Chelimbalo/multiplayer/session.gd
2025-12-14 03:05:17 +05:00

464 lines
13 KiB
GDScript

extends Node
enum TEAMS {
DEFENCE,
ATTACK,
SPECTATE,
UNASSIGNED
}
enum ROUND_STATES {
NOT_SET = 0,
BUY = 1,
ROUND = 2,
AFTER_ROUND = 3,
AFTER_PLANT = 4,
AFTER_SESSION = 5,
}
const WIN_MONEY: int = 3400
const LOSE_MONEY: int = 2000
const ATTACK_LAYER: int = 0b10000
const DEFENCE_LAYER: int = 0b100000
signal session_started
signal session_ended
signal round_started
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] = {}
var dynamic_objects_parent: Node3D
var object_containers: Array[ObjectContainer]
var plants: Array[PlantSite]
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
var round_timer: Timer
var buy_timer: Timer
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 = 1
buy_timer.one_shot = true
buy_timer.timeout.connect(begin_main_stage)
add_child(bomb_timer)
add_child(round_timer)
add_child(buy_timer)
multiplayer.peer_connected.connect(send_session_data)
multiplayer.peer_disconnected.connect(delete_player)
func send_session_data(peer_id: int = -1):
if multiplayer.is_server() == false or session_started_flag == false:
return
var data: PackedByteArray
data.resize(5)
data.encode_u8(0,current_round)
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)
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]):
if not is_server_request():
return
current_round = data.decode_u8(0)
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:
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)
send_session_data()
@rpc("authority","call_remote","unreliable")
func update_clock(time: float):
reference_round_time = time
@rpc("authority","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_flag = true
session_started.emit()
bomb_timer.wait_time = LobbySettings.bomb_time
round_timer.wait_time = LobbySettings.round_time
buy_timer.wait_time = LobbySettings.buy_time
var all_players: PackedInt32Array = multiplayer.get_peers()
all_players.append(multiplayer.get_unique_id())
for player in all_players:
player_data[player] = {
"money" : 800,
"nickname" : "Seliboba"
}
start_round()
@rpc("authority","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_ended.emit()
session_started_flag = false
plants = []
plant_deadzones = {}
dynamic_objects_parent = null
func quit_session() -> void:
if multiplayer.is_server():
end_session()
await get_tree().create_timer(0.1).timeout
else:
session_ended.emit()
session_started_flag = false
Lobby.leave()
@rpc("authority","call_remote","reliable")
func start_round() -> void:
if not is_server_request():
return
if multiplayer.is_server():
buy_timer.start()
start_round.rpc()
round_timer.stop()
bomb_timer.stop()
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("authority","call_remote","reliable")
func end_round(win_team: int) -> void:
if not is_server_request():
return
if win_team == TEAMS.DEFENCE:
defender_score += 1
for defender in Lobby.defence_team:
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)
@rpc("authority","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("authority","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)
func defuse_win() -> void:
if not multiplayer.is_server():
return
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
if team == TEAMS.ATTACK:
attackers_alive -= 1
if attackers_alive == 0 and round_state != ROUND_STATES.AFTER_ROUND and round_state != ROUND_STATES.AFTER_PLANT:
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
func shoot(id:int , limb_damage: int, torso_damage: int,head_damage: int, distance: float,damage_reduction_curve: Curve = null) -> void:
if multiplayer.is_server() == false:
return
var player: Player = player_nodes[id]
var player_camera: Camera3D = player.get_node("Camera3D")
var space: PhysicsDirectSpaceState3D = player.get_world_3d().direct_space_state
var endpoint: Vector3 = player_camera.global_position - player_camera.global_basis.z * distance
var ray = PhysicsRayQueryParameters3D.create(player_camera.global_position,endpoint,1)
ray.exclude = [player.get_rid()]
ray.collide_with_areas = false
match player.team:
TEAMS.DEFENCE:
ray.collision_mask |= ATTACK_LAYER
TEAMS.ATTACK:
ray.collision_mask |= DEFENCE_LAYER
_:
ray.collision_mask |= ATTACK_LAYER | DEFENCE_LAYER
var collision = space.intersect_ray(ray)
if collision != {} and collision["collider"] is Player:
var hit_player: Player = collision["collider"]
var shape_object: CollisionShape3D = hit_player.shape_owner_get_owner(collision["shape"])
var reduction: float = 1
var damage: int = 0
match shape_object.get_groups()[0]:
"Head":
damage = head_damage
"Limb":
damage = limb_damage
_:
damage = torso_damage
if damage_reduction_curve != null:
var distance_to_hit = (player_camera.global_position - collision["position"]).length()/distance
reduction = damage_reduction_curve.sample(distance_to_hit)
hit_player.take_damage(int(float(damage) * reduction))
func shoot_pellets(id:int,amount: int, limb_total_damage: int, torso_total_damage: int,head_total_damage: int, distance: float, arc: float, damage_reduction_curve: Curve = null):
if multiplayer.is_server() == false:
return
var player: Player = player_nodes[id]
var player_camera: Camera3D = player.get_node("Camera3D")
var space: PhysicsDirectSpaceState3D = player.get_world_3d().direct_space_state
var head_damage: int = head_total_damage / amount
var torso_damage: int = torso_total_damage / amount
var limb_damage: int = limb_total_damage / amount
for i in range(amount):
var endpoint: Vector3 = player_camera.global_position - player_camera.global_basis.z.rotated(Vector3.RIGHT,randf_range(-arc/2,arc/2)).rotated(Vector3.UP,randf_range(-arc/2,arc/2)) * distance
var ray = PhysicsRayQueryParameters3D.create(player_camera.global_position,endpoint,1)
ray.exclude = [player.get_rid()]
ray.collide_with_areas = false
match player.team:
TEAMS.DEFENCE:
ray.collision_mask |= ATTACK_LAYER
TEAMS.ATTACK:
ray.collision_mask |= DEFENCE_LAYER
_:
ray.collision_mask |= ATTACK_LAYER | DEFENCE_LAYER
var collision = space.intersect_ray(ray)
if collision != {} and collision["collider"] is Player:
var hit_player: Player = collision["collider"]
var shape_object: CollisionShape3D = hit_player.shape_owner_get_owner(collision["shape"])
var reduction: float = 1
var damage: int = 0
match shape_object.get_groups()[0]:
"Head":
damage = head_damage
"Limb":
damage = limb_damage
_:
damage = torso_damage
if damage_reduction_curve != null:
var distance_to_hit = (player_camera.global_position - collision["position"]).length()/distance
reduction = damage_reduction_curve.sample(distance_to_hit)
hit_player.take_damage(int(float(damage) * reduction))
func interact(id: int) -> void:
if multiplayer.is_server() == false:
return
var player: Player = player_nodes[id]
var player_camera: Camera3D = player.get_node("Camera3D")
var space: PhysicsDirectSpaceState3D = player.get_world_3d().direct_space_state
var endpoint: Vector3 = player_camera.global_position - player_camera.global_basis.z * 3
var ray = PhysicsRayQueryParameters3D.create(player_camera.global_position,endpoint,1)
ray.exclude = [player.get_rid()]
ray.collide_with_areas = false
ray.collision_mask |= 64
var collision = space.intersect_ray(ray)
if collision != {} and collision["collider"] is Interactible:
collision["collider"].interaction_start(id)
func stop_interact(id: int) -> void:
if multiplayer.is_server() == false:
return
player_stopped_interacting.emit(id)
func is_on_site(id: int) -> bool:
for plant in plants:
if plant.is_player_on_site(id):
return true
return false
func get_site(id: int) -> PlantSite:
for plant in plants:
if plant.is_player_on_site(id):
return plant
return null
func kill_site(site: StringName) -> void:
if multiplayer.is_server() == false:
return
for body in plant_deadzones[site].get_overlapping_bodies():
if body is Player:
body.die()
@rpc("authority","call_remote","unreliable")
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):
if not is_server_request():
return
if multiplayer.is_server():
delete_player.rpc_id(id)
player_data.erase(id)
func get_player_data() -> Dictionary:
var id: int = multiplayer.get_unique_id()
if player_data.has(id):
return player_data[id]
else:
return {}