feat: implement core lobby management system with Nakama integration, player state, and game settings.
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+106
-6
@@ -29,6 +29,8 @@ func _ready():
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# Connect to multiplayer signals
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multiplayer.peer_connected.connect(_on_peer_connected)
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multiplayer.peer_disconnected.connect(_on_peer_disconnected)
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LobbyManager.host_disconnected.connect(_on_host_disconnected)
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LobbyManager.game_starting.connect(_on_rematch_starting)
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# Connect to Nakama signals
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NakamaManager.match_joined.connect(_on_match_joined)
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@@ -1200,11 +1202,73 @@ func add_newly_connected_player_character(new_peer_id: int):
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func _on_peer_disconnected(peer_id: int):
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if multiplayer.is_server():
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GameStateManager.remove_player(peer_id)
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if GameStateManager.enable_bots:
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var next_id = PlayerManager.get_next_available_bot_id(GameStateManager.max_players, GameStateManager.players)
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if next_id != -1:
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_add_bot(next_id)
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print("[Main] Peer %d disconnected. Checking for bot replacement..." % peer_id)
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var player_node = get_node_or_null(str(peer_id))
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if player_node and not player_node.is_bot:
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# Cache state before removing
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var pos = player_node.current_position
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var p_score = player_node.score
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var p_goals = player_node.goals.duplicate()
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var p_char = player_node.selected_character
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# Remove human player
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GameStateManager.remove_player(peer_id)
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player_node.queue_free()
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# Add replacement bot
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if GameStateManager.enable_bots:
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var next_bot_id = PlayerManager.get_next_available_bot_id(GameStateManager.max_players, GameStateManager.players)
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if next_bot_id != -1:
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print("[Main] Replacing Player %d with Bot %d" % [peer_id, next_bot_id])
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_replace_player_with_bot(next_bot_id, pos, p_score, p_goals, p_char)
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else:
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GameStateManager.remove_player(peer_id)
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func _replace_player_with_bot(bot_id: int, pos: Vector2i, p_score: int, p_goals: Array, p_char: String):
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"""Creates a bot to replace a disconnected player and restores their state."""
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rpc("create_bot_with_state", bot_id, pos, p_score, p_goals, p_char)
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@rpc("call_local")
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func create_bot_with_state(bot_id: int, pos: Vector2i, p_score: int, p_goals: Array, p_char: String):
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if not GameStateManager.enable_bots:
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return
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if has_node(str(bot_id)):
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return
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var bot_character = PlayerManager.create_bot(bot_id)
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call_deferred("add_child", bot_character)
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bot_character.add_to_group("Players", true)
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bot_character.add_to_group("Bots", true)
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# Apply transferred state
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bot_character.current_position = pos
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bot_character.score = p_score
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bot_character.goals = p_goals
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bot_character.selected_character = p_char
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if multiplayer.is_server():
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GameStateManager.add_bot(bot_id)
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# Ensure position is synced
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bot_character.update_player_position(pos)
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func _on_host_disconnected():
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"""Called when the host leaves. Returns clients to the main menu."""
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print("[Main] Host disconnected. Match terminated. Returning to lobby...")
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get_tree().change_scene_to_file("res://scenes/lobby.tscn")
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func _on_rematch_starting():
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"""Called when a rematch is triggered. Reloads the game scene."""
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print("[Main] Rematch starting! Resetting state and reloading scene...")
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# Reset singletons/managers that persist across scene reloads
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GameStateManager.reset()
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GoalManager.reset()
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TurnManager.reset()
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is_match_ended = false
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get_tree().change_scene_to_file("res://scenes/main.tscn")
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# =============================================================================
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# Turn Management (RPC Handlers)
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@@ -1716,6 +1780,10 @@ func sync_game_end_portal_mode(winner_id: int):
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func _on_match_ended():
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"""Called when the global match timer ends - show game over screen."""
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if is_match_ended:
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return
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is_match_ended = true
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print("[Main] Match ended! Showing game over screen...")
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# Disable player controls
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@@ -1927,7 +1995,39 @@ func _show_game_over_panel():
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# Add local player entry
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leaderboard_container.add_child(create_entry.call(local_player_rank))
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# Back to Menu button
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# 3. Rematch Option
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var rematch_container = HBoxContainer.new()
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rematch_container.alignment = BoxContainer.ALIGNMENT_CENTER
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rematch_container.add_theme_constant_override("separation", 20)
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inner_vbox.add_child(rematch_container)
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var rematch_btn = Button.new()
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rematch_btn.name = "RematchBtn"
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rematch_btn.text = "REMATCH"
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rematch_btn.custom_minimum_size = Vector2(200, 60)
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rematch_btn.add_theme_font_size_override("font_size", 20)
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rematch_btn.pressed.connect(func():
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rematch_btn.disabled = true
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rematch_btn.text = "VOTED"
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LobbyManager.request_rematch.rpc(multiplayer.get_unique_id())
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)
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rematch_container.add_child(rematch_btn)
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var rematch_label = Label.new()
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rematch_label.name = "RematchVoteLabel"
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rematch_label.text = "0/2"
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rematch_label.add_theme_font_size_override("font_size", 24)
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rematch_label.add_theme_color_override("font_color", Color(0.7, 0.7, 0.7))
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rematch_container.add_child(rematch_label)
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LobbyManager.rematch_votes_updated.connect(func(count, required):
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if is_instance_valid(rematch_label):
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rematch_label.text = "%d/%d" % [count, required]
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if count >= required:
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rematch_label.add_theme_color_override("font_color", Color.GREEN)
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)
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# 4. Back to Menu button
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var back_btn = Button.new()
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back_btn.name = "BackToMenuBtn"
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back_btn.text = "BACK TO MAIN MENU"
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