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odyssey-old/Scenes/Game.gd

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GDScript3
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extends Node
class_name GameInstance
signal state_received()
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onready var ui = $CanvasLayer/ui
onready var world = $world
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onready var systems = $systems
onready var netgame = $"/root/Multiplayer"
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onready var physics = world.get_world_2d().direct_space_state as Physics2DDirectSpaceState
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var writing = false
func _ready() -> void:
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$"/root/Music/BGM".stop()
randomize()
if netgame.hosting:
world.load_map(netgame.get_current_map())
world.map.current_ship_position = Vector2(randf() * 1e4, randf() * 1e4)
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world.map.current_ship_target = world.map.current_ship_position + Vector2(randf() * 1e2, randf() * 1e2)
rpc("spawn_player", 1)
else:
world.load_map(GameWorld.Map.EMPTY)
rpc_id(1, "send_map")
yield(self, "state_received")
rpc_id(1, "ready_to_spawn")
master func send_map() -> void:
var id = get_tree().get_rpc_sender_id()
var map_data = world.map.serialize()
var systems_data = systems.serialize()
print("sending map data to %d" % id)
rpc_id(id, "receive_data", {
"map": map_data,
"systems": systems_data
})
puppet func receive_data(data: Dictionary) -> void:
world.map.deserialize(data["map"])
systems.deserialize(data["systems"])
print("Received map data from master")
emit_signal("state_received")
master func ready_to_spawn() -> void:
var id = get_tree().get_rpc_sender_id()
print("%d is ready to spawn players" % id)
# Tell him everyone to spawn
var players = $world/players.get_children()
for player in players:
rpc_id(id, "spawn_player", player.get_network_master())
# Then spawn him as well
rpc("spawn_player", id)
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master func broadcast_zone(message: String, origin: Vector2, radius: float) -> void:
var shape = CircleShape2D.new()
shape.radius = radius
var query = Physics2DShapeQueryParameters.new()
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query.collide_with_areas = true
query.collide_with_bodies = false
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query.collision_layer = 32
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query.transform.origin = origin
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query.set_shape(shape)
var res = physics.intersect_shape(query, 100)
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for col in res:
rpc_id(col.collider.get_network_master(), "add_log", message)
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master func broadcast(message: String) -> void:
rpc("add_log", message)
remotesync func add_log(message: String) -> void:
ui.logs.add_line(message)
remotesync func spawn_player(id: int) -> void:
world.spawn_player(id, multiplayer.get_network_unique_id() == id)
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remotesync func process_command(cmd: UICommand) -> void:
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match cmd.cmd_type:
UICommand.CommandType.SetShipTarget:
world.map.current_ship_target = cmd.cmd_args[0]