Added serving of the customers, npc exits, main menu, settings, saving and loading.
This commit is contained in:
parent
3d1e6caa29
commit
2b6d1faadb
19 changed files with 360 additions and 39 deletions
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@ -1,7 +1,10 @@
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## SPDX-License-Identifier: GPL-3.0-or-later
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## Copyright (c) 2024 interstellardevelopment.org
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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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const SPEED: int = 40
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func _ready() -> void:
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if ($Timer as Timer).timeout.connect(_on_timeout):
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@ -15,6 +15,7 @@ var carrying: bool = false
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# 1 - wait
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# 2 - get carryable object
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# 3 - chase a player
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# 4 - leave the building
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var phase: int = 0
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@onready var timer: Timer = $Timer
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@ -24,23 +25,29 @@ var skip: bool = false
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@onready var navigation_agent: NavigationAgent3D = $NavigationAgent3D
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func _ready() -> void:
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if ($Area3D as Area3D).body_entered.connect(_on_body_entered):
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pass
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if Networking.isManager:
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if timer.timeout.connect(_timer_done):
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pass
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find_objective()
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func _on_body_entered(body: Node) -> void:
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if body is Player and target is Objective:
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(body as Player).serve_chance(target as Objective, self)
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func _timer_done() -> void:
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if angry_meter > 0:
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if angry_meter > 0 and target is Objective:
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angry_meter -= 1
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if target is Objective:
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Networking.npc_text_sync_call("%s %ds left" % [(target as Objective).displayed, angry_meter], self)
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Networking.npc_text_sync_call("I want a %s! (%ds left)" % [(target as Objective).subtype, angry_meter], target as Objective, self)
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else:
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Networking.npc_text_sync_call("", self)
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(target as Objective).occupied = false
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Networking.npc_text_sync_call("", target as Objective, self)
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timer.stop()
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phase = 2
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func set_text(text: String) -> void:
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func set_text_and_target(text: String, new_target: Objective) -> void:
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target = new_target
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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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@ -93,14 +100,22 @@ func set_down(node: Carryable) -> void:
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find_player(99999999999)
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phase = 0
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func served() -> void:
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set_text_and_target("", null)
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phase = 4
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func _physics_process(_delta: float) -> void:
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if Networking.isManager and phase != 1:
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if phase == 3:
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find_player(position.distance_to(target.position))
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elif phase == 2 and target is Objective:
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elif phase == 2 and target == null:
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find_carryable()
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elif phase == 0 and target is Player:
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find_objective()
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elif phase == 4 and target == null:
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target = get_tree().root.get_node("/root/"+Game.mapname+"/NPCExit")
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navigation_agent.set_target_position(target.position)
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timer.stop()
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if navigation_agent.is_navigation_finished():
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if phase == 0:
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@ -112,6 +127,8 @@ func _physics_process(_delta: float) -> void:
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angry_meter = (target as Objective).time + 1
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_timer_done()
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timer.start()
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if phase == 4:
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Networking.npc_free_sync_call(self)
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return
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var current_agent_position: Vector3 = global_position
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@ -4,7 +4,6 @@
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class_name Player
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extends CharacterBody3D
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const SPEED: float = 5.0
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const JUMP_VELOCITY: float = 4.5
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@ -12,7 +11,7 @@ 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 target: Node3D
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var carrying_gun: bool = false
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@onready var camera: Camera3D = $Camera3D
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@ -56,10 +55,10 @@ func _physics_process(delta: float) -> void:
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($CollisionShape3D as CollisionShape3D).disabled = !($CollisionShape3D as CollisionShape3D).disabled
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if Input.is_action_just_pressed("interact") and interaction != null:
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if interaction == "revive" and revival_target != null:
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Networking.revive_sync_call(revival_target)
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if interaction == "revive" and target != null:
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Networking.revive_sync_call(target as Player)
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($InteractDialog as Label).text = ""
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revival_target = null
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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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@ -70,7 +69,11 @@ func _physics_process(delta: float) -> void:
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carrying_gun = false
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($InteractDialog as Label).text = ""
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Networking.guncase_sync_call(false, self)
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if interaction == "serve":
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Networking.npc_served_sync_call(target as NPC)
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($InteractDialog as Label).text = ""
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target = null
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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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@ -78,15 +81,10 @@ func _physics_process(delta: float) -> void:
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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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if target != null and position.distance_to(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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target = null
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if direction:
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velocity.x = direction.x * SPEED
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@ -126,9 +124,9 @@ func incapacitate() -> void:
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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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target = body
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interaction = "revive"
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($InteractDialog as Label).text = "Press E to revive %s." % revival_target.name
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($InteractDialog as Label).text = "Press E to revive %s." % target.name
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func revive() -> void:
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rotation.x = 0
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@ -137,6 +135,7 @@ func revive() -> void:
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func gun_chance() -> void:
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if activated:
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interaction = "gun"
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target = get_node("/root/%s/Guncase" % Game.mapname) as Guncase
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if carrying_gun:
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($InteractDialog as Label).text = "Press E to set down gun."
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else:
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@ -147,3 +146,9 @@ func show_gun() -> void:
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func hide_gun() -> void:
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($Gun as MeshInstance3D).hide()
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func serve_chance(objective: Objective, npc: NPC) -> void:
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if activated:
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interaction = "serve"
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target = npc
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($InteractDialog as Label).text = "Press E to serve the guest a %s." % objective.subtype
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@ -1,3 +1,6 @@
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## SPDX-License-Identifier: GPL-3.0-or-later
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## Copyright (c) 2024 interstellardevelopment.org
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class_name Carryable
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extends RigidBody3D
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@ -1,3 +1,6 @@
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## SPDX-License-Identifier: GPL-3.0-or-later
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## Copyright (c) 2024 interstellardevelopment.org
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class_name Guncase
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extends StaticBody3D
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@ -1,6 +1,16 @@
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## SPDX-License-Identifier: GPL-3.0-or-later
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## Copyright (c) 2024 interstellardevelopment.org
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class_name Hungry
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extends Objective
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func _ready() -> void:
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displayed = "Hungry"
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time = 5
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type = "hungry"
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match randi() % 2:
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0:
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subtype = "burger"
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1:
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subtype = "burger"
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2:
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subtype = "impossible"
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time = 20
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@ -6,4 +6,5 @@ extends Node3D
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var occupied: bool = false
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var time: int
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var displayed: String
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var type: String
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var subtype: String
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7
scripts/player_interactables/food/burger.gd
Normal file
7
scripts/player_interactables/food/burger.gd
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## SPDX-License-Identifier: GPL-3.0-or-later
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## Copyright (c) 2024 interstellardevelopment.org
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extends Food
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func _ready() -> void:
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food_name = "burger"
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7
scripts/player_interactables/food/food.gd
Normal file
7
scripts/player_interactables/food/food.gd
Normal file
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## SPDX-License-Identifier: GPL-3.0-or-later
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## Copyright (c) 2024 interstellardevelopment.org
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class_name Food
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extends RigidBody3D
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var food_name: String = "Placeholder"
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@ -4,6 +4,8 @@
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extends Control
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func _ready() -> void:
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($VBoxContainer/UsernameHBox/LineEdit as LineEdit).text = Game.username
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($VBoxContainer/RoomnameHBox/LineEdit as LineEdit).text = Game.roomname
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if ($VBoxContainer/SendButton as Button).pressed.connect(_on_send_button_pressed):
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pass
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15
scripts/ui/main_menu.gd
Normal file
15
scripts/ui/main_menu.gd
Normal file
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extends Control
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func _ready() -> void:
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if ($VBoxContainer/Join as Button).pressed.connect(_on_join_clicked):
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pass
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if ($VBoxContainer/Settings as Button).pressed.connect(_on_settings_clicked):
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pass
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func _on_join_clicked() -> void:
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if get_tree().change_scene_to_file("res://scenes/ui/create_room.tscn") != OK:
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Log.error("Couldn't change to the create room scene! Closing application.", "Couldn't change to the create room scene!")
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func _on_settings_clicked() -> void:
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if get_tree().change_scene_to_file("res://scenes/ui/settings.tscn") != OK:
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Log.error("Couldn't change to the settings scene! Closing application.", "Couldn't change to the settings scene!")
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16
scripts/ui/settings.gd
Normal file
16
scripts/ui/settings.gd
Normal file
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extends Control
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func _ready() -> void:
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($VBoxContainer/DefaultServerIP/LineEdit as LineEdit).text = Game.ip
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($VBoxContainer/DefaultUsername/LineEdit as LineEdit).text = Game.username
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($VBoxContainer/DefaultRoomname/LineEdit as LineEdit).text = Game.roomname
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if ($VBoxContainer/Return as Button).pressed.connect(_on_return_clicked):
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pass
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func _on_return_clicked() -> void:
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Game.ip = ($VBoxContainer/DefaultServerIP/LineEdit as LineEdit).text
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Game.username = ($VBoxContainer/DefaultUsername/LineEdit as LineEdit).text
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Game.roomname = ($VBoxContainer/DefaultRoomname/LineEdit as LineEdit).text
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Game.save_settings()
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if get_tree().change_scene_to_file("res://scenes/ui/main_menu.tscn") != OK:
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Log.error("Couldn't change to the main menu scene! Closing application.", "Couldn't change to the main menu scene!")
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@ -15,14 +15,16 @@ var ip: String = "127.0.0.1"
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var port: int = 25262
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var max_clients: int = 1024
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var roomname: String = "sample"
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var username: String = "sample"
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var roomname: String = ""
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var username: String = ""
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var mapname: String = "Testmap"
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var launchmode: int = 0
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func _ready() -> void:
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Log.info("Running on: %s %s (%s)" % [OS.get_distribution_name(), OS.get_version(), OS.get_name()])
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randomize()
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load_settings()
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var args: PackedStringArray = OS.get_cmdline_args()
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var skip: bool = false
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for i: int in range(args.size()):
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match launchmode:
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0:
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# Menu
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if get_tree().change_scene_to_file("res://scenes/ui/create_room.tscn") != OK:
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Log.error("Couldn't change to the create room scene! Closing application.", "Couldn't change to the create room scene!")
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if get_tree().change_scene_to_file("res://scenes/ui/main_menu.tscn") != OK:
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Log.error("Couldn't change to the main menu scene! Closing application.", "Couldn't change to the main menu scene!")
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1:
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# Client with direct join
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Networking.join_room()
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# Server
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if Networking.start_server() != OK:
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Log.error("Failed to start server! Closing application.", "Failed to start server!")
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func save_settings() -> void:
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var to_save: Dictionary = {
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"ip": ip,
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"roomname": roomname,
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"username": username,
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}
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var to_save_string: String = JSON.stringify(to_save)
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var save_file: FileAccess = FileAccess.open("user://save.json", FileAccess.WRITE)
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if save_file == null:
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Log.warning("Couldn't save the json.")
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return
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save_file.store_string(to_save_string)
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func load_settings() -> void:
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var save_file: FileAccess = FileAccess.open("user://save.json", FileAccess.READ)
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if save_file == null:
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Log.warning("Couldn't open the json save.")
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return
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var json_string: String = save_file.get_as_text()
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var json: JSON = JSON.new()
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if json.parse(json_string) != OK:
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Log.warning("Couldn't parse the json save.")
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return
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var data: Dictionary = json.data
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ip = data["ip"]
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roomname = data["roomname"]
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username = data["username"]
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# The peers are untrusted. They may cheat, or try something stupid. If at all possible, Direct peer to peer communication should be prevented.
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# Rather, such a thing should be done through the game manager if possible.
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#TODO: All instances, where any peer can send something, we have to extensively check it, else it may crash somebodys game! Especially NodePaths!
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#TODO: Non affiliated peer log messages!
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extends Node
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signal playerlist_changed()
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@ -328,19 +331,22 @@ func object_sync(position: Vector3, rotation: Vector3, node_name: String) -> voi
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else:
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Log.warning("Non-manager peer tried to send a manager only request: object_sync")
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func npc_text_sync_call(text: String, target: Objective, npc: NPC) -> void:
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for peer: int in Networking.get_ids():
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if rpc_id(peer, "npc_text_sync", text, target.get_path(), npc.get_path()) != OK:
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Log.warning("Couldn't send RPC to %d!" % peer)
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# Synchronizes the text above the npc.
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@rpc("any_peer", "call_local", "reliable")
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func npc_text_sync(text: String, npc: NodePath) -> void:
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func npc_text_sync(text: String, target: NodePath, npc: NodePath) -> void:
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if managerID == multiplayer.get_remote_sender_id():
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(get_node(npc) as NPC).set_text(text)
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if text == "":
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(get_node(npc) as NPC).set_text_and_target(text, null)
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else:
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(get_node(npc) as NPC).set_text_and_target(text, get_node(target) as Objective)
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else:
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Log.warning("Non-manager peer tried to send a manager only request: npc_text_sync")
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func npc_text_sync_call(text: String, npc: NPC) -> void:
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for peer: int in Networking.get_ids():
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if rpc_id(peer, "npc_text_sync", text, npc.get_path()) != OK:
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Log.warning("Couldn't send RPC to %d!" % peer)
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func pick_up_sync_call(npc: NPC, carryable: Carryable) -> void:
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# 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.
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var carryable_path: NodePath = carryable.get_path()
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@ -407,7 +413,10 @@ func guncase_sync(status: bool, player_path: NodePath) -> void:
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#TODO: Anti-Cheat -> Check if the gun is even available!
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if verify_id(multiplayer.get_remote_sender_id()):
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(get_node("/root/%s/Guncase" % Game.mapname) as Guncase).held = status
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(get_node(player_path) as Player).show_gun()
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if status == true:
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(get_node(player_path) as Player).show_gun()
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else:
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(get_node(player_path) as Player).hide_gun()
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func bullet_sync_call(position: Vector3, rotation: Vector3) -> void:
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for peer: int in Networking.get_ids():
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@ -423,3 +432,32 @@ func bullet_sync(position: Vector3, rotation: Vector3) -> void:
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bullet_instance.position = position
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bullet_instance.rotation = rotation
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get_node("/root/"+Game.mapname).add_child(bullet_instance)
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func npc_free_sync_call(npc: NPC) -> void:
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var npc_path: NodePath = npc.get_path()
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for peer: int in Networking.get_ids():
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if rpc_id(peer, "npc_free_sync", npc_path) != OK:
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Log.warning("Couldn't send RPC to %d!" % peer)
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# Synchronizes the npc removal.
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@rpc("any_peer", "call_local", "reliable")
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func npc_free_sync(npc_path: NodePath) -> void:
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if managerID == multiplayer.get_remote_sender_id():
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get_node(npc_path).queue_free()
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else:
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Log.warning("Non-manager peer tried to send a manager only request: npc_free_sync")
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func npc_served_sync_call(npc: NPC) -> void:
|
||||
var npc_path: NodePath = npc.get_path()
|
||||
for peer: int in Networking.get_ids():
|
||||
if rpc_id(peer, "npc_served_sync", npc_path) != OK:
|
||||
Log.warning("Couldn't send RPC to %d!" % peer)
|
||||
|
||||
# Synchronizes when the npc was served.
|
||||
@rpc("any_peer", "call_local", "reliable")
|
||||
func npc_served_sync(npc_path: NodePath) -> void:
|
||||
#TODO: Anti-Cheat -> Prevent unauthorized serving!
|
||||
if verify_id(multiplayer.get_remote_sender_id()):
|
||||
(get_node(npc_path) as NPC).served()
|
||||
else:
|
||||
Log.warning("Non-manager peer tried to send a manager only request: npc_served_sync")
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue