update
This commit is contained in:
@@ -11,7 +11,7 @@ var hud: CanvasLayer
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var rng := RandomNumberGenerator.new()
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var seats: Array = [] ## [{peer, name, ai, count, alive}]
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var local_seat := 0
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var local_seat := 0 ## -1 auf dem Spielserver: der sitzt nicht mit
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var host_values: Array = [] ## nur Host: seat -> Array[int]
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var my_values: Array = [] ## Client-Sicht (-1 = vernebelt)
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@@ -54,7 +54,9 @@ func setup(cfg: Dictionary) -> void:
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seats.append({"peer": 0, "name": "Bot %d" % (i + 1), "ai": true,
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"count": START_DICE, "alive": true})
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# Der Spielserver spielt nicht mit und bekommt deshalb keinen Platz.
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var me := multiplayer.get_unique_id()
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local_seat = -1
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for i in seats.size():
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if seats[i].peer == me:
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local_seat = i
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@@ -63,13 +65,15 @@ func setup(cfg: Dictionary) -> void:
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add_child(table)
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table.build(seats.size(), local_seat)
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hud = preload("res://scripts/hud.gd").new()
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add_child(hud)
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hud.bid_pressed.connect(_on_bid_pressed)
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hud.challenge_pressed.connect(_on_challenge_pressed)
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hud.booster_chosen.connect(_on_booster_chosen)
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hud.quit_pressed.connect(_on_quit)
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hud.pause_changed.connect(_on_pause_changed)
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# Ohne Platz am Tisch gibt es nichts anzuzeigen und nichts zu bedienen.
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if local_seat >= 0:
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hud = preload("res://scripts/hud.gd").new()
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add_child(hud)
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hud.bid_pressed.connect(_on_bid_pressed)
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hud.challenge_pressed.connect(_on_challenge_pressed)
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hud.booster_chosen.connect(_on_booster_chosen)
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hud.quit_pressed.connect(_on_quit)
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hud.pause_changed.connect(_on_pause_changed)
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for i in seats.size():
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table.set_dice_count(i, START_DICE)
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@@ -735,7 +739,7 @@ func _apply_state(st: Dictionary) -> void:
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## Der Nebel-Debuff muss auch den Würfel auf dem Tisch verdecken.
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func _apply_fog_to_table() -> void:
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if phase == "roll" or local_seat >= table.dice.size():
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if phase == "roll" or local_seat < 0 or local_seat >= table.dice.size():
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return
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var dl: Array = table.dice_of(local_seat)
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for i in mini(dl.size(), my_values.size()):
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@@ -1,16 +1,26 @@
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extends Node
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## Wechselt zwischen Menü und laufender Partie.
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##
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## Mit `-- server <port>` läuft dieselbe Datei als Raum auf dem Spielserver:
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## kein Menü, kein Bild, nur die Spiellogik.
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var menu: CanvasLayer
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var game: Node3D
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func _ready() -> void:
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menu = preload("res://scripts/menu.gd").new()
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add_child(menu)
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Net.game_started.connect(_start_game)
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Net.server_closed.connect(_back_to_menu)
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var args := OS.get_cmdline_user_args()
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if args.size() >= 2 and args[0] == "server":
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if not Net.serve(int(args[1])):
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get_tree().quit(1)
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return
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menu = preload("res://scripts/menu.gd").new()
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add_child(menu)
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## Das Spiel startet im Vollbild; F11 schaltet um.
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func _unhandled_key_input(event: InputEvent) -> void:
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192
scripts/menu.gd
192
scripts/menu.gd
@@ -1,23 +1,25 @@
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extends CanvasLayer
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## Startmenü: Einzelspieler, Mehrspieler (Host/Client mit Lobby), Beenden.
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## Startmenü: Einzelspieler, Mehrspieler (hosten oder per Code beitreten),
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## Lobby und Beenden.
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const BOT_NAMES_MAX := 7
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var screens: Dictionary = {}
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var status_labels: Dictionary = {}
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var current := "main"
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# Einzelspieler
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var solo_bots: NumberRow
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# Mehrspieler
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var name_edit: LineEdit
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var ip_edit: LineEdit
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var multi_bots: NumberRow
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var code_edit: LineEdit
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# Lobby
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var lobby_bots: NumberRow
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var code_label: Label
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var lobby_list: Label
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var status: Label
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var host_btn: Button
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var join_btn: Button
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var start_btn: Button
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var leave_btn: Button
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func _ready() -> void:
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@@ -33,6 +35,8 @@ func _ready() -> void:
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screens["main"] = _screen(root, _build_main())
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screens["single"] = _screen(root, _build_single())
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screens["multi"] = _screen(root, _build_multi())
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screens["join"] = _screen(root, _build_join())
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screens["lobby"] = _screen(root, _build_lobby())
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Net.lobby_changed.connect(_refresh)
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Net.connection_failed.connect(_on_failed)
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@@ -51,12 +55,20 @@ func _screen(root: Control, content: Control) -> CenterContainer:
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func _show(which: String) -> void:
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current = which
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for key: String in screens:
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screens[key].visible = key == which
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if which == "multi":
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_sagen("")
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if which == "lobby":
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_refresh()
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## Meldungen gehören auf den Bildschirm, auf dem man gerade steht.
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func _sagen(text: String) -> void:
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for key: String in status_labels:
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status_labels[key].text = text if key == current else ""
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func _box(width: int) -> VBoxContainer:
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var v := VBoxContainer.new()
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v.custom_minimum_size = Vector2(width, 0)
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@@ -94,6 +106,13 @@ func _button(text: String, parent: Control, action: Callable) -> Button:
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return b
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## Eine Zeile für Meldungen, unten auf jedem Bildschirm.
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func _status_row(box: VBoxContainer, key: String) -> void:
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var l := _text("", 14, Color(0.95, 0.55, 0.5))
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box.add_child(l)
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status_labels[key] = l
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## Eine Reihe anklickbarer Zahlen - bei so wenigen Werten schneller als eine
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## Spinbox mit ihren winzigen Pfeilen.
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class NumberRow extends HBoxContainer:
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@@ -120,17 +139,14 @@ class NumberRow extends HBoxContainer:
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for i in _buttons.size():
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_buttons[i].button_pressed = _lo + i == n
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## Werte oberhalb von `hi` sperren (im Mehrspieler sind die Plätze begrenzt).
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func set_limit(hi: int) -> void:
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## Obergrenze und Bedienbarkeit in einem Zug - getrennt würde der eine
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## Aufruf den anderen wieder aufheben.
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func anpassen(hi: int, on: bool) -> void:
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for i in _buttons.size():
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_buttons[i].disabled = _lo + i > hi
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_buttons[i].disabled = not on or _lo + i > hi
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if value > hi:
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pick(maxi(_lo, hi))
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func set_enabled(on: bool) -> void:
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for b in _buttons:
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b.disabled = not on
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func _title(box: VBoxContainer) -> void:
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box.add_child(_text("LIAR'S DICE 3D", 40))
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@@ -162,6 +178,7 @@ func _build_single() -> Control:
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return box
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## Erster Schritt: nur der Name, dann hosten oder beitreten.
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func _build_multi() -> Control:
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var box := _box(440)
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_title(box)
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@@ -172,34 +189,68 @@ func _build_multi() -> Control:
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name_edit.placeholder_text = "Dein Name"
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box.add_child(_row("Name", name_edit))
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ip_edit = LineEdit.new()
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ip_edit.text = "127.0.0.1"
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box.add_child(_row("Server-IP", ip_edit))
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box.add_child(_text("Bots (nur Host)", 15))
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multi_bots = NumberRow.new(0, BOT_NAMES_MAX, 1)
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box.add_child(multi_bots)
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var brow := HBoxContainer.new()
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brow.add_theme_constant_override("separation", 8)
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box.add_child(brow)
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host_btn = _button("Spiel hosten", brow, _on_host)
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join_btn = _button("Beitreten", brow, _on_join)
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_button("Hosten", brow, _on_host)
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_button("Beitreten", brow, _show.bind("join"))
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_button("Zurück", box, _show.bind("main"))
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_status_row(box, "multi")
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return box
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## Zweiter Schritt beim Beitreten: der Code vom Host.
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func _build_join() -> Control:
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var box := _box(440)
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_title(box)
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box.add_child(_text("Beitreten", 22, Color(1.0, 0.82, 0.32)))
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box.add_child(_text("Den Code bekommst du vom Host.", 15,
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Color(0.65, 0.67, 0.72)))
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code_edit = LineEdit.new()
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code_edit.placeholder_text = "z. B. K7QM"
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code_edit.max_length = 6
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code_edit.alignment = HORIZONTAL_ALIGNMENT_CENTER
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code_edit.add_theme_font_size_override("font_size", 24)
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code_edit.text_submitted.connect(func(_t: String) -> void: _on_join())
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box.add_child(code_edit)
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var row := HBoxContainer.new()
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row.add_theme_constant_override("separation", 8)
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box.add_child(row)
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_button("Beitreten", row, _on_join)
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_button("Zurück", row, _show.bind("multi"))
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_status_row(box, "join")
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return box
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## Dritter Schritt: warten, bis alle da sind.
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func _build_lobby() -> Control:
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var box := _box(440)
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_title(box)
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box.add_child(_text("Lobby", 22, Color(1.0, 0.82, 0.32)))
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code_label = _text("", 34, Color(1.0, 0.82, 0.32))
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box.add_child(code_label)
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box.add_child(_text("Diesen Code an die Mitspieler geben.", 14,
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Color(0.65, 0.67, 0.72)))
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box.add_child(HSeparator.new())
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box.add_child(_text("Lobby", 18, Color(1.0, 0.82, 0.32)))
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lobby_list = _text("-", 15, Color(0.85, 0.87, 0.92))
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lobby_list = _text("-", 16, Color(0.85, 0.87, 0.92))
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box.add_child(lobby_list)
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box.add_child(HSeparator.new())
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var arow := HBoxContainer.new()
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arow.add_theme_constant_override("separation", 8)
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box.add_child(arow)
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start_btn = _button("Spiel starten", arow, _on_start)
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leave_btn = _button("Trennen", arow, _on_leave)
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box.add_child(_text("Bots", 15))
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lobby_bots = NumberRow.new(0, BOT_NAMES_MAX, 1)
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box.add_child(lobby_bots)
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_button("Zurück", box, _on_back)
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status = _text("", 14, Color(0.95, 0.55, 0.5))
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box.add_child(status)
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var row := HBoxContainer.new()
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row.add_theme_constant_override("separation", 8)
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box.add_child(row)
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start_btn = _button("Spiel starten", row, _on_start)
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_button("Verlassen", row, _on_leave)
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_status_row(box, "lobby")
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return box
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@@ -216,66 +267,57 @@ func _spielername() -> String:
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func _on_host() -> void:
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status.text = ""
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if Net.host_game(_spielername()):
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status.text = "Server läuft auf Port %d. Warte auf Mitspieler." % Net.PORT
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_refresh()
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_sagen("Raum wird angelegt ...")
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Net.create_room(_spielername())
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func _on_join() -> void:
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status.text = "Verbinde..."
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Net.join_game(ip_edit.text.strip_edges(), _spielername())
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_refresh()
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_sagen("Verbinde ...")
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Net.join_room(code_edit.text, _spielername())
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func _on_leave() -> void:
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Net.leave()
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status.text = ""
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func _on_back() -> void:
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if Net.is_online():
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Net.leave()
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status.text = ""
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_show("main")
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_show("multi")
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func _on_start() -> void:
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var humans: int = Net.lobby.size()
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var ai: int = mini(multi_bots.value, Net.MAX_HUMANS - humans)
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var ai: int = mini(lobby_bots.value, Net.MAX_HUMANS - humans)
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if humans + ai < 2:
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status.text = "Mindestens 2 Spieler nötig (Mitspieler oder Bots)."
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_sagen("Mindestens 2 Spieler nötig (Mitspieler oder Bots).")
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return
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Net.start_game(ai)
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Net.request_start(ai)
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func _on_failed(msg: String) -> void:
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status.text = msg
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_refresh()
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_sagen(msg)
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func _on_closed() -> void:
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status.text = "Server hat die Verbindung beendet."
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_refresh()
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_show("multi")
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_sagen("Der Raum wurde geschlossen.")
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## Sobald der Server uns kennt, sind wir in der Lobby.
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func _refresh() -> void:
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if status == null:
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if lobby_list == null:
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return
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var connected := Net.is_online()
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host_btn.disabled = connected
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join_btn.disabled = connected
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leave_btn.disabled = not connected
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start_btn.disabled = not (connected and Net.is_host)
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if not connected or not Net.is_host:
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multi_bots.set_enabled(not connected)
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else:
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multi_bots.set_enabled(true)
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multi_bots.set_limit(Net.MAX_HUMANS - Net.lobby.size())
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if Net.lobby.is_empty():
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lobby_list.text = "- nicht verbunden -"
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else:
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var names: Array = []
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for id: int in Net.lobby:
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names.append("%s%s" % [Net.lobby[id], " (Host)" if id == 1 else ""])
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lobby_list.text = "\n".join(names)
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var drin := Net.is_online() and Net.lobby.has(multiplayer.get_unique_id())
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if drin and current != "lobby":
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_show("lobby")
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elif not drin and current == "lobby":
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_show("multi")
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if current != "lobby":
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return
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code_label.text = Net.room_code
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start_btn.disabled = not Net.is_owner
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lobby_bots.anpassen(Net.MAX_HUMANS - Net.lobby.size(), Net.is_owner)
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var names: Array = []
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for id: int in Net.lobby:
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names.append("%s%s" % [Net.lobby[id], " (Host)" if id == Net.owner_id else ""])
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lobby_list.text = "\n".join(names)
|
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if not Net.is_owner:
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_sagen("Der Host startet die Partie.")
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192
scripts/net.gd
192
scripts/net.gd
@@ -1,19 +1,33 @@
|
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extends Node
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||||
## Netzwerk-Verwaltung: Host/Client via ENet, Lobby und Spielstart.
|
||||
## Netzwerk: Räume liegen auf dem Spielserver, Beitritt läuft über einen Code.
|
||||
##
|
||||
## Der Server ist eine eigene headless Instanz und sitzt nicht mit am Tisch.
|
||||
## Er ist Peer 1 und damit die Autorität. Ein Spieler im Raum ist Eigentümer
|
||||
## und darf die Partie starten.
|
||||
|
||||
signal lobby_changed
|
||||
signal game_started(config: Dictionary)
|
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signal connection_failed(reason: String)
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signal server_closed
|
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signal room_opened(code: String)
|
||||
|
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const PORT := 8910
|
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const MAX_HUMANS := 8
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const STANDARD_SERVER := "https://pirate-dice.marha.de"
|
||||
## Ohne Spieler schliesst sich ein Raum von selbst, sonst stehen Leichen herum
|
||||
const LEERLAUF := 120.0
|
||||
|
||||
var player_name := "Spieler"
|
||||
## peer_id -> name (enthält auch den Host mit id 1)
|
||||
## peer_id -> Name. Nur Menschen; der Server steht nicht drin.
|
||||
var lobby: Dictionary = {}
|
||||
var is_host := false
|
||||
var owner_id := 0
|
||||
var is_owner := false
|
||||
var room_code := ""
|
||||
var in_game := false
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||||
## true in der headless Instanz auf dem Server
|
||||
var dedicated := false
|
||||
|
||||
var _leer_seit := 0.0
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
@@ -24,29 +38,77 @@ func _ready() -> void:
|
||||
multiplayer.server_disconnected.connect(_on_server_disconnected)
|
||||
|
||||
|
||||
func host_game(pname: String, port: int = PORT) -> bool:
|
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player_name = pname
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||||
## Zum Entwickeln auf einen lokalen Matchmaker zeigen lassen:
|
||||
## PIRATE_DICE_SERVER=http://127.0.0.1:8020 godot
|
||||
func server_url() -> String:
|
||||
var eigen := OS.get_environment("PIRATE_DICE_SERVER")
|
||||
return eigen if eigen != "" else STANDARD_SERVER
|
||||
|
||||
|
||||
# ---------------------------------------------------------------- Räume
|
||||
|
||||
## Neuen Raum anlegen lassen und gleich betreten.
|
||||
func create_room(pname: String) -> void:
|
||||
var raum := await _api(HTTPClient.METHOD_POST, "/api/raum")
|
||||
if raum.is_empty():
|
||||
connection_failed.emit("Spielserver nicht erreichbar.")
|
||||
return
|
||||
room_code = String(raum.get("code", ""))
|
||||
room_opened.emit(room_code)
|
||||
join_game(String(raum.get("host", "")), pname, int(raum.get("port", PORT)))
|
||||
|
||||
|
||||
func join_room(code: String, pname: String) -> void:
|
||||
code = code.strip_edges().to_upper()
|
||||
if code == "":
|
||||
connection_failed.emit("Kein Code eingegeben.")
|
||||
return
|
||||
var raum := await _api(HTTPClient.METHOD_GET, "/api/raum/" + code)
|
||||
if raum.is_empty():
|
||||
connection_failed.emit("Den Code %s gibt es nicht." % code)
|
||||
return
|
||||
room_code = code
|
||||
join_game(String(raum.get("host", "")), pname, int(raum.get("port", PORT)))
|
||||
|
||||
|
||||
func _api(method: int, pfad: String) -> Dictionary:
|
||||
var req := HTTPRequest.new()
|
||||
add_child(req)
|
||||
req.timeout = 8.0
|
||||
if req.request(server_url() + pfad, PackedStringArray(), method) != OK:
|
||||
req.queue_free()
|
||||
return {}
|
||||
var antwort: Array = await req.request_completed
|
||||
req.queue_free()
|
||||
if int(antwort[1]) != 200:
|
||||
return {}
|
||||
var daten: Variant = JSON.parse_string(
|
||||
(antwort[3] as PackedByteArray).get_string_from_utf8())
|
||||
return daten if daten is Dictionary else {}
|
||||
|
||||
|
||||
# ---------------------------------------------------------------- Verbindung
|
||||
|
||||
## Nur die headless Instanz auf dem Server ruft das auf.
|
||||
func serve(port: int) -> bool:
|
||||
var peer := ENetMultiplayerPeer.new()
|
||||
var err := peer.create_server(port, MAX_HUMANS - 1)
|
||||
if err != OK:
|
||||
connection_failed.emit("Server konnte nicht gestartet werden (Port %d belegt?)" % port)
|
||||
if peer.create_server(port, MAX_HUMANS) != OK:
|
||||
push_error("Port %d ist belegt." % port)
|
||||
return false
|
||||
multiplayer.multiplayer_peer = peer
|
||||
is_host = true
|
||||
lobby = {1: pname}
|
||||
lobby_changed.emit()
|
||||
dedicated = true
|
||||
_leer_seit = _jetzt()
|
||||
print("Raum offen auf Port %d." % port)
|
||||
return true
|
||||
|
||||
|
||||
func join_game(ip: String, pname: String, port: int = PORT) -> bool:
|
||||
func join_game(host: String, pname: String, port: int = PORT) -> bool:
|
||||
player_name = pname
|
||||
var peer := ENetMultiplayerPeer.new()
|
||||
var err := peer.create_client(ip, port)
|
||||
if err != OK:
|
||||
connection_failed.emit("Verbindung zu %s:%d fehlgeschlagen" % [ip, port])
|
||||
if peer.create_client(host, port) != OK:
|
||||
connection_failed.emit("Verbindung zu %s:%d fehlgeschlagen." % [host, port])
|
||||
return false
|
||||
multiplayer.multiplayer_peer = peer
|
||||
is_host = false
|
||||
return true
|
||||
|
||||
|
||||
@@ -55,7 +117,9 @@ func leave() -> void:
|
||||
multiplayer.multiplayer_peer.close()
|
||||
multiplayer.multiplayer_peer = null
|
||||
lobby.clear()
|
||||
is_host = false
|
||||
owner_id = 0
|
||||
is_owner = false
|
||||
room_code = ""
|
||||
in_game = false
|
||||
lobby_changed.emit()
|
||||
|
||||
@@ -66,16 +130,36 @@ func is_online() -> bool:
|
||||
and peer.get_connection_status() != MultiplayerPeer.CONNECTION_DISCONNECTED
|
||||
|
||||
|
||||
## Ein leerer Raum kostet sonst dauerhaft Speicher auf dem Server.
|
||||
func _process(_delta: float) -> void:
|
||||
if not dedicated:
|
||||
return
|
||||
if lobby.is_empty():
|
||||
if _jetzt() - _leer_seit > LEERLAUF:
|
||||
print("Niemand mehr im Raum, wird geschlossen.")
|
||||
get_tree().quit()
|
||||
else:
|
||||
_leer_seit = _jetzt()
|
||||
|
||||
|
||||
func _jetzt() -> float:
|
||||
return Time.get_ticks_msec() / 1000.0
|
||||
|
||||
|
||||
func _on_peer_connected(id: int) -> void:
|
||||
if is_host:
|
||||
_push_lobby.rpc_id(id, lobby)
|
||||
if multiplayer.is_server():
|
||||
_push_lobby.rpc_id(id, lobby, owner_id)
|
||||
|
||||
|
||||
func _on_peer_disconnected(id: int) -> void:
|
||||
if is_host:
|
||||
lobby.erase(id)
|
||||
_push_lobby.rpc(lobby)
|
||||
lobby_changed.emit()
|
||||
if not multiplayer.is_server():
|
||||
return
|
||||
lobby.erase(id)
|
||||
# Geht der Eigentümer, rückt der nächste nach - sonst startet niemand mehr
|
||||
if id == owner_id:
|
||||
owner_id = 0 if lobby.is_empty() else int(lobby.keys()[0])
|
||||
_push_lobby.rpc(lobby, owner_id)
|
||||
lobby_changed.emit()
|
||||
|
||||
|
||||
func _on_connected() -> void:
|
||||
@@ -84,50 +168,94 @@ func _on_connected() -> void:
|
||||
|
||||
func _on_connect_fail() -> void:
|
||||
multiplayer.multiplayer_peer = null
|
||||
connection_failed.emit("Server nicht erreichbar.")
|
||||
connection_failed.emit("Raum nicht erreichbar.")
|
||||
|
||||
|
||||
func _on_server_disconnected() -> void:
|
||||
multiplayer.multiplayer_peer = null
|
||||
lobby.clear()
|
||||
owner_id = 0
|
||||
is_owner = false
|
||||
in_game = false
|
||||
server_closed.emit()
|
||||
|
||||
|
||||
@rpc("any_peer", "reliable")
|
||||
func _register(pname: String) -> void:
|
||||
if not is_host:
|
||||
if not multiplayer.is_server():
|
||||
return
|
||||
var id := multiplayer.get_remote_sender_id()
|
||||
if in_game:
|
||||
_abweisen(id, "In dem Raum läuft schon eine Partie.")
|
||||
return
|
||||
if lobby.size() >= MAX_HUMANS:
|
||||
_abweisen(id, "Der Raum ist voll.")
|
||||
return
|
||||
lobby[id] = pname.substr(0, 16)
|
||||
_push_lobby.rpc(lobby)
|
||||
if owner_id == 0:
|
||||
owner_id = id
|
||||
_push_lobby.rpc(lobby, owner_id)
|
||||
lobby_changed.emit()
|
||||
|
||||
|
||||
## Erst die Begründung schicken, dann trennen - andersherum kommt sie nie an.
|
||||
func _abweisen(id: int, grund: String) -> void:
|
||||
_abgewiesen.rpc_id(id, grund)
|
||||
await get_tree().create_timer(0.5).timeout
|
||||
var peer := multiplayer.multiplayer_peer
|
||||
if peer is ENetMultiplayerPeer:
|
||||
peer.disconnect_peer(id)
|
||||
|
||||
|
||||
@rpc("authority", "reliable")
|
||||
func _push_lobby(data: Dictionary) -> void:
|
||||
func _abgewiesen(grund: String) -> void:
|
||||
connection_failed.emit(grund)
|
||||
leave()
|
||||
|
||||
|
||||
@rpc("authority", "reliable")
|
||||
func _push_lobby(data: Dictionary, besitzer: int) -> void:
|
||||
lobby = data
|
||||
owner_id = besitzer
|
||||
is_owner = besitzer == multiplayer.get_unique_id()
|
||||
lobby_changed.emit()
|
||||
|
||||
|
||||
# ---------------------------------------------------------------- Start
|
||||
|
||||
## Einzelspieler: kein Netzwerk, nur der lokale Spieler und Bots.
|
||||
func start_singleplayer(pname: String, ai_count: int) -> void:
|
||||
player_name = pname
|
||||
multiplayer.multiplayer_peer = OfflineMultiplayerPeer.new()
|
||||
is_host = true
|
||||
lobby = {1: pname}
|
||||
owner_id = 1
|
||||
is_owner = true
|
||||
lobby_changed.emit()
|
||||
_begin({"peers": [1], "names": lobby.duplicate(), "ai": ai_count})
|
||||
|
||||
|
||||
## Nur der Host ruft das auf.
|
||||
## Der Eigentümer bittet den Server um den Start.
|
||||
func request_start(ai_count: int) -> void:
|
||||
_req_start.rpc_id(1, ai_count)
|
||||
|
||||
|
||||
@rpc("any_peer", "reliable")
|
||||
func _req_start(ai_count: int) -> void:
|
||||
if not multiplayer.is_server():
|
||||
return
|
||||
if multiplayer.get_remote_sender_id() != owner_id:
|
||||
return
|
||||
start_game(ai_count)
|
||||
|
||||
|
||||
func start_game(ai_count: int) -> void:
|
||||
if not is_host:
|
||||
if not multiplayer.is_server() or in_game:
|
||||
return
|
||||
var order: Array = lobby.keys()
|
||||
order.sort()
|
||||
var cfg := {"peers": order, "names": lobby.duplicate(), "ai": ai_count}
|
||||
_begin.rpc(cfg)
|
||||
if order.size() + ai_count < 2:
|
||||
return
|
||||
_begin.rpc({"peers": order, "names": lobby.duplicate(), "ai": ai_count})
|
||||
|
||||
|
||||
@rpc("authority", "call_local", "reliable")
|
||||
|
||||
Reference in New Issue
Block a user