feat: Implement core lobby system including UI, player management, and game mode settings.
This commit is contained in:
@@ -7,6 +7,7 @@ extends Control
|
||||
@onready var browse_rooms_btn = $MainMenuPanel/VBoxContainer/ButtonSection/BrowseRoomsBtn
|
||||
@onready var main_menu_profile_btn = $MainMenuPanel/VBoxContainer/ButtonSection/ProfileBtn
|
||||
@onready var lobby_settings_btn = $MainMenuPanel/VBoxContainer/ButtonSection/SettingsBtn
|
||||
@onready var quit_btn = $MainMenuPanel/VBoxContainer/ButtonSection/QuitBtn
|
||||
|
||||
# UI References - Server Selection
|
||||
@onready var server_option = $MainMenuPanel/VBoxContainer/ServerSelectionSection/ServerOption
|
||||
@@ -142,6 +143,8 @@ func _ready():
|
||||
lobby_settings_btn.pressed.connect(_on_settings_pressed)
|
||||
if leaderboard_btn:
|
||||
leaderboard_btn.pressed.connect(_on_leaderboard_pressed)
|
||||
if quit_btn:
|
||||
quit_btn.pressed.connect(_on_quit_pressed)
|
||||
|
||||
# Connect Server Selection signals
|
||||
if server_option:
|
||||
@@ -585,6 +588,10 @@ func _on_logout_pressed() -> void:
|
||||
AuthManager.logout()
|
||||
_go_to_login()
|
||||
|
||||
func _on_quit_pressed() -> void:
|
||||
print("[Lobby] Quitting game...")
|
||||
get_tree().quit()
|
||||
|
||||
func _on_settings_pressed():
|
||||
var settings_menu = get_node_or_null("SettingsMenu")
|
||||
if not settings_menu:
|
||||
|
||||
+7
-1
@@ -151,11 +151,17 @@ theme_override_font_sizes/font_size = 16
|
||||
text = "SETTINGS"
|
||||
|
||||
[node name="ProfileBtn" type="Button" parent="MainMenuPanel/VBoxContainer/ButtonSection" unique_id=1640960506]
|
||||
custom_minimum_size = Vector2(0, 36)
|
||||
layout_mode = 2
|
||||
custom_minimum_size = Vector2(0, 36)
|
||||
theme_override_font_sizes/font_size = 14
|
||||
text = "PROFILE"
|
||||
|
||||
[node name="QuitBtn" type="Button" parent="MainMenuPanel/VBoxContainer/ButtonSection" unique_id=123456780]
|
||||
layout_mode = 2
|
||||
custom_minimum_size = Vector2(0, 36)
|
||||
theme_override_font_sizes/font_size = 14
|
||||
text = "QUIT GAME"
|
||||
|
||||
[node name="RoomListPanel" type="PanelContainer" parent="." unique_id=1782359692]
|
||||
visible = false
|
||||
layout_mode = 1
|
||||
|
||||
+25
-9
@@ -1286,7 +1286,8 @@ func create_bot_with_state(bot_id: int, pos: Vector2i, p_score: int, p_goals: Ar
|
||||
|
||||
func _on_host_disconnected():
|
||||
"""Called when the host leaves. Returns clients to the main menu."""
|
||||
print("[Main] Host disconnected. Match terminated. Returning to lobby...")
|
||||
print("[Main] Host disconnected. Match terminated. Cleaning up and returning to lobby...")
|
||||
LobbyManager.leave_room()
|
||||
get_tree().change_scene_to_file("res://scenes/lobby.tscn")
|
||||
|
||||
func _on_rematch_starting():
|
||||
@@ -1575,6 +1576,14 @@ func sync_grid_item(x: int, y: int, z: int, item: int):
|
||||
# OR Layer 1 is already a wall (4)
|
||||
if f0 in [4, -1] or f1 == 4:
|
||||
return
|
||||
|
||||
# TEKTON DOORS: Prevent placing items on portal doors
|
||||
if LobbyManager.is_game_mode(GameMode.Mode.TEKTON_DOORS):
|
||||
var doors = get_tree().get_nodes_in_group("PortalDoors")
|
||||
for door in doors:
|
||||
var door_grid = enhanced_gridmap.local_to_map(enhanced_gridmap.to_local(door.global_position))
|
||||
if door_grid.x == x and door_grid.z == z:
|
||||
return
|
||||
|
||||
enhanced_gridmap.set_cell_item(Vector3i(x, y, z), item)
|
||||
# Force visual update
|
||||
@@ -1601,6 +1610,17 @@ func sync_grid_items_batch(data: Array):
|
||||
if f0 in [4, -1] or f1 == 4:
|
||||
continue
|
||||
|
||||
# TEKTON DOORS: Prevent placing items on portal doors
|
||||
if LobbyManager.is_game_mode(GameMode.Mode.TEKTON_DOORS) and y == 1:
|
||||
var doors = get_tree().get_nodes_in_group("PortalDoors")
|
||||
var on_door = false
|
||||
for door in doors:
|
||||
var door_grid = enhanced_gridmap.local_to_map(enhanced_gridmap.to_local(door.global_position))
|
||||
if door_grid.x == x and door_grid.z == z:
|
||||
on_door = true
|
||||
break
|
||||
if on_door: continue
|
||||
|
||||
enhanced_gridmap.set_cell_item(Vector3i(x, y, z), item)
|
||||
|
||||
# Force visual update ONCE after batch
|
||||
@@ -2084,12 +2104,8 @@ func _on_back_to_menu_pressed():
|
||||
"""Return to lobby/main menu and clean up game state."""
|
||||
print("[Main] Returning to lobby...")
|
||||
|
||||
# Proper ordered cleanup to avoid ghost players
|
||||
GameStateManager.end_game()
|
||||
LobbyManager.reset()
|
||||
|
||||
# Properly disconnect from Nakama match
|
||||
_cleanup_multiplayer()
|
||||
# Proper ordered cleanup to avoid ghost players and desync
|
||||
LobbyManager.leave_room()
|
||||
|
||||
# Small delay to let cleanup settle
|
||||
await get_tree().create_timer(0.2).timeout
|
||||
@@ -2357,8 +2373,8 @@ func _on_settings_pressed():
|
||||
|
||||
func _on_quit_match_pressed():
|
||||
get_tree().paused = false # Ensure unpaused when returning to menu
|
||||
# Properly disconnect from Nakama match
|
||||
_cleanup_multiplayer()
|
||||
# Properly disconnect from Nakama and clear lobby state to prevent desync
|
||||
LobbyManager.leave_room()
|
||||
# Return to lobby or main menu
|
||||
get_tree().change_scene_to_file("res://scenes/lobby.tscn")
|
||||
|
||||
|
||||
@@ -50,6 +50,11 @@ properties/3/replication_mode = 2
|
||||
[node name="PortalDoor" type="StaticBody3D"]
|
||||
script = ExtResource("1_script")
|
||||
|
||||
[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.1, 0)
|
||||
shape = SubResource("BoxShape3D_trigger")
|
||||
|
||||
|
||||
[node name="MultiplayerSynchronizer" type="MultiplayerSynchronizer" parent="."]
|
||||
replication_config = SubResource("SceneReplicationConfig_portal")
|
||||
|
||||
|
||||
@@ -144,6 +144,13 @@ func leave_room() -> void:
|
||||
"""Leave the current room."""
|
||||
print("[LobbyManager] Leaving room. Clearing all local state.")
|
||||
|
||||
# If we are the host, notify all clients to kick them back to menu/lobby
|
||||
if is_host and multiplayer.has_multiplayer_peer() and multiplayer.is_server():
|
||||
print("[LobbyManager] Host is leaving. Kicking all clients...")
|
||||
# We use rpc() instead of .rpc() for compatibility with older Godot 4 versions if applicable,
|
||||
# but .rpc() is standard in 4.x. Let's stick to standard.
|
||||
kick_all_clients.rpc()
|
||||
|
||||
# Important: Reset all lobby settings and player lists first
|
||||
reset()
|
||||
|
||||
@@ -214,6 +221,16 @@ func _check_all_ready() -> void:
|
||||
func is_all_ready() -> bool:
|
||||
return _all_ready
|
||||
|
||||
@rpc("authority", "call_local", "reliable")
|
||||
func kick_all_clients() -> void:
|
||||
"""Called on all clients when the host leaves to ensure they are returned to the menu."""
|
||||
if not is_host:
|
||||
print("[LobbyManager] Received kick from host. Returning to menu...")
|
||||
disconnect_reason = "Host left the lobby. Room closed."
|
||||
emit_signal("host_disconnected")
|
||||
# We use call_deferred to avoid potential issues during RPC stack processing
|
||||
call_deferred("leave_room")
|
||||
|
||||
# =============================================================================
|
||||
# Game Start
|
||||
# =============================================================================
|
||||
@@ -636,6 +653,14 @@ func _on_peer_connected(peer_id: int) -> void:
|
||||
|
||||
func _on_peer_disconnected(peer_id: int) -> void:
|
||||
"""Called when peer disconnects."""
|
||||
print("Peer disconnected: ", peer_id)
|
||||
|
||||
# If the host (peer 1) disconnected and we are not host, we should be kicked
|
||||
if peer_id == 1 and not is_host:
|
||||
print("[LobbyManager] Host peer disconnected. Kicking self...")
|
||||
_on_server_disconnected()
|
||||
return
|
||||
|
||||
for i in range(players_in_room.size()):
|
||||
if players_in_room[i]["id"] == peer_id:
|
||||
players_in_room.remove_at(i)
|
||||
@@ -652,8 +677,9 @@ func _on_server_disconnected() -> void:
|
||||
print("[LobbyManager] Server (Host) disconnected. Terminating room...")
|
||||
disconnect_reason = "Host disconnected. Match terminated."
|
||||
rematch_votes.clear()
|
||||
emit_signal("host_disconnected")
|
||||
# Ensure full cleanup and state reset
|
||||
leave_room()
|
||||
emit_signal("host_disconnected")
|
||||
|
||||
# =============================================================================
|
||||
# Rematch Logic
|
||||
|
||||
@@ -370,7 +370,18 @@ func auto_put_item() -> bool:
|
||||
var pos = neighbor.position
|
||||
var cell_3d = Vector3i(pos.x, 1, pos.y)
|
||||
if enhanced_gridmap.get_cell_item(cell_3d) == -1 and not player.is_position_occupied(pos):
|
||||
valid_put_positions.append(pos)
|
||||
# TEKTON DOORS: Avoid portal doors
|
||||
var is_on_portal = false
|
||||
if LobbyManager.is_game_mode(GameMode.Mode.TEKTON_DOORS):
|
||||
var doors = get_tree().get_nodes_in_group("PortalDoors")
|
||||
for door in doors:
|
||||
var door_grid = enhanced_gridmap.local_to_map(enhanced_gridmap.to_local(door.global_position))
|
||||
if Vector2i(door_grid.x, door_grid.z) == pos:
|
||||
is_on_portal = true
|
||||
break
|
||||
|
||||
if not is_on_portal:
|
||||
valid_put_positions.append(pos)
|
||||
|
||||
if valid_put_positions.is_empty():
|
||||
return false
|
||||
|
||||
@@ -479,7 +479,7 @@ func _refresh_tiles():
|
||||
var door_positions = []
|
||||
for door in doors:
|
||||
if is_instance_valid(door):
|
||||
var local_pos = gridmap.local_to_map(door.global_position)
|
||||
var local_pos = gridmap.local_to_map(gridmap.to_local(door.global_position))
|
||||
door_positions.append(Vector2i(local_pos.x, local_pos.z))
|
||||
|
||||
for x in range(GRID_SIZE):
|
||||
|
||||
Reference in New Issue
Block a user