diff options
Diffstat (limited to 'client/game.gd')
-rw-r--r-- | client/game.gd | 417 |
1 files changed, 215 insertions, 202 deletions
diff --git a/client/game.gd b/client/game.gd index 87613003..621a05af 100644 --- a/client/game.gd +++ b/client/game.gd @@ -61,29 +61,26 @@ var spectating_mode: SpectatingMode = SpectatingMode.CENTER @onready var follow_camera: FollowCamera = $FollowCamera func _ready(): - mp.replay_start.connect(func(): is_replay = true) + mp.packet.connect(handle_packet) mp.connection_closed.connect(func(reason: String): Global.error_message = reason; get_parent().replace_menu("res://menu/error.tscn") ) - mp.joined.connect(func(player_id_: int): player_id = player_id_) - mp.data.connect(func( - item_names_: Array, - tile_names_: Array, - tile_collide_: Array, - tile_interact_: Array, - maps_: Array, - bot_algos_: Array - ): - item_names = item_names_ - tile_names = tile_names_ - tile_collide = tile_collide_ - tile_interact = tile_interact_ - maps = maps_ - bot_algos = bot_algos_ - tile_index_by_name = {} +func handle_packet(p): + match p.type: + "joined": + player_id = p["id"] + "data": + item_names = p["data"]["item_names"] + tile_names = p["data"]["tile_names"] + tile_collide = p["data"]["tile_collide"] + tile_interact = p["data"]["tile_interact"] + maps = p["data"]["maps"] + bot_algos = p["data"]["bot_algos"] + + tile_index_by_name.clear() for id in tile_names.size(): tile_index_by_name[tile_names[id]] = id @@ -92,194 +89,207 @@ func _ready(): item_index_by_name[item_names[i]] = i data_updated.emit() - ) - - mp.add_player.connect(func(player: int, player_name: String, pos: Vector2, character: int): - var player_instance: Player - if player == player_id: - player_instance = ControllablePlayer.new(player, player_name, pos, character, self) - in_lobby_updated.connect(player_instance.onscreen_controls.in_lobby_updated) - player_instance.onscreen_controls.in_lobby_updated(in_lobby) - camera.target = player_instance.movement_base - is_joined = true - join_sent = true - joined.emit() - else: - player_instance = Player.new(player, player_name, pos, character, self) - players[player] = player_instance - add_child(player_instance) - update_players.emit(players) - ) - - mp.set_tile.connect(set_tile) - mp.remove_tile.connect(func (pos): map.clear_tile(pos)) - - mp.movement.connect(func(player: int, pos: Vector2, rot: float, boost: bool, _dir: Vector2): - var player_instance: Player = players[player] - player_instance.update_position(pos, rot, boost) - if player == player_id: - last_position = pos - ) - - mp.movement_sync.connect(func(): - if not players.has(player_id): - return - var player_instance: ControllablePlayer = players[player_id] - player_instance.position_ = last_position - ) - - mp.remove_player.connect(func(id: int): - var player: Player = players.get(id) - if id == player_id: - is_joined = false - join_sent = false - left.emit() - camera.target = $Center - if player != null: - if player.hand != null: - player.hand.queue_free() - players.erase(id) - player.queue_free() - update_players.emit(players) - ) - - mp.set_tile_item.connect(func(tile: Vector2i, item: int): - var t: Tile = map.get_tile_instance(tile) - var i = ItemFactory.produce(item_names[item], t.item_base) - i.position = t.item_base.global_position - add_child(i) - i.name = item_names[item] - t.set_item(i) - ) - - mp.remove_tile_item.connect(func(tile: Vector2i): - var t: Tile = map.get_tile_instance(tile) - t.set_item(null) - ) - - mp.set_player_item.connect(func(player: int, item: int): - var p: Player = players[player] - var i = ItemFactory.produce(item_names[item], p.hand_base) - add_child(i) - i.name = item_names[item] - p.set_item(i) - ) - - mp.remove_player_item.connect(func(player: int): - var p: Player = players[player] - p.set_item(null) - ) - - mp.take_item.connect(func(tile: Vector2i, player: int): - var t: Tile = map.get_tile_instance(tile) - var p: Player = players[player] - p.take_item(t) - ) - - mp.put_item.connect(func(player: int, tile: Vector2i): - var t: Tile = map.get_tile_instance(tile) - var p: Player = players[player] - p.put_item(t) - ) - - mp.pass_item_player.connect(func(from: int, to: int): - var from_player: Player = players[from] - var to_player: Player = players[to] - from_player.pass_to(to_player) - ) - - mp.pass_item_tile.connect(func(from: Vector2i, to: Vector2i): - var from_tile: Tile = map.get_tile_instance(from) - var to_tile: Tile = map.get_tile_instance(to) - from_tile.pass_to(to_tile) - ) - - mp.set_tile_progress.connect(func(tile: Vector2i, position_: float, speed: float, warn: bool, acting_player): - var t: Tile = map.get_tile_instance(tile) - t.progress(position_, speed, warn, players.get(acting_player)) - ) - - mp.set_tile_finished.connect(func(tile: Vector2i): - var t: Tile = map.get_tile_instance(tile) - t.finish() - ) - - mp.set_player_progress.connect(func(player: int, position_: float, speed: float, warn: bool): - var p: Player = players[player] - p.progress(position_, speed, warn) - ) - - mp.set_player_finished.connect(func(player: int): - var p: Player = players[player] - p.finish() - ) - - mp.text_message.connect(func(player: int, text: String, timeout_initial: float, timeout_remaining: float): - var p: Player = players[player] - p.text_message(text, timeout_initial, timeout_remaining) - var username: String = players[player].username - text_message.emit(username, text, timeout_initial, timeout_remaining) - text_message_history.append([username, text]) - ) - - mp.item_message.connect(func(player: int, item: int, timeout_initial: float, timeout_remaining: float): - var p: Player = players[player] - p.item_message(item_names[item], timeout_initial, timeout_remaining) - ) - - mp.effect_message.connect(func(player: int, effect: String, timeout_initial: float, timeout_remaining: float): - var p: Player = players[player] - p.effect_message(effect, timeout_initial, timeout_remaining) - ) - - mp.clear_message.connect(func(player: int): - var p: Player = players[player] - p.clear_message() - ) - - mp.set_ingame.connect(func (state, in_lobby_): - in_lobby = in_lobby_ - in_lobby_updated.emit(in_lobby) - if state: - map.gi_bake() - await get_parent()._menu_open() - map.autobake = true + "add_player": + var id = p["id"] + var player_name = p["name"] + var pos = pos_to_vec2(p["position"]) + var character = p["character"] + var player_instance: Player + if id == player_id: + player_instance = ControllablePlayer.new(id, player_name, pos, character, self) + in_lobby_updated.connect(player_instance.onscreen_controls.in_lobby_updated) + player_instance.onscreen_controls.in_lobby_updated(in_lobby) + camera.target = player_instance.movement_base + is_joined = true + join_sent = true + joined.emit() + else: + player_instance = Player.new(id, player_name, pos, character, self) + players[id] = player_instance + add_child(player_instance) + update_players.emit(players) + "remove_player": + var player: Player = players.get(p.id) + if p.id == player_id: + is_joined = false + join_sent = false + left.emit() + camera.target = $Center + if player != null: + if player.hand != null: + player.hand.queue_free() + players.erase(p.id) + player.queue_free() + update_players.emit(players) + "movement": + var player = p["player"] + var pos = pos_to_vec2(p["pos"]) + var rot = p["rot"] + var boost = p["boost"] + var dir = pos_to_vec2(p["dir"]) + var player_instance: Player = players[player] + player_instance.update_position(pos, rot, boost) + if player == player_id: + last_position = pos + "movement_sync": + if not players.has(player_id): return + var player_instance: ControllablePlayer = players[player_id] + player_instance.position_ = last_position + "move_item": + var from: Dictionary = p["from"] + var to: Dictionary = p["to"] + var from_player = from.get("player") + var from_tile = from.get("tile") + var to_player = to.get("player") + var to_tile = to.get("tile") + if from_player != null and to_player != null: + players[from_player].pass_to(players[to_player]) + elif from_tile != null and to_player != null: + var t: Tile = map.get_tile_instance(pos_to_vec2i(from_tile)) + players[to_player].take_item(t) + elif from_player != null and to_tile != null: + var t: Tile = map.get_tile_instance(pos_to_vec2i(to_tile)) + players[from_player].put_item(t) + elif from_tile != null and to_tile != null: + var from_tile2: Tile = map.get_tile_instance(pos_to_vec2i(from_tile)) + var to_tile2: Tile = map.get_tile_instance(pos_to_vec2i(to_tile)) + from_tile2.pass_to(to_tile2) + "set_progress": + var warn: bool = p["warn"] + var position: float = p["position"] + var speed: float = p["speed"] + var item: Dictionary = p["item"] + var tile = item.get("tile") + var player = item.get("player") + var acting_player = p.get("player") + + if tile != null: + @warning_ignore("incompatible_ternary") + var t: Tile = map.get_tile_instance(pos_to_vec2i(tile)) + t.progress(position, speed, warn, players.get(int(acting_player) if acting_player != null else null)) + else: + players[player].progress(position, speed, warn) + "clear_progress": + var item: Dictionary = p["item"] + var tile = item.get("tile") + var player = item.get("player") + + if tile != null: + var t: Tile = map.get_tile_instance(pos_to_vec2i(tile)) + t.finish() + else: + players[player].finish() + "set_item": + var location: Dictionary = p["location"] + var tile = location.get("tile") + var player = location.get("player") + var item = p.get("item") + if item != null: + if tile != null: + var t: Tile = map.get_tile_instance(pos_to_vec2i(tile)) + var i = ItemFactory.produce(item_names[item], t.item_base) + i.position = t.item_base.global_position + add_child(i) + i.name = item_names[item] + t.set_item(i) + else: + var pl: Player = players[player] + var i = ItemFactory.produce(item_names[item], pl.hand_base) + add_child(i) + i.name = item_names[item] + pl.set_item(i) + else: + if tile != null: + var t: Tile = map.get_tile_instance(pos_to_vec2i(tile)) + t.set_item(null) + else: + players[player].set_item(null) + "update_map": + var tile: Vector2i = pos_to_vec2i(p["tile"]) + var kind = p.get("kind") + var neighbors: Array = p["neighbors"] + if kind != null: + if neighbors != null: neighbors = neighbors.map(func(x): return tile_names[x] if x != null else null) + map.set_tile(tile, tile_names[kind], neighbors) + else: map.clear_tile(tile) + "communicate": + var player: int = p["player"] + var message = p.get("message") + var timeout_initial: float = p["timeout"]["initial"] if p["timeout"] != null else 5. + var timeout_remaining: float = p["timeout"]["remaining"] if p["timeout"] != null else 5. + if message != null: + var item = message.get("item") + var text = message.get("text") + var effect = message.get("effect") + if item != null: + players[player].item_message(item_names[item], timeout_initial, timeout_remaining) + elif text != null: + players[player].text_message(text, timeout_initial, timeout_remaining) + var username: String = players[player].username + text_message.emit(username, text, timeout_initial, timeout_remaining) + text_message_history.append([username, text]) + else: + push_error("neither text, item nor effect provided") + else: + players[player].clear_message() + "effect": + var player: int = p["player"] + var name: int = p["name"] + players[player].effect_message(name) + "set_ingame": + var state = p["state"] + var lob = p["lobby"] + in_lobby = lob + in_lobby_updated.emit(in_lobby) + if state: + map.gi_bake() + await get_parent()._menu_open() + map.autobake = true - if in_lobby_: - popup_message.lobby() + if lobby: popup_message.lobby() + else: popup_message.ingame() else: - popup_message.ingame() - else: - map.autobake = false - await get_parent()._menu_exit() - ) + map.autobake = false + await get_parent()._menu_exit() - mp.server_message.connect( - func(message: Dictionary, error: bool): - var message_str := get_message_str(message) - + lobby.visible = in_lobby + if lobby and not join_sent: + join() + + overlay.set_ingame(state, lob) + follow_camera.set_ingame(state, lob) + "error": + var message = p["message"] + push_warning("server error: %s" % message) + "score": + var demands_failed: int = p["demands_failed"] + var demands_completed: int = p["demands_completed"] + var points: int = p["points"] + var time_remaining = p.get("time_remaining") + if time_remaining != null: + overlay.update(demands_failed, demands_completed, points, time_remaining) + "menu": + var menu_type: String = p["menu"] + match menu_type: + "book": + menu.submenu("res://menu/book/book.tscn") + "score": + menu.submenu("res://menu/rating/rating.tscn", [p.data.stars, p.data.score]) + "server_message": + var message = p["message"] + var message_str := get_message_str(message) if error: # TODO: Custom popup message style for errors popup_message.display_server_msg(message_str) push_error("Server error: %s" % message_str) else: popup_message.display_server_msg(message_str) - ) - - mp.score.connect(overlay.update) - mp.set_ingame.connect(overlay.set_ingame) - mp.set_ingame.connect(follow_camera.set_ingame) + "environment": + $Environment.update(p["effects"]) + "replay_start": + is_replay = true - mp.set_ingame.connect( - func toggle_lobby(_state: bool, lobby_state: bool): - lobby.visible = lobby_state - if lobby_state and not join_sent: - join() - ) - - mp.show_book.connect(func (): menu.submenu("res://menu/book/book.tscn")) - - mp.environment.connect($Environment.update) + _: push_error("Unrecognized packet type: %s" % p.type) func join(): join_sent = true @@ -312,9 +322,6 @@ func get_tile_interactive(pos: Vector2i) -> bool: if t == null: return false else: return tile_interact[tile_index_by_name[t]] -func set_tile(tile: Vector2i, kind = null, neighbors = null): - if neighbors != null: neighbors = neighbors.map(func (x): return tile_names[x] if x != null else null) - map.set_tile(tile, tile_names[kind], neighbors) func update_center(): if is_joined: @@ -332,8 +339,8 @@ func update_center(): func spectate_center(): var sum: int = 0 var player_sum: int = 0 - var center: Vector3 = Vector3(0., 0., 0.) - var player_center: Vector3 = Vector3(0., 0., 0.) + var center: Vector3 = Vector3(0.,0.,0.) + var player_center: Vector3 = Vector3(0.,0.,0.) for v in players.values(): var p: Player = v if p.character_idx >= 0: @@ -342,7 +349,7 @@ func spectate_center(): sum += 1 center += p.movement_base.position - var new_center: Vector3 = Vector3(0., 0., 0.) + var new_center: Vector3 = Vector3(0.,0.,0.) if player_sum > 0: new_center = player_center / player_sum elif sum > 0: @@ -350,7 +357,7 @@ func spectate_center(): else: var extents = map.extents() var map_center = ((extents[0] + extents[1]) / 2) + Vector2(.5, .5) - new_center = Vector3(map_center.x, 0., map_center.y) + new_center = Vector3(map_center.x, 0.,map_center.y) $Center.position = new_center func spectate_free(): @@ -364,3 +371,9 @@ func spectate_free(): var extents = map.extents() $Center.position.x = clamp($Center.position.x, extents[0].x, extents[1].x) $Center.position.z = clamp($Center.position.z, extents[0].y, extents[1].y) + +func pos_to_vec2(pos: Array) -> Vector2: + return Vector2(pos[0], pos[1]) + +func pos_to_vec2i(pos: Array) -> Vector2i: + return Vector2i(pos[0], pos[1]) |