freeftf/scripts/server.gd
patrick_pluto 812821b510 Milestone 2: Beast
This update to the code adds a fully working beast, which is randomly selected and can capture any of the other players.
2024-08-03 16:10:14 +02:00

95 lines
2.9 KiB
GDScript

## Copyright (C) 2024 Patrick_Pluto
##
## This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 3.
##
## This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.
##
## You should have received a copy of the GNU General Public License along with this program. If not, see <https://www.gnu.org/licenses/>.
extends Node
const DEFAULT_SERVER_IP = "127.0.0.1"
const PORT = 36969
const MAX_CONNECTIONS = 16
var players = {}
var players_numbered = []
var label
var map
var character = preload("res://objects/player.tscn")
func join_game(ip):
var peer = ENetMultiplayerPeer.new()
var error = peer.create_client(ip, PORT)
if error:
return error
multiplayer.multiplayer_peer = peer
func create_game():
var peer = ENetMultiplayerPeer.new()
var error = peer.create_server(PORT, MAX_CONNECTIONS)
if error:
return error
multiplayer.multiplayer_peer = peer
@rpc("any_peer", "call_remote", "reliable")
func send_playerinfo(name, id):
if multiplayer.is_server():
var done = 0
players[id] = name
label = get_tree().root.get_node("create/player_list/list")
label.text = ""
print(players)
for w in players:
if done == 1:
label.text = str(label.text +"\n" + players[w])
else:
label.text = players[w]
done = 1
@rpc("authority", "call_local", "reliable")
func start_game(server_players):
players = server_players
players_numbered = players.keys()
get_tree().change_scene_to_file("res://maps/base_map.tscn")
map = get_tree().root.get_node(".")
var i = 0
for w in players:
var player = character.instantiate()
player.name = "player" + str(i)
i += 1
player.position.z = -i*2.5
map.add_child(player)
if multiplayer.is_server():
var random = randi() % Server.players.size()
sync_beast.rpc(random)
@rpc("any_peer", "call_remote", "unreliable")
func sync_player(node_name, position, rotation):
var current_character = get_tree().root.get_node("./"+node_name)
current_character.position = position
current_character.rotation = rotation
@rpc("authority", "call_remote", "reliable")
func sync_computers(node_name, current):
var current_character = get_tree().root.get_node("./map/"+node_name)
current_character.current = current
@rpc("authority", "call_local", "reliable")
func sync_beast(player):
var current_character = get_tree().root.get_node("./"+"player"+str(player))
current_character.beast_init()
@rpc("any_peer", "call_local", "reliable")
func player_hit(target, beast):
target = get_tree().root.get_node("./"+target)
beast = get_tree().root.get_node("./"+beast)
map = get_tree().root.get_node(".")
print(target)
print(beast)
print(map)
target.captured(beast)
beast.got_one(target)