_server():
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get_tree().create_timer(5).timeout.connect(start_round)
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end_round.rpc(win_team)
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if win_team == TEAMS.DEFENCE:
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defender_score += 1
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elif win_team == TEAMS.ATTACK:
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attacker_score += 1
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round_state = ROUND_STATES.AFTER_ROUND
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round_state_changed.emit(round_state)
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@rpc("any_peer","call_remote","reliable")
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func begin_main_stage() -> void:
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if not is_server_request():
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return
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if multiplayer.is_server():
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round_timer.start()
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begin_main_stage.rpc()
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round_state = ROUND_STATES.ROUND
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round_state_changed.emit(round_state)
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@rpc("any_peer","call_remote","reliable")
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func begin_bomb_stage() -> void:
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if not is_server_request():
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return
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if multiplayer.is_server():
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bomb_timer.start()
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round_timer.stop()
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begin_bomb_stage.rpc()
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round_state = ROUND_STATES.AFTER_PLANT
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round_state_changed.emit(round_state)
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func defuse_win() -> void:
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if not multiplayer.is_server():
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return
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bomb_timer.stop()
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end_round(TEAMS.DEFENCE)
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@rpc("any_peer","call_local","reliable")
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func add_dead(team: int):
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if multiplayer.is_server() == false:
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return
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if team == TEAMS.ATTACK:
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attackers_alive -= 1
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if attackers_alive == 0 and round_state != ROUND_STATES.AFTER_ROUND and round_state != ROUND_STATES.AFTER_PLANT:
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end_round(TEAMS.DEFENCE)
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if team == TEAMS.DEFENCE:
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defenders_alive -= 1
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if defenders_alive == 0 and round_state != ROUND_STATES.AFTER_ROUND:
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end_round(TEAMS.ATTACK)
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func is_server_request() -> bool:
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return multiplayer.is_server() or multiplayer.get_remote_sender_id() == 1
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## Spawns dynamic object at game scene [br]
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## Dictionary keys: [br]
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## (Required) scene - path/uuid to scene [br]
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## (Optional) position - position to spawn [br]
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## (Optional) impulse - impulse to apply [br]
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## (Optional but required for each other) [br]
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## ammo, remaining_ammo, slot - data for dropped weapon [br]
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## for more, see dyn_objects_spawner.gd
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func spawn(data: Dictionary) -> void:
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spawn_internal.rpc_id(1,data)
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@rpc("any_peer","call_local","reliable")
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func spawn_internal(data: Dictionary) -> void:
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if multiplayer.is_server() == false:
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printerr(str(multiplayer.get_remote_sender_id())+" tried to spawn internally on "+str(multiplayer.get_unique_id()))
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return
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var object = dynamic_objects_spawner.spawn(data)
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if data.has("position"):
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object.global_position = data.position
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func despawn(path: NodePath):
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despawn_internal.rpc_id(1,path)
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@rpc("any_peer","call_local","reliable")
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func despawn_internal(path: NodePath) -> void:
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if multiplayer.is_server() == false:
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printerr(str(multiplayer.get_remote_sender_id())+" tried to despawn internally on "+str(multiplayer.get_unique_id()))
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return
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get_node(path).queue_free()
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func shoot(damage: int,distance: float = 100) -> void:
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if multiplayer.get_unique_id() == 1:
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shoot_internal(1,damage,distance)
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else:
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shoot_internal.rpc_id(1,multiplayer.get_unique_id(),damage,distance)
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@rpc("any_peer","call_local","reliable")
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func shoot_internal(id:int , damage: int, distance: float) -> void:
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if multiplayer.is_server() == false:
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return
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var player: Player = player_nodes[id]
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var player_camera: Camera3D = player.get_node("Camera3D")
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var space: PhysicsDirectSpaceState3D = player.get_world_3d().direct_space_state
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var endpoint: Vector3 = player_camera.global_position - player_camera.global_basis.z * distance
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var ray = PhysicsRayQueryParameters3D.create(player_camera.global_position,endpoint,1)
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ray.exclude = [player.get_rid()]
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ray.collide_with_areas = false
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match player.team:
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TEAMS.DEFENCE:
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ray.collision_mask |= ATTACK_LAYER
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TEAMS.ATTACK:
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ray.collision_mask |= DEFENCE_LAYER
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ray.collision_mask |= ATTACK_LAYER | DEFENCE_LAYER
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var collision = space.intersect_ray(ray)
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if collision != {} and collision["collider"] is Player:
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collision["collider"].take_damage.rpc_id(int(collision["collider"].name),damage)
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func interact() -> void:
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if multiplayer.get_unique_id() == 1:
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interact_internal(1)
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else:
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interact_internal.rpc_id(1,multiplayer.get_unique_id())
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@rpc("any_peer","call_local","reliable")
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func interact_internal(id:int) -> void:
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if multiplayer.is_server() == false:
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return
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var player: Player = player_nodes[id]
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var player_camera: Camera3D = player.get_node("Camera3D")
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var space: PhysicsDirectSpaceState3D = player.get_world_3d().direct_space_state
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var endpoint: Vector3 = player_camera.global_position - player_camera.global_basis.z * 3
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var ray = PhysicsRayQueryParameters3D.create(player_camera.global_position,endpoint,1)
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ray.exclude = [player.get_rid()]
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ray.collide_with_areas = false
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ray.collision_mask |= 64
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var collision = space.intersect_ray(ray)
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if collision != {} and collision["collider"] is Interactible:
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collision["collider"].interaction_start(id)
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func stop_interact():
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if multiplayer.get_unique_id() == 1:
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stop_interact_internal(1)
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else:
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stop_interact_internal.rpc_id(1,multiplayer.get_unique_id())
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@rpc("any_peer","call_local","reliable")
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func stop_interact_internal(id: int) -> void:
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if multiplayer.is_server() == false:
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return
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player_stopped_interacting.emit(id)
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func is_on_site() -> bool:
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for plant in plants:
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if plant.is_player_on_site(multiplayer.get_unique_id()):
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return true
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return false
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func get_site() -> PlantSite:
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for plant in plants:
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if plant.is_player_on_site(multiplayer.get_unique_id()):
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return plant
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return null
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func kill_site(site: StringName) -> void:
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if multiplayer.is_server() == false:
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return
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for body in plant_deadzones[site].get_overlapping_bodies():
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if body is Player:
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body.kill_request.rpc()
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