62 lines
1.7 KiB
GDScript
62 lines
1.7 KiB
GDScript
extends Node
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class_name GameInstance
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signal state_received()
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onready var ui = $CanvasLayer/ui
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onready var world = $world
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onready var systems = $systems
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onready var netgame = $"/root/Multiplayer"
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var writing = false
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func _ready() -> void:
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randomize()
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ui.connect("command", world, "process_command")
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if netgame.hosting:
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world.load_map(netgame.get_current_map())
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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)
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rpc("spawn_player", 1)
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else:
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world.load_map(GameWorld.Map.EMPTY)
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rpc_id(1, "send_map")
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yield(self, "state_received")
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rpc_id(1, "ready_to_spawn")
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master func send_map() -> void:
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var id = get_tree().get_rpc_sender_id()
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var map_data = world.map.serialize()
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var systems_data = systems.serialize()
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print("sending map data to ", id)
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rpc_id(id, "receive_data", {
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"map": map_data,
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"systems": systems_data
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})
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puppet func receive_data(data: Dictionary) -> void:
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world.map.deserialize(data["map"])
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systems.deserialize(data["systems"])
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print("Received map data from master")
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emit_signal("state_received")
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master func ready_to_spawn() -> void:
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var id = get_tree().get_rpc_sender_id()
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print(id, " is ready to spawn players")
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# Tell him everyone to spawn
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var players = $world/players.get_children()
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for player in players:
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rpc_id(id, "spawn_player", player.get_network_master())
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# Then spawn him as well
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rpc("spawn_player", id)
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remotesync func spawn_player(id):
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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:
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UICommand.CommandType.SetShipTarget:
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world.map.current_ship_target = cmd.cmd_args[0]
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