This commit is contained in:
2025-12-04 23:14:12 +08:00
parent dce55c2fe6
commit 5000f3e269
4 changed files with 145 additions and 33 deletions
+123 -27
View File
@@ -135,12 +135,22 @@ func _setup_host_game():
GameStateManager.local_player_character = player_character
ui_manager.set_local_player(player_character)
# Set host goals
player_character.goals = GoalManager.get_goals_for_player(0)
rpc("sync_player_goals", player_id, player_character.goals)
# Wait for player to be fully ready (player.gd has 0.1s await in _ready before managers init)
await get_tree().create_timer(0.2).timeout
# Set host goals - get goals directly from GoalManager
var host_goals = GoalManager.get_goals_for_player(0)
player_character.goals = host_goals
rpc("sync_player_goals", player_id, host_goals)
rpc("sync_preset_goals", GoalManager.preset_goals)
# Update the goals UI immediately for the host
var panel = $AllPlayerGoals.get_child(0)
panel.visible = true
_update_player_goals_ui(0, host_goals)
ui_manager.update_playerboard_ui()
# Add bots
if GameStateManager.enable_bots:
for i in range(2, GameStateManager.max_players + 1):
@@ -186,11 +196,11 @@ func create_bot(bot_id: int):
var goal_index = bot_id - 1
if goal_index < GoalManager.preset_goals.size():
# Wait for bot managers to be ready
await get_tree().create_timer(0.2).timeout
bot_character.goals = GoalManager.preset_goals[goal_index].duplicate()
rpc("sync_player_goals", bot_id, bot_character.goals)
await get_tree().create_timer(0.1).timeout
bot_character.rpc("sync_bot_status", true)
# Use deferred goals sync to avoid timing issues
call_deferred("_deferred_set_player_goals", bot_id, bot_character.goals)
@rpc("any_peer", "call_local")
func add_player_character(peer_id: int):
@@ -214,6 +224,18 @@ func _on_peer_connected(new_peer_id: int):
await get_tree().create_timer(1.5).timeout
add_player_character(new_peer_id)
rpc("add_newly_connected_player_character", new_peer_id)
# Wait for player to be ready then assign goals
await get_tree().create_timer(0.3).timeout
var player = get_node_or_null(str(new_peer_id))
if player:
# Get the next available goal set for this player
var player_index = GameStateManager.players.find(new_peer_id)
if player_index >= 0 and player_index < GoalManager.preset_goals.size():
var player_goals = GoalManager.preset_goals[player_index].duplicate()
player.goals = player_goals
# Update goals UI for all clients
call_deferred("_deferred_set_player_goals", new_peer_id, player_goals)
@rpc
func add_newly_connected_player_character(new_peer_id: int):
@@ -347,9 +369,36 @@ func sync_preset_goals(goals_list: Array):
func sync_player_goals(player_id: int, goals: Array):
var player = get_node_or_null(str(player_id))
if player:
# Defer the goal setting to ensure managers are ready
call_deferred("_deferred_set_player_goals", player_id, goals)
func _deferred_set_player_goals(player_id: int, goals: Array):
await get_tree().create_timer(0.25).timeout
var player = get_node_or_null(str(player_id))
if player and player.race_manager:
player.goals = goals.duplicate()
if multiplayer.is_server():
update_all_players_goals()
# Update the goals UI for all clients
_update_goals_ui_for_player(player_id, goals)
func _update_goals_ui_for_player(player_id: int, goals: Array):
# Find the player index among all players
var all_players = get_tree().get_nodes_in_group("Players")
all_players.sort_custom(func(a, b):
var a_id = int(String(a.name).get_slice("@", 0))
var b_id = int(String(b.name).get_slice("@", 0))
return a_id < b_id
)
var player_idx = -1
for i in range(all_players.size()):
if all_players[i].name == str(player_id):
player_idx = i
break
# Changed >= 0 to include index 0 (host player)
if player_idx != -1 and player_idx < $AllPlayerGoals.get_child_count():
$AllPlayerGoals.get_child(player_idx).visible = true
_update_player_goals_ui(player_idx, goals)
@rpc("any_peer", "call_local")
func sync_playerboard(player_id: int, new_playerboard: Array):
@@ -475,27 +524,74 @@ func request_full_player_sync(requesting_peer_id: int):
@rpc("reliable")
func create_specific_player(data: Dictionary):
var peer_id = data["peer_id"]
if has_node(str(peer_id)):
return
var player_character = null
var node_already_exists = has_node(str(peer_id))
var player_character = PlayerManager.add_player_character(peer_id)
player_character.current_position = data["position"]
add_child(player_character)
player_character.add_to_group("Players", true)
if node_already_exists:
# Player already exists, just get the reference
player_character = get_node(str(peer_id))
else:
# Create new player
player_character = PlayerManager.add_player_character(peer_id)
player_character.current_position = data["position"]
add_child(player_character)
player_character.add_to_group("Players", true)
if data["is_bot"]:
player_character.add_to_group("Bots", true)
player_character.is_bot = true
if data["is_bot"]:
player_character.add_to_group("Bots", true)
player_character.is_bot = true
player_character.rpc("sync_bot_status", true)
# Check if this is the local player (client's own player)
var is_local_player = (peer_id == multiplayer.get_unique_id())
if is_local_player and GameStateManager.local_player_character == null:
GameStateManager.local_player_character = player_character
ui_manager.set_local_player(player_character)
ui_manager.update_button_states()
player_character.goals = data["goals"].duplicate()
player_character.playerboard = data["playerboard"].duplicate()
player_character.global_position = Vector3(
data["position"].x * 2 + 1,
1.0,
data["position"].y * 2 + 1
)
player_character.rpc("sync_position", data["position"])
# Wait for player managers to initialize (player.gd has 0.1s await in _ready)
await get_tree().create_timer(0.2).timeout
# Now set goals and playerboard after managers are ready
var goals_to_set = data["goals"].duplicate() if data.has("goals") else []
if goals_to_set.size() > 0 and player_character.race_manager:
player_character.goals = goals_to_set
var playerboard_to_set = data["playerboard"].duplicate() if data.has("playerboard") else []
if playerboard_to_set.size() > 0 and player_character.race_manager:
player_character.playerboard = playerboard_to_set
# Update position if not already set
if not node_already_exists:
player_character.global_position = Vector3(
data["position"].x * 2 + 1,
1.0,
data["position"].y * 2 + 1
)
# Update playerboard UI for local player
if is_local_player:
ui_manager.update_playerboard_ui()
# Update goals UI for this player - use direct panel update
if goals_to_set.size() > 0:
# Find the correct panel index for this player
var all_players = get_tree().get_nodes_in_group("Players")
all_players.sort_custom(func(a, b):
var a_id = int(String(a.name).get_slice("@", 0))
var b_id = int(String(b.name).get_slice("@", 0))
return a_id < b_id
)
var player_idx = -1
for i in range(all_players.size()):
var player_name_id = int(String(all_players[i].name).get_slice("@", 0))
if player_name_id == peer_id:
player_idx = i
break
if player_idx != -1 and player_idx < $AllPlayerGoals.get_child_count():
$AllPlayerGoals.get_child(player_idx).visible = true
_update_player_goals_ui(player_idx, goals_to_set)
# =============================================================================
# Grid Item Randomization