diff options
Diffstat (limited to 'UI/PlayerLobby/lobby.gd')
-rw-r--r-- | UI/PlayerLobby/lobby.gd | 213 |
1 files changed, 213 insertions, 0 deletions
diff --git a/UI/PlayerLobby/lobby.gd b/UI/PlayerLobby/lobby.gd new file mode 100644 index 0000000..c391a11 --- /dev/null +++ b/UI/PlayerLobby/lobby.gd @@ -0,0 +1,213 @@ +extends Control + + +signal joined + +var current_map_idx := 0 +var current_map_scene: Node + +var settings := {} +var teams := {} + +@onready var list: Control = %PlayersListContainer.list + + +func _ready() -> void: + if not multiplayer.is_server(): + %StartButton.disabled = true + + if multiplayer.is_server(): + joined.connect(func(): + set_map.rpc(current_map_idx) + for setting in settings: + set_setting.rpc(setting, settings[setting]) + # TODO: check that use_premade_teams behaves correctly on join + ) + + for idx in %Maps.get_child_count(): + %Maps.get_child(idx).pressed.connect(func(): + if current_map_idx != idx: + set_map.rpc(idx) + ) + + if not multiplayer.is_server(): + for node: Control in %Maps.get_children(): + node.mouse_filter = Control.MOUSE_FILTER_IGNORE + + Network.players_changed.connect(update_players) + update_players() + + multiplayer.peer_disconnected.connect(remove_player) + multiplayer.peer_connected.connect(_on_peer_connected) + multiplayer.peer_disconnected.connect(_on_peer_disconnected) + + # reset map texture for clean load + %Thumbnail.texture = null + set_map(current_map_idx) + + # send keep-alive to game-lobby-server + if multiplayer.is_server(): + $KeepAliveTimer.start() + $KeepAliveTimer.timeout.connect(func(): + await GameLobby.request_post("/keep-alive") + ) + + +func update_players(): + update_list(list, Network.get_ordered_player_ids()) + + +func remove_player(id): + list.remove_child(list.get_node(str(id))) + + +func update_list(current_list: Control, player_ids: Array): + for id in player_ids: + var player: Player = Network.get_player(id) + + var control: Control = current_list.get_node_or_null(str(id)) + if not control: + control = MarginContainer.new() + control.name = str(id) + var label = Label.new() + label.add_theme_color_override("font_color", player.get_color()) + if id == multiplayer.get_unique_id(): + label.add_theme_color_override("font_outline_color", Color(0.75, 0.75, 0.75, 0.75)) + label.add_theme_constant_override("outline_size", 10) + control.add_child(label) + current_list.add_child(control) + + control.get_child(0).text = str(player.username) + control.get_child(0).tooltip_text = str(id) + current_list.move_child(control, player_ids.find(id) + 1) + + +func _on_peer_connected(id): + Network._on_peer_connected(id) + joined.emit() + +func _on_peer_disconnected(id): + Network._on_peer_disconnected(id) + + +func _on_start_button_pressed() -> void: + start.rpc(settings) + + +func _on_cancel_button_pressed() -> void: + multiplayer.multiplayer_peer.close() + + # TODO: if was host => Start. if was joined and connected from list => List + get_tree().change_scene_to_file("res://UI/Start.tscn") + + +@rpc("authority", "call_local") +func start(host_settings: Dictionary): + var packed_scene = %Maps.get_child(current_map_idx).map_scene + var scene = packed_scene.instantiate() + + for setting in host_settings: + scene[setting] = host_settings[setting] + + if host_settings.get("use_premade_teams"): + var premade_teams = {} + for team_name in teams: + premade_teams[team_name] = teams[team_name]["players"] + scene.premade_teams = premade_teams + + multiplayer.multiplayer_peer.refuse_new_connections = true + + Client.change_scene_to_instance(scene) + + +@rpc("authority", "call_local") +func set_map(index: int): + current_map_idx = index + + for node: Control in %Teams.get_children().slice(1): + node.queue_free() + %PlayersListContainer.visible = true + + for node: Button in %Maps.get_children(): + node.add_theme_color_override("font_color", Color(1.0, 1.0, 1.0, 0.5)) + + var map_button = %Maps.get_child(index) + var thumbnail = map_button.thumbnail + + # settings + for child in %Settings.get_children(): + child.free() + + if map_button.settings.size() > 0: + current_map_scene = map_button.map_scene.instantiate() + for setting in map_button.settings: + if not settings.has(setting): + settings[setting] = current_map_scene[setting] + + var control = preload("res://UI/PlayerLobby/lobby_setting.tscn").instantiate() + control.label = setting + control.value = settings[setting] + control.disabled = !multiplayer.is_server() + if multiplayer.is_server(): + control.value_changed.connect(func(value): + set_setting.rpc(setting, value) + ) + %Settings.add_child(control) + + map_button.add_theme_color_override("font_color", Color(1.0, 1.0, 1.0, 1.0)) + %Thumbnail.texture = thumbnail + + +@rpc("authority", "call_local") +func set_setting(key: String, value: Variant): + settings[key] = value + + if not multiplayer.is_server(): + %Settings.get_node(key).value = value + + # generate PlayersLists per team with clickable labels to switch team + if key == "use_premade_teams": + if value: + %PlayersListContainer.visible = false + var team_names = current_map_scene.teams.names() + var players_per_team = ceil( + float(Network.get_ordered_player_ids().size()) / float(team_names.size()) + ) + + for idx in team_names.size(): + var team_name = team_names[idx] + + var new_list_container = preload("res://UI/players_list_container.tscn").instantiate() + new_list_container.label = team_name.to_upper() + new_list_container.clicked.connect(func(): + switch_team.rpc(team_name) + ) + %Teams.add_child(new_list_container) + + var offset = players_per_team * idx + teams[team_name] = {} + teams[team_name]["players"] = Network.get_ordered_player_ids().slice(offset, offset + players_per_team) + teams[team_name]["list"] = new_list_container.list + + update_list(teams[team_name]["list"], teams[team_name]["players"]) + else: + for node in %Teams.get_children().slice(1): # get all but the main list + node.queue_free() + + update_list(list, Network.get_ordered_player_ids()) + %PlayersListContainer.visible = true + + +@rpc("any_peer", "call_local") +func switch_team(team_name: String): +#func switch_team(previous_team_name: String, new_team_name: String): + var player_id = multiplayer.get_remote_sender_id() + + for key in teams: + var team = teams[key] + team["players"].erase(player_id) + var node = team["list"].get_node_or_null(str(player_id)) + if node: team["list"].remove_child(node) + + teams[team_name]["players"].append(player_id) + update_list(teams[team_name]["list"], teams[team_name]["players"]) |