Files
tekton/scenes/main.gd
T
2024-10-23 18:00:25 +08:00

253 lines
7.4 KiB
GDScript

extends Node3D
var multiplayer_peer = ENetMultiplayerPeer.new()
const PORT = 9999
const ADDRESS = "127.0.0.1"
var connected_peer_ids = []
var local_player_character : CharacterBody3D
var player_scene = preload("res://scenes/player.tscn")
var current_turn_index = 0
@export var players = []
var game_started = false
var max_message_input_char = 51
var max_players = 4
var bots = []
@export var turn_based_mode: bool = true # Toggle between turn-based and realtime modes
var bot_move_timer: float = 0.0 # Timer for bot movement in realtime mode
const BOT_MOVE_INTERVAL: float = 2.0 # Time between bot movements in realtime mode
# Bot movement state tracking
var moving_bots = {} # Dictionary to track which bots are currently moving
func _ready():
multiplayer_peer.peer_connected.connect(_on_peer_connected)
multiplayer_peer.peer_disconnected.connect(_on_peer_disconnected)
func _process(delta):
if multiplayer.is_server():
if game_started:
if turn_based_mode:
rpc("sync_turn_index", current_turn_index)
else:
# Handle realtime bot movement
bot_move_timer += delta
if bot_move_timer >= BOT_MOVE_INTERVAL:
bot_move_timer = 0.0
for bot_id in bots:
if not moving_bots.get(bot_id, false): # Only move if bot isn't already moving
move_bot(bot_id)
func _on_host_pressed():
$NetworkInfo/NetworkSideDisplay.text = "Server"
$Menu.visible = false
multiplayer_peer.create_server(PORT)
multiplayer.multiplayer_peer = multiplayer_peer
$NetworkInfo/UniquePeerID.text = str(multiplayer.get_unique_id())
add_player_character(1)
players.append(1)
# Add bots to fill remaining slots
for i in range(2, max_players + 1):
add_bot(i)
start_game()
func _on_join_pressed():
$NetworkInfo/NetworkSideDisplay.text = "Client"
$Menu.visible = false
multiplayer_peer.create_client(ADDRESS, PORT)
multiplayer.multiplayer_peer = multiplayer_peer
$NetworkInfo/UniquePeerID.text = str(multiplayer.get_unique_id())
func _on_peer_connected(new_peer_id):
if multiplayer.is_server():
await get_tree().create_timer(1).timeout
rpc("add_newly_connected_player_character", new_peer_id)
rpc_id(new_peer_id, "add_previously_connected_player_characters", connected_peer_ids)
rpc_id(new_peer_id, "sync_game_state", players, bots, game_started, turn_based_mode)
add_player_character(new_peer_id)
replace_bot_with_player(new_peer_id)
func _on_peer_disconnected(peer_id):
if multiplayer.is_server():
connected_peer_ids.erase(peer_id)
players.erase(peer_id)
add_bot(get_next_available_bot_id())
func add_player_character(peer_id):
connected_peer_ids.append(peer_id)
var player_character = player_scene.instantiate()
player_character.set_multiplayer_authority(peer_id)
add_child(player_character)
player_character.add_to_group("Players", true)
if peer_id == multiplayer.get_unique_id():
local_player_character = player_character
func add_bot(bot_id):
if multiplayer.is_server():
rpc("create_bot", bot_id)
moving_bots[bot_id] = false
@rpc("call_local")
func create_bot(bot_id):
var bot_character = player_scene.instantiate()
bot_character.set_multiplayer_authority(1) # Set server as authority for bots
bot_character.name = str(bot_id)
add_child(bot_character)
bot_character.add_to_group("Players", true)
bot_character.add_to_group("Bots", true)
if multiplayer.is_server():
bots.append(bot_id)
players.append(bot_id)
moving_bots[bot_id] = false
func replace_bot_with_player(player_id):
if multiplayer.is_server() and bots.size() > 0:
var bot_id = bots.pop_front()
players.erase(bot_id)
players.append(player_id)
moving_bots.erase(bot_id) # Remove bot from moving tracking
rpc("remove_bot", bot_id)
rpc("sync_players", players)
@rpc("call_local")
func remove_bot(bot_id):
var bot_node = get_node(str(bot_id))
if bot_node:
bot_node.queue_free()
func get_next_available_bot_id():
for i in range(2, max_players + 1):
if not i in players:
return i
return -1
@rpc
func add_newly_connected_player_character(new_peer_id):
add_player_character(new_peer_id)
@rpc
func add_previously_connected_player_characters(peer_ids):
for peer_id in peer_ids:
add_player_character(peer_id)
@rpc("call_local")
func sync_game_state(current_players, current_bots, is_game_started, is_turn_based):
players = current_players
bots = current_bots
game_started = is_game_started
turn_based_mode = is_turn_based
# Create bot characters for existing bots
for bot_id in bots:
if not has_node(str(bot_id)):
create_bot(bot_id)
func start_game():
if multiplayer.is_server():
game_started = true
connected_peer_ids.sort()
rpc("sync_game_start", connected_peer_ids, players, bots, turn_based_mode)
if turn_based_mode:
current_turn_index = -1
next_turn()
@rpc("call_local")
func sync_game_start(peer_ids, current_players, current_bots, is_turn_based):
connected_peer_ids = peer_ids
players = current_players
bots = current_bots
turn_based_mode = is_turn_based
game_started = true
@rpc("reliable")
func sync_turn_index(index):
current_turn_index = index
@rpc("reliable")
func sync_players(new_players):
players = new_players
func next_turn():
if multiplayer.is_server() and turn_based_mode:
current_turn_index += 1
if current_turn_index >= players.size():
current_turn_index = 0
rpc("set_current_turn", players[current_turn_index])
if players[current_turn_index] in bots:
move_bot(players[current_turn_index])
func request_next_turn():
if multiplayer.is_server():
end_current_turn()
else:
rpc_id(1, "server_end_current_turn")
@rpc("any_peer")
func server_end_current_turn():
if multiplayer.is_server():
end_current_turn()
@rpc("any_peer", "call_local")
func set_current_turn(player_id):
if not turn_based_mode:
return
var players = get_tree().get_nodes_in_group("Players")
for player in players:
player.is_my_turn = (player.name == str(player_id))
if player.is_my_turn:
player.start_turn()
func end_current_turn():
if multiplayer.is_server():
next_turn()
rpc("sync_turn_index", current_turn_index)
func _on_message_input_text_submitted(new_text):
if new_text.length() > max_message_input_char:
new_text = new_text.substr(0, max_message_input_char) + " ... "
local_player_character.rpc("display_message", new_text)
$MessageInput.text = ""
$MessageInput.release_focus()
func move_bot(bot_id):
if multiplayer.is_server():
if moving_bots.get(bot_id, false):
return # Skip if bot is already moving
var bot = get_node(str(bot_id))
if bot and (turn_based_mode or not bot.is_player_moving):
moving_bots[bot_id] = true # Mark bot as moving
var target_position = bot.find_random_valid_position_in_range() # Use the new function
if target_position != bot.current_position:
var path = bot.enhanced_gridmap.find_path(Vector2(bot.current_position), Vector2(target_position))
if path.size() > 1:
path.pop_front()
# Trim path to respect movement range
var trimmed_path = path.slice(0, bot.movement_range)
bot.move_bot_along_path(trimmed_path, bot_id)
else:
print("No valid path found for bot")
moving_bots[bot_id] = false
if turn_based_mode:
end_current_turn()
else:
print("No new valid position found for bot")
moving_bots[bot_id] = false
if turn_based_mode:
end_current_turn()
else:
print("Bot not found or is moving")
if turn_based_mode:
end_current_turn()
# Called when a bot finishes moving
func bot_movement_completed(bot_id):
if multiplayer.is_server():
moving_bots[bot_id] = false