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extends Node


signal stage_state_changed(state: State)

@warning_ignore("unused_signal")
signal placed_tower(tower: Tower)

signal multi_select_finished(nodes)


var previous_scene: String

var game_lobby_url := "http://localhost:8910"
@onready var game_lobby_server: HTTPRequest = %GameLobbyServer
var current_game_id := ""

var state: State :
	set(value):
		state = value
		stage_state_changed.emit(value)

var current_stage: Stage

var selection: SelectionManager

var player: Player:
	get():
		return Network.get_player(multiplayer.get_unique_id())


func _notification(what: int) -> void:
	if what == NOTIFICATION_WM_CLOSE_REQUEST:
		if multiplayer.is_server():
			await Network.close_game() # TODO: doesn't work?


func initialize_stage(stage: Stage):
	current_stage = stage

func ready_stage(_stage: Stage):
	selection = preload("res://Game/Selection/SelectionManager.tscn").instantiate()
	add_child(selection)


func place_tower(tower: Tower):
	if not current_stage.can_place_tower():
		return
	
	var network_id = multiplayer.get_unique_id()
	tower.owner_id = network_id
	tower.name = "Tower@" + str(network_id) + "@" + str(Time.get_ticks_usec())
	
	current_stage.place_tower.rpc(inst_to_dict(tower.to_network_data()))


func remove_tower(tower: Tower):
	if tower.owner_id == multiplayer.get_unique_id():
		destroy_tower(tower)


func destroy_tower(tower: Tower):
	current_stage.destroy_tower(tower)
	Network.destroy_tower.rpc(inst_to_dict(tower.to_network_data()))
	
	player.towers.erase(tower.global_position)


func select_tower(tower: Tower):
	if tower.owner_id == multiplayer.get_unique_id():
		tower.is_selected = true


func multi_select(layer: int):
	var selection_area = preload("res://Game/Selection/MultiSelectArea.tscn").instantiate()
	selection_area.set_collision_mask_value(layer, true)
	selection_area.select.connect(func(nodes):
		for node in nodes:
			Client.select_tower(node)
		multi_select_finished.emit(nodes)
	)
	get_tree().current_scene.add_child(selection_area)


func update_tower(path: NodePath, data: Tower.NetworkData):
	Network.update_tower.rpc(path, inst_to_dict(data))


func spawn_unit(unit: Unit, spawn: Spawn, overwrite_target: PathNode = null):
	if not current_stage.can_spawn_unit(unit):
		return
	
	var network_id = multiplayer.get_unique_id()
	unit.owner_id = network_id
	unit.name = "Unit@" + str(network_id) + "@" + str(Time.get_ticks_usec())
	
	unit.global_position = spawn.spawn_position
	unit.target = spawn.next_node
	
	if overwrite_target:
		unit.target = overwrite_target
	
	current_stage.spawn_unit.rpc(inst_to_dict(unit.to_network_data()))


func update_unit(path: NodePath, data: Unit.NetworkData):
	Network.update_unit.rpc(path, inst_to_dict(data))


func change_scene_to_instance(scene: Node):
	(func():
		get_tree().current_scene.queue_free()
		get_tree().root.add_child(scene)
		get_tree().current_scene = scene
	).call_deferred()


func array_intersect(first, second):
	var compare = {}
	for value in first:
		compare[value] = true
	
	for value in second:
		if compare.get(value, false):
			return true
	
	return false


class HTTPResponse extends Resource:
	var result_code: HTTPRequest.Result
	var response_code: int
	var headers: PackedStringArray
	var body: PackedByteArray
	func parse_json() -> Dictionary:
		return JSON.parse_string(body.get_string_from_utf8())

func request(
	url: String,
	custom_headers: PackedStringArray = PackedStringArray(),
	method: HTTPClient.Method = HTTPClient.METHOD_GET,
	request_data: String = ""
) -> HTTPResponse:
	var response = HTTPResponse.new()
	
	%GameLobbyServer.request_completed.connect(
		func (
			result_code: int,
			response_code: int,
			headers: PackedStringArray,
			body: PackedByteArray
		):
			response.result_code = result_code
			response.response_code = response_code
			response.headers = headers
			response.body = body
	)
	%GameLobbyServer.request(url, custom_headers, method, request_data)
	
	await %GameLobbyServer.request_completed
	return response

func check_game_lobby_available() -> bool:
	var response = await Client.request("%s" % [Client.game_lobby_url], [], HTTPClient.METHOD_GET)
	return response.result_code == HTTPRequest.RESULT_SUCCESS