Files
tekton/scenes/main.gd
T
2025-12-04 23:14:12 +08:00

631 lines
21 KiB
GDScript

# -------------------------------------------------------------------------------------
# Tekton Dash - Multiplayer Board Game - 2024
# -------------------------------------------------------------------------------------
extends Node3D
# Manager references
var ui_manager
var obstacle_manager
# Minimal local state
var match_id_input: LineEdit
var _connection_check_timer: float = 0.0
func _ready():
# Initialize scene managers
_init_managers()
# Connect to multiplayer signals
multiplayer.peer_connected.connect(_on_peer_connected)
multiplayer.peer_disconnected.connect(_on_peer_disconnected)
# Connect to Nakama signals
NakamaManager.match_joined.connect(_on_match_joined)
# Setup UI
ui_manager.setup_action_buttons(_set_action_state_callback)
ui_manager.setup_playerboard_ui()
_setup_obstacle_ui()
_setup_match_input()
func _init_managers():
# Create and attach scene managers
ui_manager = load("res://scripts/managers/ui_manager.gd").new()
ui_manager.name = "UIManager"
add_child(ui_manager)
ui_manager.initialize(self)
obstacle_manager = load("res://scripts/managers/obstacle_manager.gd").new()
obstacle_manager.name = "ObstacleManager"
add_child(obstacle_manager)
obstacle_manager.initialize($EnhancedGridMap)
func _setup_match_input():
match_id_input = LineEdit.new()
match_id_input.placeholder_text = "Enter Match ID to Join"
match_id_input.custom_minimum_size = Vector2(200, 30)
match_id_input.position = Vector2(10, 50)
$Menu.add_child(match_id_input)
func _setup_obstacle_ui():
var obstacle_button = Button.new()
obstacle_button.text = "Place Obstacle"
obstacle_button.pressed.connect(func(): _set_action_state(ui_manager.ActionState.PLACING_OBSTACLE))
$ActionMenu/ActionButtonContainer.add_child(obstacle_button)
var orientation_button = Button.new()
orientation_button.text = "Direction: North"
orientation_button.pressed.connect(func():
orientation_button.text = obstacle_manager.cycle_obstacle_orientation()
)
$ActionMenu/ActionButtonContainer.add_child(orientation_button)
var type_button = Button.new()
type_button.text = "Type: 1"
type_button.pressed.connect(func():
type_button.text = obstacle_manager.cycle_obstacle_type()
)
$ActionMenu/ActionButtonContainer.add_child(type_button)
func _process(delta):
if multiplayer.is_server() and GameStateManager.is_game_started():
if TurnManager.turn_based_mode:
rpc("sync_turn_index", TurnManager.current_turn_index)
update_all_players_goals()
_connection_check_timer += delta
if _connection_check_timer >= 5.0:
_connection_check_timer = 0.0
verify_all_connections()
# =============================================================================
# Network Button Handlers
# =============================================================================
func _on_host_pressed():
$NetworkPanel/NetworkInfo/NetworkSideDisplay.text = "Server (Creating Match...)"
$Menu.visible = false
var success = await NakamaManager.connect_to_nakama_async()
if not success:
$NetworkPanel/NetworkInfo/NetworkSideDisplay.text = "Connection Failed"
$Menu.visible = true
return
NakamaManager.host_game()
func _on_join_pressed():
var match_id = match_id_input.text.strip_edges()
if match_id.is_empty():
print("Please enter a Match ID")
return
$NetworkPanel/NetworkInfo/NetworkSideDisplay.text = "Client (Joining...)"
$Menu.visible = false
var success = await NakamaManager.connect_to_nakama_async()
if not success:
$NetworkPanel/NetworkInfo/NetworkSideDisplay.text = "Connection Failed"
$Menu.visible = true
return
NakamaManager.join_game(match_id)
func _on_match_joined(match_id: String):
$NetworkPanel/NetworkInfo/UniquePeerID.text = str(multiplayer.get_unique_id())
if multiplayer.is_server():
$NetworkPanel/NetworkInfo/NetworkSideDisplay.text = "Server (Match: %s)" % match_id
_setup_host_game()
else:
$NetworkPanel/NetworkInfo/NetworkSideDisplay.text = "Client"
_setup_client_game()
# =============================================================================
# Game Setup
# =============================================================================
func _setup_host_game():
# Generate goals
GoalManager.generate_preset_goals(GameStateManager.max_players)
# Add host player
var player_id = 1
var player_character = PlayerManager.add_player_character(player_id)
add_child(player_character)
player_character.add_to_group("Players", true)
GameStateManager.add_player(player_id)
GameStateManager.local_player_character = player_character
ui_manager.set_local_player(player_character)
# 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):
_add_bot(i)
_start_game()
func _setup_client_game():
await get_tree().create_timer(2.0).timeout
rpc_id(1, "request_full_player_sync", multiplayer.get_unique_id())
func _start_game():
if multiplayer.is_server():
GameStateManager.start_game()
rpc("sync_game_start", GameStateManager.players, TurnManager.turn_based_mode)
if TurnManager.turn_based_mode:
TurnManager.reset_turn()
var next_player = TurnManager.next_turn(GameStateManager.players)
rpc("set_current_turn", next_player)
# =============================================================================
# Player Management
# =============================================================================
func _add_bot(bot_id: int):
rpc("create_bot", bot_id)
@rpc("call_local")
func create_bot(bot_id: int):
if not GameStateManager.enable_bots:
return
if has_node(str(bot_id)):
return
var bot_character = PlayerManager.create_bot(bot_id)
call_deferred("add_child", bot_character)
bot_character.add_to_group("Players", true)
bot_character.add_to_group("Bots", true)
if multiplayer.is_server():
GameStateManager.add_bot(bot_id)
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()
# 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):
if has_node(str(peer_id)):
return
var player_character = PlayerManager.add_player_character(peer_id)
add_child(player_character)
player_character.add_to_group("Players", true)
GameStateManager.add_player(peer_id)
if peer_id == multiplayer.get_unique_id():
GameStateManager.local_player_character = player_character
ui_manager.set_local_player(player_character)
ui_manager.update_button_states()
ui_manager.update_playerboard_ui()
func _on_peer_connected(new_peer_id: int):
if multiplayer.is_server():
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):
add_player_character(new_peer_id)
func _on_peer_disconnected(peer_id: int):
if multiplayer.is_server():
GameStateManager.remove_player(peer_id)
if GameStateManager.enable_bots:
var next_id = PlayerManager.get_next_available_bot_id(GameStateManager.max_players, GameStateManager.players)
if next_id != -1:
_add_bot(next_id)
# =============================================================================
# Turn Management (RPC Handlers)
# =============================================================================
@rpc("reliable")
func sync_turn_index(index: int):
TurnManager.current_turn_index = index
@rpc("any_peer", "call_local")
func set_current_turn(player_id: int):
if not TurnManager.turn_based_mode:
return
for player in get_tree().get_nodes_in_group("Players"):
var is_current_turn = player.name == str(player_id)
player.is_my_turn = is_current_turn
if is_current_turn and not (player.is_bot or player.is_in_group("Bots")):
player.action_points = 2
player.has_moved_this_turn = false
player.has_performed_action = false
player.start_turn()
player.clear_highlights()
player.clear_playerboard_highlights()
else:
player.is_my_turn = false
@rpc("call_local")
func sync_game_start(player_list: Array, is_turn_based: bool):
GameStateManager.players = player_list
TurnManager.turn_based_mode = is_turn_based
GameStateManager.start_game()
# =============================================================================
# UI / Action State Management
# =============================================================================
func _set_action_state_callback(new_state):
_set_action_state(new_state)
func _set_action_state(new_state):
var local_player = GameStateManager.local_player_character
if not local_player or not local_player.is_multiplayer_authority():
return
if local_player.is_bot or local_player.is_in_group("Bots"):
ui_manager.current_action_state = new_state
return
if ui_manager.current_action_state == new_state or local_player.action_points <= 0:
return
ui_manager.current_action_state = new_state
local_player.clear_highlights()
local_player.clear_playerboard_highlights()
match new_state:
ui_manager.ActionState.MOVING:
local_player.highlight_movement_range()
ui_manager.ActionState.GRABBING:
local_player.highlight_adjacent_cells()
ui_manager.ActionState.PUTTING:
local_player.highlight_occupied_playerboard_slots()
ui_manager.ActionState.RANDOMIZING:
local_player.highlight_random_valid_cells()
ui_manager.ActionState.ARRANGING:
_show_arrangement_ui()
local_player.highlight_occupied_playerboard_slots()
ui_manager.ActionState.PLACING_OBSTACLE:
local_player.highlight_valid_obstacle_cells()
func _show_arrangement_ui():
if ui_manager.playerboard_ui:
ui_manager.playerboard_ui.visible = true
ui_manager.update_playerboard_ui()
func _on_playerboard_slot_clicked(event, slot_index):
if event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_LEFT:
var local_player = GameStateManager.local_player_character
if not local_player:
return
match ui_manager.current_action_state:
ui_manager.ActionState.ARRANGING:
local_player.arrange_playerboard_item(slot_index)
# =============================================================================
# Obstacle Management
# =============================================================================
func place_obstacle(grid_position: Vector2i) -> bool:
var local_player = GameStateManager.local_player_character
var success = obstacle_manager.place_obstacle(grid_position, local_player)
if success:
local_player.clear_highlights()
_set_action_state(ui_manager.ActionState.NONE)
if is_multiplayer_authority():
rpc("sync_place_obstacle", grid_position.x, grid_position.y, 3,
obstacle_manager.current_obstacle_item, obstacle_manager.current_obstacle_orientation)
return success
@rpc("any_peer", "call_local")
func sync_place_obstacle(x: int, y: int, floor_index: int, item_index: int, orientation: int):
$EnhancedGridMap.place_obstacle(Vector3i(x, floor_index, y), item_index, orientation)
# =============================================================================
# Goal & Playerboard Sync
# =============================================================================
@rpc("reliable")
func sync_preset_goals(goals_list: Array):
GoalManager.preset_goals = goals_list
@rpc("any_peer", "call_local")
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()
# 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():
$AllPlayerGoals.get_child(player_idx).visible = true
_update_player_goals_ui(player_idx, goals)
@rpc("any_peer", "call_local")
func sync_playerboard(player_id: int, new_playerboard: Array):
if player_id == multiplayer.get_unique_id() and GameStateManager.local_player_character:
ui_manager.update_playerboard_ui()
update_all_players_boards()
# =============================================================================
# UI Update Functions
# =============================================================================
func update_all_players_goals():
if not GameStateManager.is_game_started():
return
var all_players = get_tree().get_nodes_in_group("Players")
all_players.sort_custom(func(a, b):
var a_id = int(String(a.name).get_slice("@", 0))
var b_id = int(String(b.name).get_slice("@", 0))
return a_id < b_id
)
for i in range($AllPlayerGoals.get_child_count()):
$AllPlayerGoals.get_child(i).visible = false
var max_panels = $AllPlayerGoals.get_child_count()
for i in range(min(all_players.size(), max_panels)):
var player = all_players[i]
if player and player.goals.size() > 0:
$AllPlayerGoals.get_child(i).visible = true
_update_player_goals_ui(i, player.goals)
func _update_player_goals_ui(player_idx: int, goals: Array):
if player_idx < 0 or player_idx >= $AllPlayerGoals.get_child_count():
return
var panel = $AllPlayerGoals.get_child(player_idx)
if not panel.has_node("MarginContainer/Playergoals"):
return
var goals_grid = panel.get_node("MarginContainer/Playergoals")
for slot_idx in range(9):
if slot_idx >= goals_grid.get_child_count():
break
var slot = goals_grid.get_child(slot_idx)
var goal_value = goals[slot_idx] if slot_idx < goals.size() else -1
for tile_name in ["TileHeart", "TileDiamond", "TileStar", "TileCoin"]:
if slot.has_node(tile_name):
slot.get_node(tile_name).hide()
match goal_value:
7:
if slot.has_node("TileHeart"):
slot.get_node("TileHeart").show()
8:
if slot.has_node("TileDiamond"):
slot.get_node("TileDiamond").show()
9:
if slot.has_node("TileStar"):
slot.get_node("TileStar").show()
10:
if slot.has_node("TileCoin"):
slot.get_node("TileCoin").show()
func update_all_players_boards():
if not GameStateManager.is_game_started():
return
var all_players = get_tree().get_nodes_in_group("Players")
var all_player_boards = $AllPlayerBoards
# Update boards (simplified version - full implementation would mirror original)
pass
# =============================================================================
# Connection Verification
# =============================================================================
func verify_all_connections():
if multiplayer.is_server():
for peer_id in GameStateManager.players:
if peer_id != 1:
rpc_id(peer_id, "connection_verify", GameStateManager.players)
@rpc
func connection_verify(expected_players: Array):
for peer_id in expected_players:
if peer_id != multiplayer.get_unique_id() and not has_node(str(peer_id)):
rpc_id(1, "request_specific_player_data", peer_id)
@rpc("any_peer")
func request_specific_player_data(requested_peer_id: int):
if multiplayer.is_server():
var player = get_node_or_null(str(requested_peer_id))
if player:
var player_data = {
"peer_id": requested_peer_id,
"position": player.current_position,
"goals": player.goals,
"playerboard": player.playerboard,
"is_bot": player.is_bot || player.is_in_group("Bots")
}
rpc_id(multiplayer.get_remote_sender_id(), "create_specific_player", player_data)
@rpc("any_peer")
func request_full_player_sync(requesting_peer_id: int):
if multiplayer.is_server():
for peer_id in GameStateManager.players:
var player = get_node_or_null(str(peer_id))
if player:
var player_data = {
"peer_id": peer_id,
"position": player.current_position,
"goals": player.goals,
"playerboard": player.playerboard,
"is_bot": player.is_bot || player.is_in_group("Bots")
}
rpc_id(requesting_peer_id, "create_specific_player", player_data)
await get_tree().create_timer(0.1).timeout
@rpc("reliable")
func create_specific_player(data: Dictionary):
var peer_id = data["peer_id"]
var player_character = null
var node_already_exists = has_node(str(peer_id))
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
# 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()
# 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
# =============================================================================
func randomize_item_at_position(grid_position: Vector2i):
if not multiplayer.is_server():
rpc_id(1, "request_randomize_item", grid_position)
return
var enhanced_gridmap = $EnhancedGridMap
if enhanced_gridmap:
var cell = Vector3i(grid_position.x, 1, grid_position.y)
var current_item = enhanced_gridmap.get_cell_item(cell)
if current_item != -1:
var rng = RandomNumberGenerator.new()
rng.randomize()
var new_item = rng.randi_range(7, 10)
while new_item == current_item:
new_item = rng.randi_range(7, 10)
sync_grid_item(cell.x, cell.y, cell.z, new_item)
rpc("sync_grid_item", cell.x, cell.y, cell.z, new_item)
@rpc("any_peer")
func request_randomize_item(grid_position: Vector2i):
if multiplayer.is_server():
randomize_item_at_position(grid_position)
@rpc("any_peer", "call_local", "reliable")
func sync_grid_item(x: int, y: int, z: int, item: int):
var enhanced_gridmap = $EnhancedGridMap
if enhanced_gridmap:
enhanced_gridmap.set_cell_item(Vector3i(x, y, z), item)