Milestone 5: Private Testing Release 1

Lot's of changes.
This commit is contained in:
patrick_pluto 2024-08-05 22:35:50 +02:00
commit 40100e8fee
90 changed files with 5741 additions and 156 deletions

View file

@ -1,10 +1,11 @@
## Copyright (C) 2024 Patrick_Pluto
## freeftf
## 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 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, either version 3 of the License, or (at your option) any later version.
##
## 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.
## 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/>.
## 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
@ -18,6 +19,10 @@ var label
var map
var character = preload("res://objects/player.tscn")
var is_server = false
var first_joined = true
var game_master = "debug"
var host_announced = false
var map_name = "mansion"
func reset():
players = {}
@ -43,68 +48,95 @@ func create_game():
if error:
return error
multiplayer.multiplayer_peer = peer
func _process(delta):
if multiplayer.is_server():
make_host.rpc(game_master)
@rpc("authority","call_remote","reliable")
func make_host(id):
first_joined = false
game_master = id
if str(multiplayer.get_unique_id()) == str(game_master):
is_server = true
else:
is_server = false
@rpc("authority", "call_remote", "reliable")
func sync_playerlist(text):
get_tree().root.get_node("create/player_list/list").text = text
@rpc("any_peer", "call_remote", "reliable")
func sync_playerlist(text, host):
if !multiplayer.is_server() and (multiplayer.get_remote_sender_id() == game_master or multiplayer.get_remote_sender_id() == 0):
get_tree().root.get_node("create/player_list/list").text = text
@rpc("any_peer", "call_local", "reliable")
func send_playerinfo(name, id):
if Server.is_server:
var done = 0
players[id] = name
label = get_tree().root.get_node("create/player_list/list")
label.text = ""
for w in players:
if done == 1:
label.text = str(label.text +"\n" + players[w])
else:
label.text = players[w]
done = 1
func send_playerinfo(player_name, id):
if !multiplayer.is_server():
if is_server:
var done = 0
players[id] = player_name
label = get_tree().root.get_node("create/player_list/list")
label.text = ""
for w in players:
if done == 1:
label.text = str(label.text +"\n" + players[w])
else:
label.text = players[w]
done = 1
else:
if first_joined:
first_joined = false
game_master = id
is_server = true
@rpc("authority", "call_local", "reliable")
@rpc("any_peer", "call_local", "reliable")
func start_game(server_players):
players = server_players
players_numbered = players.keys()
var success = get_tree().change_scene_to_file("res://maps/base_map.tscn")
while !get_tree().root.has_node("./map/"):
await get_tree().create_timer(0.001).timeout
map = get_tree().root.get_node("./map/")
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 Server.is_server:
var random = randi() % Server.players.size()
sync_beast.rpc(random)
if !multiplayer.is_server() and (multiplayer.get_remote_sender_id() == game_master or multiplayer.get_remote_sender_id() == 0):
players = server_players
players_numbered = players.keys()
var success = get_tree().change_scene_to_file("res://maps/"+map_name+".tscn")
while !get_tree().root.has_node("./"+map_name+"/"):
await get_tree().create_timer(0.001).timeout
map = get_tree().root.get_node("./"+map_name+"/")
var i = 0
for w in players:
var player = character.instantiate()
player.name = "player" + str(i)
i += 1
player.position.z = -i*2.5
player.position.y = 1
map.add_child(player)
if Server.is_server:
var random = randi() % Server.players.size()
sync_beast.rpc(random)
Game.apply_settings()
@rpc("any_peer", "call_remote", "unreliable")
func sync_player(node_name, position, rotation):
var current_character = get_tree().root.get_node("./map/"+node_name)
current_character.position = position
current_character.rotation = rotation
if !multiplayer.is_server():
var current_character = get_tree().root.get_node("./"+map_name+"/"+node_name)
current_character.position = position
current_character.rotation = rotation
@rpc("authority", "call_local", "reliable")
@rpc("any_peer", "call_local", "reliable")
func sync_computers(node_name, current):
var current_character = get_tree().root.get_node("./map/"+node_name)
current_character.current = current
if !multiplayer.is_server() and (multiplayer.get_remote_sender_id() == game_master or multiplayer.get_remote_sender_id() == 0):
var current_character = get_tree().root.get_node("./"+map_name+"/computers/"+node_name)
current_character.current = current
@rpc("authority", "call_local", "reliable")
@rpc("any_peer", "call_local", "reliable")
func sync_beast(player):
while !get_tree().root.has_node("./map/player"+str(player)):
await get_tree().create_timer(0.001).timeout
var current_character = get_tree().root.get_node("./map/player"+str(player))
current_character.beast_init()
if !multiplayer.is_server() and (multiplayer.get_remote_sender_id() == game_master or multiplayer.get_remote_sender_id() == 0):
while !get_tree().root.has_node("./"+map_name+"/player"+str(player)):
await get_tree().create_timer(0.001).timeout
var current_character = get_tree().root.get_node("./"+map_name+"/player"+str(player))
current_character.beast_init()
@rpc("any_peer", "call_local", "reliable")
func player_hit(target, beast):
target = get_tree().root.get_node("./map/"+target)
beast = get_tree().root.get_node("./map/"+beast)
if !target.is_frozen:
target.captured(beast)
beast.got_one(target)
if !multiplayer.is_server():
target = get_tree().root.get_node("./"+map_name+"/"+target)
beast = get_tree().root.get_node("./"+map_name+"/"+beast)
if !target.is_frozen:
target.captured(beast)
beast.got_one(target)