feat: Introduce LobbyManager to handle room management, player states, and game setting synchronization.

This commit is contained in:
Yogi Wiguna
2026-02-10 16:58:43 +08:00
parent a27ff8634d
commit 0c2a53c0cc
3 changed files with 49 additions and 46 deletions
+33 -18
View File
@@ -45,6 +45,7 @@ func _ready():
if message_bar: if message_bar:
message_bar.visible = false message_bar.visible = false
# Ensure grid is randomized with Scarcity if server # Ensure grid is randomized with Scarcity if server
if multiplayer.is_server(): if multiplayer.is_server():
randomize_game_grid() randomize_game_grid()
@@ -58,6 +59,11 @@ func _ready():
respawn_check_timer.timeout.connect(_check_respawns) respawn_check_timer.timeout.connect(_check_respawns)
add_child(respawn_check_timer) add_child(respawn_check_timer)
# Force gridmap cell size to match player logic (1, 0.05, 1) - >0.001 to avoid errors
var em = $EnhancedGridMap
if em:
em.cell_size = Vector3(1, 0.05, 1)
func _on_goal_count_updated(peer_id: int, count: int): func _on_goal_count_updated(peer_id: int, count: int):
# Only update for local player # Only update for local player
if peer_id == multiplayer.get_unique_id(): if peer_id == multiplayer.get_unique_id():
@@ -392,8 +398,9 @@ func _setup_host_game():
# IMMEDIATELY assign random spawn positions before any player _ready() completes # IMMEDIATELY assign random spawn positions before any player _ready() completes
# Player _ready() has 0.1s await, so we assign before that completes # Player _ready() has 0.1s await, so we assign before that completes
if LobbyManager.get_randomize_spawn(): # IMMEDIATELY assign spawn positions (Fixed or Random)
_assign_random_spawn_positions() # Always run this to ensure players don't spawn at (0,0) overlap
_assign_random_spawn_positions()
# Wait for players to be fully ready (player.gd has 0.1s await in _ready before managers init) # Wait for players to be fully ready (player.gd has 0.1s await in _ready before managers init)
await get_tree().create_timer(0.3).timeout await get_tree().create_timer(0.3).timeout
@@ -598,8 +605,10 @@ func _assign_random_spawn_positions():
# Fallback shuffle # Fallback shuffle
all_spawns.shuffle() all_spawns.shuffle()
# Get all players # Get all players and sort them for deterministic assignment
var all_players = get_tree().get_nodes_in_group("Players") var all_players = get_tree().get_nodes_in_group("Players")
all_players.sort_custom(func(a, b): return a.name.to_int() < b.name.to_int())
var spawn_index = 0 var spawn_index = 0
# Round-robin assignment to corners: TL, TR, BR, BL, TL, TR, BR, BL... # Round-robin assignment to corners: TL, TR, BR, BL, TL, TR, BR, BL...
@@ -670,7 +679,9 @@ func create_bot(bot_id: int):
@rpc("any_peer", "call_local") @rpc("any_peer", "call_local")
func add_player_character(peer_id: int, is_bot: bool = false): func add_player_character(peer_id: int, is_bot: bool = false):
print("[Main] add_player_character called for %d (is_bot: %s)" % [peer_id, is_bot])
if has_node(str(peer_id)): if has_node(str(peer_id)):
print("[Main] Player %d already exists! Skipping spawn." % peer_id)
return return
var player_character var player_character
@@ -1013,16 +1024,6 @@ func create_specific_player(data: Dictionary):
add_child(player_character) add_child(player_character)
player_character.add_to_group("Players", true) player_character.add_to_group("Players", true)
# Set spawn flag directly so it doesn't hide itself
if data.has("spawn_point_selected") and data["spawn_point_selected"]:
player_character.spawn_point_selected = true
player_character.visible = true
# Ensure visual position matches logical
var new_pos = player_character.grid_to_world(data["position"])
player_character.global_position = new_pos
player_character.target_visual_position = new_pos
# Set display name # Set display name
if data.has("name"): if data.has("name"):
player_character.display_name = data["name"] player_character.display_name = data["name"]
@@ -1031,6 +1032,20 @@ func create_specific_player(data: Dictionary):
player_character.add_to_group("Bots", true) player_character.add_to_group("Bots", true)
player_character.is_bot = true player_character.is_bot = true
# Set spawn flag and visibility for BOTH new and existing players
if data.has("spawn_point_selected") and data["spawn_point_selected"]:
player_character.spawn_point_selected = true
player_character.visible = true
# Ensure visual position matches logical
var new_pos = player_character.grid_to_world(data["position"])
player_character.global_position = new_pos
player_character.target_visual_position = new_pos
# Force collision update
if player_character.has_node("CollisionShape3D"):
player_character.get_node("CollisionShape3D").disabled = false
# Check if this is the local player (client's own player) # Check if this is the local player (client's own player)
var is_local_player = (peer_id == multiplayer.get_unique_id()) var is_local_player = (peer_id == multiplayer.get_unique_id())
if is_local_player and GameStateManager.local_player_character == null: if is_local_player and GameStateManager.local_player_character == null:
@@ -1052,11 +1067,11 @@ func create_specific_player(data: Dictionary):
# Always update position (including for existing nodes, so client sees host correctly) # Always update position (including for existing nodes, so client sees host correctly)
player_character.current_position = data["position"] player_character.current_position = data["position"]
player_character.global_position = Vector3(
data["position"].x * 2 + 1, # Use the player's own grid_to_world to respect cell_size (1,1,1)
1.0, var new_world_pos = player_character.grid_to_world(data["position"])
data["position"].y * 2 + 1 player_character.global_position = new_world_pos
) player_character.target_visual_position = new_world_pos
# Update playerboard UI for local player # Update playerboard UI for local player
if is_local_player: if is_local_player:
+14 -26
View File
@@ -70,7 +70,7 @@ var can_finish: bool:
get: return race_manager.can_finish if race_manager else false get: return race_manager.can_finish if race_manager else false
set(value): if race_manager: race_manager.can_finish = value set(value): if race_manager: race_manager.can_finish = value
@export var cell_size: Vector3 = Vector3(2, 2, 2) @export var cell_size: Vector3 = Vector3(1, 0.05, 1)
@export var cell_offset: Vector3 = Vector3(0, 0, 0) @export var cell_offset: Vector3 = Vector3(0, 0, 0)
@export var goals: Array[int]: @export var goals: Array[int]:
@@ -268,9 +268,9 @@ func _ready():
# Ensure proper initial positioning # Ensure proper initial positioning
if not LobbyManager.get_randomize_spawn() and not spawn_point_selected: if not LobbyManager.get_randomize_spawn() and not spawn_point_selected:
global_position = Vector3( global_position = Vector3(
current_position.x * cell_size.x + cell_size.x * 0.5, current_position.x * 1 + 1 * 0.5,
1.0, 1.0,
current_position.y * cell_size.z + cell_size.z * 0.5 current_position.y * 1 + 1 * 0.5
) )
target_visual_position = global_position target_visual_position = global_position
if is_multiplayer_authority(): if is_multiplayer_authority():
@@ -1011,31 +1011,17 @@ func find_valid_starting_position() -> Vector2i:
if is_bot: if is_bot:
return _find_random_spawn_position() return _find_random_spawn_position()
else: else:
highlight_available_spawn_points() # Auto-assign the first available spawn point for fixed spawning
# Return temporary position, will be updated when player selects spawn point for spawn_pos in spawn_locations:
return Vector2i(-1, -1) if not is_position_occupied(spawn_pos):
return spawn_pos
# Fallback (should typically not be reached if spawn_locations > max_players)
return Vector2i(0, 0)
# highlight_available_spawn_points is no longer needed for manual selection in this mode
func highlight_available_spawn_points(): func highlight_available_spawn_points():
if not is_multiplayer_authority() or is_bot or spawn_point_selected: pass
return
# Clear any existing highlights
clear_highlights()
highlighted_spawn_points.clear()
# Get all currently occupied positions
var occupied_positions = get_occupied_positions()
# Check each spawn location
for spawn_pos in spawn_locations:
if not is_position_occupied(spawn_pos):
highlighted_spawn_points.append(spawn_pos)
if enhanced_gridmap:
# Highlight the cell at y=0 (ground level)
enhanced_gridmap.set_cell_item(
Vector3i(spawn_pos.x, 0, spawn_pos.y),
enhanced_gridmap.hover_item
)
# Add function to get all occupied positions # Add function to get all occupied positions
func get_occupied_positions() -> Array: func get_occupied_positions() -> Array:
@@ -1808,6 +1794,8 @@ func set_spawn_position(pos: Vector2i):
current_position.y * cell_size.z + cell_size.z * 0.5 current_position.y * cell_size.z + cell_size.z * 0.5
) + cell_offset ) + cell_offset
print("[Player %s] set_spawn_position: Grid %s -> World %s (CellSize: %s)" % [name, pos, new_pos, cell_size])
global_position = new_pos global_position = new_pos
target_visual_position = new_pos target_visual_position = new_pos
+1 -1
View File
@@ -28,7 +28,7 @@ var local_player_name: String = "Player"
var match_duration: int = 180 # Default 3 minutes var match_duration: int = 180 # Default 3 minutes
# Randomize spawn locations (configurable in lobby by host) # Randomize spawn locations (configurable in lobby by host)
var randomize_spawn: bool = true # Default enabled var randomize_spawn: bool = false # Default enabled
# Timer setting # Timer setting
var enable_cycle_timer: bool = false # Default disabled var enable_cycle_timer: bool = false # Default disabled