403 lines
14 KiB
GDScript
403 lines
14 KiB
GDScript
extends Control
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# UI References - Main Menu
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@onready var main_menu_panel = $MainMenuPanel
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@onready var player_name_input = $MainMenuPanel/VBoxContainer/InputSection/PlayerNameInput
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@onready var create_room_btn = $MainMenuPanel/VBoxContainer/ButtonSection/CreateRoomBtn
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@onready var browse_rooms_btn = $MainMenuPanel/VBoxContainer/ButtonSection/BrowseRoomsBtn
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# UI References - Room List
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@onready var room_list_panel = $RoomListPanel
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@onready var room_list = $RoomListPanel/VBoxContainer/RoomList
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@onready var match_id_input = $RoomListPanel/VBoxContainer/MatchIdInput
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@onready var refresh_btn = $RoomListPanel/VBoxContainer/ButtonContainer/RefreshBtn
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@onready var join_btn = $RoomListPanel/VBoxContainer/ButtonContainer/JoinBtn
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@onready var back_btn = $RoomListPanel/VBoxContainer/ButtonContainer/BackBtn
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# UI References - Lobby
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@onready var lobby_panel = $LobbyPanel
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@onready var room_name_header = $LobbyPanel/VBoxContainer/RoomNameHeader
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@onready var match_id_display = $LobbyPanel/VBoxContainer/MatchIdContainer/MatchIdDisplay
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@onready var copy_id_btn = $LobbyPanel/VBoxContainer/MatchIdContainer/CopyIdBtn
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@onready var player_list = $LobbyPanel/VBoxContainer/PlayerList
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@onready var status_label = $LobbyPanel/VBoxContainer/StatusLabel
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@onready var ready_btn = $LobbyPanel/VBoxContainer/ButtonContainer/ReadyBtn
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@onready var start_game_btn = $LobbyPanel/VBoxContainer/ButtonContainer/StartGameBtn
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@onready var leave_btn = $LobbyPanel/VBoxContainer/ButtonContainer/LeaveBtn
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# UI References - Status
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@onready var connection_status = $StatusBar/ConnectionStatus
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# UI References - User Profile Bar (will be added to scene)
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var user_profile_bar: Control
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var profile_panel_instance: Control
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var admin_panel_instance: Control
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# Store current match ID for copy function
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var current_match_id: String = ""
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func _ready():
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# Check if user is authenticated
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if not AuthManager.is_logged_in():
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# Redirect to login screen - must use deferred call during _ready()
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call_deferred("_go_to_login")
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return
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# Initialize user profile bar
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_setup_user_profile_bar()
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# Set player name from profile
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if player_name_input:
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player_name_input.text = UserProfileManager.get_display_name()
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# Connect button signals
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create_room_btn.pressed.connect(_on_create_room_pressed)
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browse_rooms_btn.pressed.connect(_on_browse_rooms_pressed)
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refresh_btn.pressed.connect(_on_refresh_pressed)
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join_btn.pressed.connect(_on_join_pressed)
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back_btn.pressed.connect(_on_back_pressed)
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ready_btn.toggled.connect(_on_ready_toggled)
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start_game_btn.pressed.connect(_on_start_game_pressed)
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leave_btn.pressed.connect(_on_leave_pressed)
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copy_id_btn.pressed.connect(_on_copy_id_pressed)
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# Connect LobbyManager signals
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LobbyManager.room_list_updated.connect(_on_room_list_updated)
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LobbyManager.room_joined.connect(_on_room_joined)
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LobbyManager.room_left.connect(_on_room_left)
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LobbyManager.player_joined.connect(_on_player_joined)
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LobbyManager.player_left.connect(_on_player_left)
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LobbyManager.ready_state_changed.connect(_on_ready_state_changed)
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LobbyManager.all_players_ready.connect(_on_all_players_ready)
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LobbyManager.game_starting.connect(_on_game_starting)
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# Connect NakamaManager signals
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NakamaManager.connected_to_nakama.connect(_on_connected_to_nakama)
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NakamaManager.connection_failed.connect(_on_connection_failed)
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# Show main menu initially
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_show_panel("main_menu")
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_update_profile_bar()
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# =============================================================================
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# User Profile Bar
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# =============================================================================
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func _setup_user_profile_bar() -> void:
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# Create profile bar dynamically (or get reference if in scene)
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user_profile_bar = _create_profile_bar()
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add_child(user_profile_bar)
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func _create_profile_bar() -> Control:
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var bar := HBoxContainer.new()
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bar.name = "UserProfileBar"
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bar.set_anchors_preset(Control.PRESET_TOP_WIDE)
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bar.offset_top = 5
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bar.offset_bottom = 45
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bar.offset_left = 10
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bar.offset_right = -10
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# Avatar
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var avatar := TextureRect.new()
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avatar.name = "Avatar"
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avatar.custom_minimum_size = Vector2(35, 35)
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avatar.expand_mode = TextureRect.EXPAND_FIT_WIDTH
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avatar.stretch_mode = TextureRect.STRETCH_KEEP_ASPECT_CENTERED
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bar.add_child(avatar)
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# Display name
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var name_label := Label.new()
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name_label.name = "DisplayName"
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name_label.size_flags_horizontal = Control.SIZE_EXPAND_FILL
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name_label.add_theme_color_override("font_color", Color(0, 0.831, 1))
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bar.add_child(name_label)
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# Account type badge
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var badge := Label.new()
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badge.name = "AccountBadge"
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badge.add_theme_font_size_override("font_size", 10)
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badge.add_theme_color_override("font_color", Color(0.5, 0.5, 0.6))
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bar.add_child(badge)
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# Profile button
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var profile_btn := Button.new()
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profile_btn.name = "ProfileBtn"
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profile_btn.text = "Profile"
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profile_btn.pressed.connect(_on_profile_btn_pressed)
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bar.add_child(profile_btn)
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# Admin button (only visible for admins/hosts)
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var admin_btn := Button.new()
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admin_btn.name = "AdminBtn"
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admin_btn.text = "Admin"
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admin_btn.visible = false # Hidden by default, shown if user is admin
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admin_btn.pressed.connect(_on_admin_btn_pressed)
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bar.add_child(admin_btn)
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# Logout button
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var logout_btn := Button.new()
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logout_btn.name = "LogoutBtn"
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logout_btn.text = "Logout"
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logout_btn.pressed.connect(_on_logout_pressed)
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bar.add_child(logout_btn)
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return bar
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func _update_profile_bar() -> void:
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if not user_profile_bar:
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return
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var name_label := user_profile_bar.get_node_or_null("DisplayName") as Label
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if name_label:
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name_label.text = UserProfileManager.get_display_name()
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var badge := user_profile_bar.get_node_or_null("AccountBadge") as Label
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if badge:
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badge.text = "[Guest]" if AuthManager.is_guest else "[Registered]"
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var avatar := user_profile_bar.get_node_or_null("Avatar") as TextureRect
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if avatar:
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var avatar_url := UserProfileManager.get_avatar_url()
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if ResourceLoader.exists(avatar_url):
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avatar.texture = load(avatar_url)
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# Show admin button if user is admin or host
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var admin_btn := user_profile_bar.get_node_or_null("AdminBtn") as Button
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if admin_btn:
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# Check if user is admin (you can define admin check logic here)
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var is_admin = _check_if_admin()
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admin_btn.visible = is_admin
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func _on_profile_btn_pressed() -> void:
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# Show profile panel
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if not profile_panel_instance:
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var profile_panel_scene := load("res://scenes/ui/profile_panel.tscn")
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profile_panel_instance = profile_panel_scene.instantiate()
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profile_panel_instance.closed.connect(func(): profile_panel_instance.hide())
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profile_panel_instance.profile_updated.connect(_update_profile_bar)
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add_child(profile_panel_instance)
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profile_panel_instance.show_panel()
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# Center the panel
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profile_panel_instance.position = (get_viewport_rect().size - profile_panel_instance.size) / 2
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func _on_logout_pressed() -> void:
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AuthManager.logout()
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_go_to_login()
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func _go_to_login() -> void:
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if get_tree():
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get_tree().change_scene_to_file("res://scenes/ui/login_screen.tscn")
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func _on_admin_btn_pressed() -> void:
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# Show admin panel
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if not admin_panel_instance:
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var admin_panel_scene := load("res://scenes/ui/admin_panel.tscn")
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admin_panel_instance = admin_panel_scene.instantiate()
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# Connect close signal if available
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if admin_panel_instance.has_signal("closed"):
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admin_panel_instance.closed.connect(func(): admin_panel_instance.hide())
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add_child(admin_panel_instance)
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admin_panel_instance.show()
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# Center the panel
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admin_panel_instance.position = (get_viewport_rect().size - admin_panel_instance.size) / 2
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func _check_if_admin() -> bool:
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# Check if user is admin - can be host or have specific admin role
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# You can extend this to check Nakama user metadata or roles
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if LobbyManager.is_host:
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return true
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# Check if user has admin role in their profile (optional)
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var user_id = AuthManager.get_user_id() if AuthManager.has_method("get_user_id") else ""
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# Add your admin user IDs here or check from Nakama metadata
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var admin_user_ids = ["admin_user_id_1", "admin_user_id_2"] # Configure as needed
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return user_id in admin_user_ids
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# =============================================================================
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# Panel Management
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# =============================================================================
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func _show_panel(panel_name: String) -> void:
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main_menu_panel.visible = panel_name == "main_menu"
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room_list_panel.visible = panel_name == "room_list"
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lobby_panel.visible = panel_name == "lobby"
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# =============================================================================
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# Main Menu Button Handlers
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# =============================================================================
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func _on_create_room_pressed() -> void:
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# Set player name
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LobbyManager.local_player_name = player_name_input.text.strip_edges()
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if LobbyManager.local_player_name.is_empty():
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LobbyManager.local_player_name = "Host"
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connection_status.text = "Creating room..."
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# Room name auto-generated since Nakama doesn't support custom names
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LobbyManager.create_room("Room %d" % randi_range(1000, 9999))
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func _on_browse_rooms_pressed() -> void:
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_show_panel("room_list")
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connection_status.text = "Loading rooms..."
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LobbyManager.refresh_room_list()
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# =============================================================================
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# Room List Button Handlers
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# =============================================================================
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func _on_refresh_pressed() -> void:
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connection_status.text = "Refreshing..."
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room_list.clear()
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LobbyManager.refresh_room_list()
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func _on_join_pressed() -> void:
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# First check if there's a match ID entered
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var match_id = match_id_input.text.strip_edges()
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if match_id.is_empty():
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# Try to use selected room from list
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var selected_items = room_list.get_selected_items()
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if selected_items.size() == 0:
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connection_status.text = "Please select a room or enter Match ID"
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return
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var selected_idx = selected_items[0]
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if selected_idx < LobbyManager.available_rooms.size():
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match_id = LobbyManager.available_rooms[selected_idx].get("match_id", "")
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if match_id.is_empty():
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connection_status.text = "No room selected"
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return
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# Set player name
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LobbyManager.local_player_name = player_name_input.text.strip_edges()
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if LobbyManager.local_player_name.is_empty():
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LobbyManager.local_player_name = "Player"
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connection_status.text = "Joining room..."
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LobbyManager.join_room(match_id)
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func _on_back_pressed() -> void:
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_show_panel("main_menu")
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connection_status.text = ""
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# =============================================================================
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# Lobby Button Handlers
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# =============================================================================
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func _on_ready_toggled(is_ready: bool) -> void:
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LobbyManager.set_ready(is_ready)
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ready_btn.text = "READY ✓" if is_ready else "READY"
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func _on_start_game_pressed() -> void:
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LobbyManager.start_game()
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func _on_leave_pressed() -> void:
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LobbyManager.leave_room()
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_show_panel("main_menu")
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ready_btn.button_pressed = false
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ready_btn.text = "READY"
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func _on_copy_id_pressed() -> void:
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DisplayServer.clipboard_set(current_match_id)
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connection_status.text = "Match ID copied to clipboard!"
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# =============================================================================
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# LobbyManager Signal Handlers
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# =============================================================================
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func _on_room_list_updated(rooms: Array) -> void:
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room_list.clear()
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for room in rooms:
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var room_name = room.get("room_name", "Unknown")
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var host_name = room.get("host_name", "Unknown")
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var player_count = room.get("player_count", 1)
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var max_players = room.get("max_players", 4)
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room_list.add_item("%s - %s (%d/%d)" % [room_name, host_name, player_count, max_players])
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if rooms.size() == 0:
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connection_status.text = "No rooms available"
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else:
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connection_status.text = "Found %d room(s)" % rooms.size()
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func _on_room_joined(room_data: Dictionary) -> void:
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_show_panel("lobby")
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current_match_id = room_data.get("match_id", "")
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room_name_header.text = "ROOM: %s" % room_data.get("room_name", "Unknown")
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match_id_display.text = "Match ID: %s " % current_match_id
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# Update start button visibility (host only)
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start_game_btn.visible = LobbyManager.is_host
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_update_player_list()
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connection_status.text = "Connected to room"
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func _on_room_left() -> void:
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_show_panel("main_menu")
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connection_status.text = "Left room"
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func _on_player_joined(player_data: Dictionary) -> void:
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_update_player_list()
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status_label.text = "%s joined!" % player_data.get("name", "Player")
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func _on_player_left(_player_id: int) -> void:
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_update_player_list()
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status_label.text = "A player left"
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func _on_ready_state_changed(_player_id: int, _is_ready: bool) -> void:
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_update_player_list()
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_update_status()
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func _on_all_players_ready() -> void:
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if LobbyManager.is_host:
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start_game_btn.disabled = false
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status_label.text = "All players ready! Host can start."
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else:
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status_label.text = "All players ready! Waiting for host..."
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func _on_game_starting() -> void:
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connection_status.text = "Starting game..."
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# Small delay for visual feedback
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await get_tree().create_timer(0.5).timeout
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get_tree().change_scene_to_file("res://scenes/main.tscn")
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# =============================================================================
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# NakamaManager Signal Handlers
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# =============================================================================
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func _on_connected_to_nakama() -> void:
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connection_status.text = "Connected to server"
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func _on_connection_failed(error_message: String) -> void:
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connection_status.text = "Connection failed: %s" % error_message
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_show_panel("main_menu")
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# =============================================================================
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# Helper Functions
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# =============================================================================
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func _update_player_list() -> void:
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player_list.clear()
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var players = LobbyManager.get_players()
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for player in players:
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var player_name = player.get("name", "Unknown")
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var is_ready = player.get("is_ready", false)
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var ready_icon = " ✓" if is_ready else " ✗"
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var host_tag = " (Host)" if player.get("id") == 1 else ""
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player_list.add_item("%s%s%s" % [player_name, host_tag, ready_icon])
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func _update_status() -> void:
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var players = LobbyManager.get_players()
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var ready_count = 0
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for player in players:
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if player.get("is_ready", false):
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ready_count += 1
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status_label.text = "Ready: %d/%d" % [ready_count, players.size()]
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if LobbyManager.is_host:
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start_game_btn.disabled = not LobbyManager.is_all_ready()
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