forked from interstellar_development/freeftf
9de67986dd
Reworked multiplayer, like a lot.
185 lines
5.9 KiB
GDScript
185 lines
5.9 KiB
GDScript
## freeftf
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## Copyright (C) 2024 Patrick_Pluto
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##
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## 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.
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##
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## 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.
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##
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## You should have received a copy of the GNU General Public License along with this program. If not, see <https://www.gnu.org/licenses/>.
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extends Node
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const DEFAULT_SERVER_IP = "127.0.0.1"
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const PORT = 36969
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const MAX_CONNECTIONS = 16
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var players = {}
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var players_numbered = []
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var label
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var map
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var character = preload("res://objects/player.tscn")
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var is_server = false
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var first_joined = true
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var game_master = "debug"
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var map_name = "mansion"
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var offline
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func _ready():
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offline = multiplayer.multiplayer_peer
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multiplayer.peer_disconnected.connect(_on_player_disconnected)
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multiplayer.server_disconnected.connect(_on_server_disconnected)
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func _on_player_disconnected(id):
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players.erase(id)
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if (players.is_empty() or id == game_master) and multiplayer.is_server():
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get_tree().quit()
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var x = 0
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if !multiplayer.is_server():
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for i in players_numbered:
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if i == id:
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var current_character = get_tree().root.get_node("./"+map_name+"/player"+str(x))
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if current_character.hp == 0:
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Game.dead -= 1
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elif current_character.is_frozen:
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Game.frozen -= 1
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elif current_character.beast:
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Game.player_escaped = true
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Game.players = 0
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else:
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Game.players -= 1
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current_character.free()
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x += 1
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func _on_server_disconnected():
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Server.reset()
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Game.reset()
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get_tree().change_scene_to_file("res://menus/main_menu.tscn")
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func reset():
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players = {}
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players_numbered = []
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label = null
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map = null
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is_server = false
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first_joined = true
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game_master = "debug"
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character = preload("res://objects/player.tscn")
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if multiplayer != null:
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multiplayer.multiplayer_peer = offline
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func join_game(ip):
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var peer = ENetMultiplayerPeer.new()
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var error = peer.create_client(ip, PORT)
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if error:
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return error
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multiplayer.multiplayer_peer = peer
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func create_game():
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var peer = ENetMultiplayerPeer.new()
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var error = peer.create_server(PORT, MAX_CONNECTIONS)
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if error:
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return error
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multiplayer.multiplayer_peer = peer
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func _process(delta):
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if multiplayer.is_server():
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make_host.rpc(game_master)
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@rpc("authority","call_remote","reliable")
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func make_host(id):
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first_joined = false
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game_master = id
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if str(multiplayer.get_unique_id()) == str(game_master):
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is_server = true
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else:
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is_server = false
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@rpc("any_peer", "call_remote", "reliable")
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func sync_playerlist(text, host):
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if !multiplayer.is_server() and (multiplayer.get_remote_sender_id() == game_master or multiplayer.get_remote_sender_id() == 0):
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get_tree().root.get_node("create/player_list/list").text = text
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@rpc("any_peer", "call_local", "reliable")
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func send_playerinfo(player_name, id):
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if !multiplayer.is_server():
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if is_server:
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var done = 0
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players[id] = player_name
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label = get_tree().root.get_node("create/player_list/list")
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label.text = ""
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for w in players:
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if done == 1:
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label.text = str(label.text +"\n" + players[w])
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else:
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label.text = players[w]
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done = 1
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else:
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players[id] = player_name
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if first_joined:
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first_joined = false
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game_master = id
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is_server = true
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@rpc("any_peer", "call_local", "reliable")
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func start_game(server_players):
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if !multiplayer.is_server() and (multiplayer.get_remote_sender_id() == game_master or multiplayer.get_remote_sender_id() == 0):
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players = server_players
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players_numbered = players.keys()
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var success = get_tree().change_scene_to_file("res://maps/"+map_name+".tscn")
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while !get_tree().root.has_node("./"+map_name+"/"):
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await get_tree().create_timer(0.001).timeout
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map = get_tree().root.get_node("./"+map_name+"/")
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var i = 0
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for w in players:
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var player = character.instantiate()
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player.name = "player" + str(i)
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i += 1
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player.position.z = -i*2.5
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player.position.y = 1
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map.add_child(player)
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if Server.is_server:
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var random = randi() % Server.players.size()
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sync_beast.rpc(random)
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Game.apply_settings()
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@rpc("any_peer", "call_remote", "unreliable")
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func sync_player(node_name, position, rotation):
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if !multiplayer.is_server():
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var current_character = get_tree().root.get_node("./"+map_name+"/"+node_name)
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current_character.position = position
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current_character.rotation = rotation
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@rpc("any_peer", "call_remote", "unreliable")
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func sync_hammer(node_name, rotation):
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if !multiplayer.is_server():
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var current_character = get_tree().root.get_node("./"+map_name+"/"+node_name+"/hammer")
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current_character.rotation = rotation
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@rpc("any_peer", "call_local", "reliable")
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func sync_computers(node_name, current):
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if !multiplayer.is_server() and (multiplayer.get_remote_sender_id() == game_master or multiplayer.get_remote_sender_id() == 0):
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var current_character = get_tree().root.get_node("./"+map_name+"/computers/"+node_name)
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current_character.current = current
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@rpc("any_peer", "call_local", "reliable")
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func sync_beast(player):
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if !multiplayer.is_server() and (multiplayer.get_remote_sender_id() == game_master or multiplayer.get_remote_sender_id() == 0):
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while !get_tree().root.has_node("./"+map_name+"/player"+str(player)):
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await get_tree().create_timer(0.001).timeout
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var current_character = get_tree().root.get_node("./"+map_name+"/player"+str(player))
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current_character.beast_init()
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@rpc("any_peer", "call_local", "reliable")
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func player_hit(target, beast):
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if !multiplayer.is_server():
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target = get_tree().root.get_node("./"+map_name+"/"+target)
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beast = get_tree().root.get_node("./"+map_name+"/"+beast)
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if !target.is_frozen:
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target.captured(beast)
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beast.got_one(target)
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