Guns and Reviving added - Other minor Bugfixes.
This commit is contained in:
parent
8c90c4e744
commit
139e9a5134
11 changed files with 317 additions and 47 deletions
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@ -111,6 +111,16 @@ descend={
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194325,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
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]
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}
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interact={
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"deadzone": 0.5,
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":69,"key_label":0,"unicode":101,"location":0,"echo":false,"script":null)
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]
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}
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shoot={
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"deadzone": 0.5,
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"events": [Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":0,"position":Vector2(0, 0),"global_position":Vector2(0, 0),"factor":1.0,"button_index":1,"canceled":false,"pressed":false,"double_click":false,"script":null)
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]
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}
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[rendering]
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23
scenes/entities/bullet.tscn
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23
scenes/entities/bullet.tscn
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@ -0,0 +1,23 @@
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[gd_scene load_steps=4 format=3 uid="uid://bdxw7gc28nv6a"]
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[ext_resource type="Script" path="res://scripts/entities/bullet.gd" id="1_di2ph"]
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[sub_resource type="BoxMesh" id="BoxMesh_gbwh0"]
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size = Vector3(0.1, 0.1, 0.2)
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[sub_resource type="BoxShape3D" id="BoxShape3D_26n4t"]
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size = Vector3(0.1, 0.1, 0.2)
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[node name="Bullet" type="CharacterBody3D"]
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script = ExtResource("1_di2ph")
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[node name="MeshInstance3D" type="MeshInstance3D" parent="."]
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mesh = SubResource("BoxMesh_gbwh0")
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[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
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shape = SubResource("BoxShape3D_26n4t")
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[node name="Timer" type="Timer" parent="."]
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wait_time = 5.0
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one_shot = true
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autostart = true
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@ -1,4 +1,4 @@
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[gd_scene load_steps=4 format=3 uid="uid://dpdxe3muj2o26"]
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[gd_scene load_steps=6 format=3 uid="uid://dpdxe3muj2o26"]
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[ext_resource type="Script" path="res://scripts/entities/player.gd" id="1_r7f2r"]
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@ -6,6 +6,12 @@
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[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_7frjr"]
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[sub_resource type="BoxShape3D" id="BoxShape3D_flq6p"]
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size = Vector3(3, 3, 3)
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[sub_resource type="CapsuleMesh" id="CapsuleMesh_1sd1e"]
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radius = 0.125
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[node name="Player" type="CharacterBody3D"]
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script = ExtResource("1_r7f2r")
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@ -18,6 +24,16 @@ shape = SubResource("CapsuleShape3D_7frjr")
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[node name="Camera3D" type="Camera3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.5, 0)
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[node name="InteractDialog" type="Label" parent="."]
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anchors_preset = 5
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anchor_left = 0.5
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anchor_right = 0.5
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offset_left = -20.0
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offset_right = 20.0
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offset_bottom = 23.0
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grow_horizontal = 2
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size_flags_horizontal = 4
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[node name="Label" type="Label" parent="."]
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offset_right = 40.0
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offset_bottom = 23.0
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@ -28,3 +44,13 @@ pixel_size = 0.01
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billboard = 1
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no_depth_test = true
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text = "SamplePlayer"
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[node name="Area3D" type="Area3D" parent="."]
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[node name="CollisionShape3D" type="CollisionShape3D" parent="Area3D"]
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shape = SubResource("BoxShape3D_flq6p")
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[node name="Gun" type="MeshInstance3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, -4.37114e-08, -1, 0, 1, -4.37114e-08, 0.625, 0, -0.5)
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visible = false
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mesh = SubResource("CapsuleMesh_1sd1e")
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31
scenes/maps/elements/guncase.tscn
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31
scenes/maps/elements/guncase.tscn
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@ -0,0 +1,31 @@
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[gd_scene load_steps=6 format=3 uid="uid://ctpubhh2gsccb"]
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[ext_resource type="Script" path="res://scripts/maps/guncase.gd" id="1_dh5qf"]
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[sub_resource type="BoxShape3D" id="BoxShape3D_g6om3"]
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size = Vector3(2, 0.5, 0.5)
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[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_wgwuf"]
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albedo_color = Color(0, 0.501961, 0, 1)
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[sub_resource type="BoxMesh" id="BoxMesh_qtnys"]
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material = SubResource("StandardMaterial3D_wgwuf")
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size = Vector3(2, 0.5, 0.5)
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[sub_resource type="BoxShape3D" id="BoxShape3D_emap1"]
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size = Vector3(3, 1, 2)
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[node name="Guncase" type="StaticBody3D"]
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script = ExtResource("1_dh5qf")
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[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
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shape = SubResource("BoxShape3D_g6om3")
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[node name="MeshInstance3D" type="MeshInstance3D" parent="."]
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mesh = SubResource("BoxMesh_qtnys")
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[node name="Area3D" type="Area3D" parent="."]
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[node name="CollisionShape3D" type="CollisionShape3D" parent="Area3D"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.25, 0)
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shape = SubResource("BoxShape3D_emap1")
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@ -1,9 +1,10 @@
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[gd_scene load_steps=9 format=3 uid="uid://cbyee7drds7qu"]
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[gd_scene load_steps=10 format=3 uid="uid://cbyee7drds7qu"]
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[ext_resource type="Script" path="res://scripts/maps/map.gd" id="1_4npcs"]
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[ext_resource type="Script" path="res://scripts/maps/objectives/hungry.gd" id="2_qrp84"]
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[ext_resource type="PackedScene" uid="uid://bsghm187n6ykx" path="res://scenes/objects/closet.tscn" id="2_yvpvm"]
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[ext_resource type="PackedScene" uid="uid://cvnjpnvchvakj" path="res://scenes/entities/npc.tscn" id="3_x3gyc"]
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[ext_resource type="PackedScene" uid="uid://ctpubhh2gsccb" path="res://scenes/maps/elements/guncase.tscn" id="5_k7k8h"]
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[sub_resource type="Environment" id="Environment_pq0iv"]
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@ -71,3 +72,6 @@ skeleton = NodePath("../..")
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shape = SubResource("BoxShape3D_rnmx0")
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[node name="Timer" type="Timer" parent="."]
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[node name="Guncase" parent="." instance=ExtResource("5_k7k8h")]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 24, 1, 0)
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26
scripts/entities/bullet.gd
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26
scripts/entities/bullet.gd
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@ -0,0 +1,26 @@
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class_name Bullet
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extends CharacterBody3D
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const SPEED: int = 20
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func _ready() -> void:
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if ($Timer as Timer).timeout.connect(_on_timeout):
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pass
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func _on_timeout() -> void:
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queue_free()
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func _physics_process(delta: float) -> void:
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var direction: Vector3 = (transform.basis * Vector3(0, 0, -1)).normalized()
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if direction:
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velocity.x = direction.x * SPEED
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velocity.z = direction.z * SPEED
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var collision: KinematicCollision3D = move_and_collide(velocity * delta)
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if collision != null:
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if collision.get_collider() is NPC and (collision.get_collider() as NPC).carried_object != null and Networking.isManager:
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Networking.set_down_sync_call((collision.get_collider() as NPC), (collision.get_collider() as NPC).carried_object)
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queue_free()
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else:
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queue_free()
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@ -7,6 +7,7 @@ extends CharacterBody3D
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var movement_speed: float = 3.0
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var angry_meter: int = 0
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var target: Node3D
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var carried_object: Carryable
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var carrying: bool = false
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# Legend:
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@ -43,6 +44,7 @@ func set_text(text: String) -> void:
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($Label3D as Label3D).text = text
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# determines the closest resting place and navigates to it.
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#TODO: Desynchronizes the path if there is an obstacle.
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func find_objective() -> void:
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var lowest_distance: float = 99999999999999
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for child: Node in get_tree().root.get_node("/root/"+Game.mapname+"/NPCRestPlaces").get_children():
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@ -52,6 +54,7 @@ func find_objective() -> void:
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navigation_agent.set_target_position(target.position)
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# determines the closest resting place and navigates to it.
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#TODO: Desynchronizes the path if the box is moved.
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func find_carryable() -> void:
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var lowest_distance: float = 99999999999999
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for child: Node in get_tree().root.get_node("/root/"+Game.mapname+"/NPCCarryables").get_children():
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@ -63,13 +66,14 @@ func find_carryable() -> void:
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# determines the closest player and navigates to them.
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func find_player(lowest_distance: float) -> void:
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for child: Node in get_tree().root.get_node("/root/"+Game.mapname+"/").get_children():
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if child is Player and position.distance_to((child as Player).position) < lowest_distance:
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if child is Player and position.distance_to((child as Player).position) < lowest_distance and !(child as Player).incapacitated:
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target = child
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navigation_agent.set_target_position(target.position)
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func pick_up(node: Carryable) -> void:
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carrying = true
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carried_object = node
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node.get_parent().remove_child(node)
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node.carry()
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node.position = Vector3(0, 1, -1)
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@ -80,6 +84,7 @@ func pick_up(node: Carryable) -> void:
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func set_down(node: Carryable) -> void:
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carrying = false
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carried_object = null
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node.get_parent().remove_child(node)
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node.uncarry()
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node.rotation = rotation
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@ -10,11 +10,17 @@ const JUMP_VELOCITY: float = 4.5
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var activated: bool = false
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var freecam: bool = false
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var incapacitated: bool = false
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var interaction: String
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var revival_target: Player
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var carrying_gun: bool = false
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@onready var camera: Camera3D = $Camera3D
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var camera_rotation: Vector2 = Vector2(0,0)
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func _ready() -> void:
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if ($Area3D as Area3D).body_entered.connect(_on_body_entered):
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pass
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($Label3D as Label3D).text = name
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if name == Game.username:
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activated = true
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Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
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($Label3D as Label3D).hide()
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func _on_body_entered(body: Node3D) -> void:
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if body is Player and incapacitated:
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(body as Player).revive_chance(self)
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func _physics_process(delta: float) -> void:
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if activated:
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if !freecam:
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if not is_on_floor():
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velocity += get_gravity() * delta
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if !freecam:
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if Input.is_action_just_pressed("jump") and is_on_floor():
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velocity.y = JUMP_VELOCITY
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if freecam:
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if Input.is_action_pressed("jump"):
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velocity.y = JUMP_VELOCITY
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elif Input.is_action_pressed("descend"):
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velocity.y = -JUMP_VELOCITY
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else:
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velocity.y = 0
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if !incapacitated:
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if !freecam:
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if Input.is_action_just_pressed("jump") and is_on_floor():
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velocity.y = JUMP_VELOCITY
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if freecam:
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if Input.is_action_pressed("jump"):
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velocity.y = JUMP_VELOCITY
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elif Input.is_action_pressed("descend"):
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velocity.y = -JUMP_VELOCITY
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else:
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velocity.y = 0
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if Input.is_action_just_pressed("freecam"):
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freecam = !freecam
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($CollisionShape3D as CollisionShape3D).disabled = !($CollisionShape3D as CollisionShape3D).disabled
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if Input.is_action_just_pressed("interact") and interaction != null:
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if interaction == "revive" and revival_target != null:
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Networking.revive_sync_call(revival_target)
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($InteractDialog as Label).text = ""
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revival_target = null
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if interaction == "gun":
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var guncase: Guncase = get_node("/root/%s/Guncase" % Game.mapname)
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if !guncase.held:
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carrying_gun = true
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($InteractDialog as Label).text = ""
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Networking.guncase_sync_call(true, self)
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else:
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carrying_gun = false
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($InteractDialog as Label).text = ""
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Networking.guncase_sync_call(false, self)
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if Input.is_action_just_pressed("shoot") and carrying_gun:
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Networking.bullet_sync_call(position + (transform.basis * Vector3(0, 0, -1)).normalized(), rotation)
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var input_dir: Vector2 = Input.get_vector("move_left", "move_right", "move_forwards", "move_backwards")
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var direction: Vector3 = (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
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#TODO: Hacky solution -> Also can be exploited to revive everyone in the game constantly.
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if revival_target != null and position.distance_to(revival_target.position) > 3:
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($InteractDialog as Label).text = ""
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interaction = ""
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revival_target = null
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if interaction == "gun":
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if position.distance_to((get_node("/root/%s/Guncase" % Game.mapname) as Guncase).position) > 3:
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($InteractDialog as Label).text = ""
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interaction = ""
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if direction:
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velocity.x = direction.x * SPEED
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velocity.z = direction.z * SPEED
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else:
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velocity.x = move_toward(velocity.x, 0, SPEED)
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velocity.z = move_toward(velocity.z, 0, SPEED)
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if Input.is_action_just_pressed("freecam"):
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freecam = !freecam
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($CollisionShape3D as CollisionShape3D).disabled = !($CollisionShape3D as CollisionShape3D).disabled
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var input_dir: Vector2 = Input.get_vector("move_left", "move_right", "move_forwards", "move_backwards")
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var direction: Vector3 = (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
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if direction:
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velocity.x = direction.x * SPEED
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velocity.z = direction.z * SPEED
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else:
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velocity.x = move_toward(velocity.x, 0, SPEED)
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velocity.z = move_toward(velocity.z, 0, SPEED)
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if move_and_slide():
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pass
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var fps_counter: Label = $Label
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fps_counter.text = str(Engine.get_frames_per_second())
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fps_counter.text = str(Engine.get_frames_per_second()) + " FPS"
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Networking.player_sync_call(position, rotation)
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@ -77,4 +118,32 @@ func _input(event: InputEvent) -> void:
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rotate(Vector3.DOWN, camera_rotation.x)
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func incapacitate() -> void:
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pass
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rotation.x = deg_to_rad(90)
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incapacitated = true
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if carrying_gun:
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carrying_gun = false
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Networking.guncase_sync_call(false, self)
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func revive_chance(body: Player) -> void:
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if activated:
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revival_target = body
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interaction = "revive"
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($InteractDialog as Label).text = "Press E to revive %s." % revival_target.name
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func revive() -> void:
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rotation.x = 0
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incapacitated = false
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func gun_chance() -> void:
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if activated:
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interaction = "gun"
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if carrying_gun:
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($InteractDialog as Label).text = "Press E to set down gun."
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else:
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($InteractDialog as Label).text = "Press E to pick up gun."
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func show_gun() -> void:
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($Gun as MeshInstance3D).show()
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func hide_gun() -> void:
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($Gun as MeshInstance3D).hide()
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@ -25,8 +25,7 @@ func _on_body_entered(body: Node) -> void:
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Networking.pick_up_sync_call(carried_by, self)
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if body is Player and carried:
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Networking.set_down_sync_call(carried_by, self)
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(body as Player).incapacitate()
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Networking.incapacitate_sync_call(body as Player)
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func _physics_process(_delta: float) -> void:
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if Networking.isManager and sleeping and !carried:
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16
scripts/maps/guncase.gd
Normal file
16
scripts/maps/guncase.gd
Normal file
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@ -0,0 +1,16 @@
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class_name Guncase
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extends StaticBody3D
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var held: bool = false
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func _ready() -> void:
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if ($Area3D as Area3D).body_entered.connect(_on_body_entered):
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pass
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func _on_body_entered(body: Node3D) -> void:
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if body is Player:
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if held:
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if (body as Player).carrying_gun:
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||||
(body as Player).gun_chance()
|
||||
else:
|
||||
(body as Player).gun_chance()
|
|
@ -1,10 +1,18 @@
|
|||
## SPDX-License-Identifier: GPL-3.0-or-later
|
||||
## Copyright (c) 2024 interstellardevelopment.org
|
||||
|
||||
# Some info about this script:
|
||||
# The game manager is always absolutely trusted, if the game manager goes crazy, this is not checked yet.
|
||||
#TODO: For the future, maybe make some client side anti-cheat that checks if the manager is playing tricks.
|
||||
# The peers are untrusted. They may cheat, or try something stupid. If at all possible, Direct peer to peer communication should be prevented.
|
||||
# Rather, such a thing should be done through the game manager if possible.
|
||||
|
||||
extends Node
|
||||
|
||||
signal playerlist_changed()
|
||||
|
||||
var bullet: PackedScene = preload("res://scenes/entities/bullet.tscn")
|
||||
|
||||
## Connection Code
|
||||
|
||||
# Connect the signals.
|
||||
|
@ -278,6 +286,7 @@ func player_sync_call(position: Vector3, rotation: Vector3) -> void:
|
|||
# Synchronizes the player state.
|
||||
@rpc("any_peer", "call_remote", "unreliable")
|
||||
func player_sync(position: Vector3, rotation: Vector3) -> void:
|
||||
#TODO: Anti-Cheat -> Check for realistic movement, and prevent flying.
|
||||
if verify_id(multiplayer.get_remote_sender_id()):
|
||||
for peer: String in peers:
|
||||
if peers[peer] == multiplayer.get_remote_sender_id() and has_node("/root/"+Game.mapname+"/"+peer):
|
||||
|
@ -309,7 +318,7 @@ func object_sync_call(position: Vector3, rotation: Vector3, node_name: String) -
|
|||
if rpc_id(peer, "object_sync", position, rotation, node_name) != OK:
|
||||
Log.warning("Couldn't send RPC to %d!" % peer)
|
||||
|
||||
# Synchronizes the npc state.
|
||||
# Synchronizes the object position.
|
||||
@rpc("any_peer", "call_remote", "unreliable")
|
||||
func object_sync(position: Vector3, rotation: Vector3, node_name: String) -> void:
|
||||
if managerID == multiplayer.get_remote_sender_id():
|
||||
|
@ -317,14 +326,7 @@ func object_sync(position: Vector3, rotation: Vector3, node_name: String) -> voi
|
|||
carryable.position = position
|
||||
carryable.rotation = rotation
|
||||
else:
|
||||
Log.warning("Non-manager peer tried to send a manager only request: npc_sync")
|
||||
|
||||
func pick_up_sync_call(npc: NPC, carryable: Carryable) -> void:
|
||||
var npc_path: NodePath = npc.get_path()
|
||||
var carryable_path: NodePath = carryable.get_path()
|
||||
for peer: int in Networking.get_ids():
|
||||
if rpc_id(peer, "pick_up_sync", npc_path, carryable_path) != OK:
|
||||
Log.warning("Couldn't send RPC to %d!" % peer)
|
||||
Log.warning("Non-manager peer tried to send a manager only request: object_sync")
|
||||
|
||||
# Synchronizes the text above the npc.
|
||||
@rpc("any_peer", "call_local", "reliable")
|
||||
|
@ -335,9 +337,15 @@ func npc_text_sync(text: String, npc: NodePath) -> void:
|
|||
Log.warning("Non-manager peer tried to send a manager only request: npc_text_sync")
|
||||
|
||||
func npc_text_sync_call(text: String, npc: NPC) -> void:
|
||||
var npc_path: NodePath = npc.get_path()
|
||||
for peer: int in Networking.get_ids():
|
||||
if rpc_id(peer, "npc_text_sync", text, npc_path) != OK:
|
||||
if rpc_id(peer, "npc_text_sync", text, npc.get_path()) != OK:
|
||||
Log.warning("Couldn't send RPC to %d!" % peer)
|
||||
|
||||
func pick_up_sync_call(npc: NPC, carryable: Carryable) -> void:
|
||||
# We need to get the path before we send out sync calls. This is because the value changes depending on whether or not it already ran locally.
|
||||
var carryable_path: NodePath = carryable.get_path()
|
||||
for peer: int in Networking.get_ids():
|
||||
if rpc_id(peer, "pick_up_sync", npc.get_path(), carryable_path) != OK:
|
||||
Log.warning("Couldn't send RPC to %d!" % peer)
|
||||
|
||||
# Synchronizes the object that is picked up by the npc.
|
||||
|
@ -349,16 +357,69 @@ func pick_up_sync(npc: NodePath, carryable: NodePath) -> void:
|
|||
Log.warning("Non-manager peer tried to send a manager only request: pick_up_sync")
|
||||
|
||||
func set_down_sync_call(npc: NPC, carryable: Carryable) -> void:
|
||||
var npc_path: NodePath = npc.get_path()
|
||||
# We need to get the path before we send out sync calls. This is because the value changes depending on whether or not it already ran locally.
|
||||
var carryable_path: NodePath = carryable.get_path()
|
||||
for peer: int in Networking.get_ids():
|
||||
if rpc_id(peer, "set_down_sync", npc_path, carryable_path) != OK:
|
||||
if rpc_id(peer, "set_down_sync", npc.get_path(), carryable_path) != OK:
|
||||
Log.warning("Couldn't send RPC to %d!" % peer)
|
||||
|
||||
# Synchronizes the object that is picked up by the npc.
|
||||
# Synchronizes the object that is set down by the npc.
|
||||
@rpc("any_peer", "call_local", "reliable")
|
||||
func set_down_sync(npc: NodePath, carryable: NodePath) -> void:
|
||||
if managerID == multiplayer.get_remote_sender_id():
|
||||
(get_node(npc) as NPC).set_down(get_node(carryable) as Carryable)
|
||||
else:
|
||||
Log.warning("Non-manager peer tried to send a manager only request: set_down_sync")
|
||||
|
||||
func incapacitate_sync_call(player: Player) -> void:
|
||||
for peer: int in Networking.get_ids():
|
||||
if rpc_id(peer, "incapacitate_sync", player.get_path()) != OK:
|
||||
Log.warning("Couldn't send RPC to %d!" % peer)
|
||||
|
||||
# Synchronizes the player being incapacitated by an npc.
|
||||
@rpc("any_peer", "call_local", "reliable")
|
||||
func incapacitate_sync(player: NodePath) -> void:
|
||||
if managerID == multiplayer.get_remote_sender_id():
|
||||
(get_node(player) as Player).incapacitate()
|
||||
else:
|
||||
Log.warning("Non-manager peer tried to send a manager only request: incapacitate_sync")
|
||||
|
||||
func revive_sync_call(player: Player) -> void:
|
||||
for peer: int in Networking.get_ids():
|
||||
if rpc_id(peer, "revive_sync", player.get_path()) != OK:
|
||||
Log.warning("Couldn't send RPC to %d!" % peer)
|
||||
|
||||
# Synchronizes the player being revived by another.
|
||||
@rpc("any_peer", "call_local", "reliable")
|
||||
func revive_sync(player: NodePath) -> void:
|
||||
#TODO: Anti-Cheat -> Check if such a thing should even be possible from the players position!
|
||||
if verify_id(multiplayer.get_remote_sender_id()):
|
||||
(get_node(player) as Player).revive()
|
||||
|
||||
func guncase_sync_call(status: bool, player: Player) -> void:
|
||||
for peer: int in Networking.get_ids():
|
||||
if rpc_id(peer, "guncase_sync", status, player.get_path()) != OK:
|
||||
Log.warning("Couldn't send RPC to %d!" % peer)
|
||||
|
||||
# Synchronizes the guncase state.
|
||||
@rpc("any_peer", "call_local", "reliable")
|
||||
func guncase_sync(status: bool, player_path: NodePath) -> void:
|
||||
#TODO: Anti-Cheat -> Check if the gun is even available!
|
||||
if verify_id(multiplayer.get_remote_sender_id()):
|
||||
(get_node("/root/%s/Guncase" % Game.mapname) as Guncase).held = status
|
||||
(get_node(player_path) as Player).show_gun()
|
||||
|
||||
func bullet_sync_call(position: Vector3, rotation: Vector3) -> void:
|
||||
for peer: int in Networking.get_ids():
|
||||
if rpc_id(peer, "bullet_sync", position, rotation) != OK:
|
||||
Log.warning("Couldn't send RPC to %d!" % peer)
|
||||
|
||||
# Synchronizes the bullet spawn.
|
||||
@rpc("any_peer", "call_local", "reliable")
|
||||
func bullet_sync(position: Vector3, rotation: Vector3) -> void:
|
||||
#TODO: Anti-Cheat -> Check if the gun is even equiped!
|
||||
if verify_id(multiplayer.get_remote_sender_id()):
|
||||
var bullet_instance: Bullet = bullet.instantiate()
|
||||
bullet_instance.position = position
|
||||
bullet_instance.rotation = rotation
|
||||
get_node("/root/"+Game.mapname).add_child(bullet_instance)
|
||||
|
|
Loading…
Reference in a new issue