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odyssey-old/Scenes/Game.gd

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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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var writing = false
func _ready() -> void:
randomize()
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ui.connect("command", world, "process_command")
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 ", 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(id, " is ready to spawn players")
# 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)
remotesync func spawn_player(id):
world.spawn_player(id, multiplayer.get_network_unique_id() == id)
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remotesync func process_command(cmd: UICommand):
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match cmd.cmd_type:
UICommand.CommandType.SetShipTarget:
world.map.current_ship_target = cmd.cmd_args[0]