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extends Node


signal players_changed
signal player_joined(player: Player)


func _ready():
	reset_players()
	
	multiplayer.connected_to_server.connect(_on_connected_to_server)
	multiplayer.server_disconnected.connect(_on_disconnected_from_server)
	#multiplayer.peer_connected.connect(_on_peer_connected)
	#multiplayer.peer_disconnected.connect(_on_peer_disconnected)
	
	multiplayer.allow_object_decoding = true


func host_game(port):
	var peer = ENetMultiplayerPeer.new()
	peer.create_server(int(port))
	
	multiplayer.multiplayer_peer = peer
	
	Client.player.id = multiplayer.get_unique_id()

func join_game(ip, port):
	var peer = ENetMultiplayerPeer.new()
	peer.create_client(ip, int(port))
	
	multiplayer.multiplayer_peer = peer
	
	Client.player.id = multiplayer.get_unique_id()


func _on_connected_to_server():
	print(multiplayer.get_unique_id(), ": connected to server")

func _on_disconnected_from_server():
	print("disconnected from server")
	
	multiplayer.multiplayer_peer = OfflineMultiplayerPeer.new()
	reset_players()

func _on_peer_connected(id: int):
	print(multiplayer.get_unique_id(), ": peer connected: ", id)
	
	ask_game_running.rpc_id(id)
	is_game_running.connect(func(is_running: bool):
		if not is_running:
			add_to_players.rpc_id(id, inst_to_dict(Client.player))
		elif is_running:
			get_tree().change_scene_to_file("res://UI/Start.tscn")
	)
	
	# TODO: add existing towers to new peers

func _on_peer_disconnected(id: int):
	print(multiplayer.get_unique_id(), ": peer disconnected: ", id)
	
	remove_player(id)
	
	# TODO: move towers owned by peer to host
	
	if id == 1: # if host disconnected go back to Start
		get_tree().change_scene_to_file("res://UI/Start.tscn")


func reset_players():
	for node in %Players.get_children():
		%Players.remove_child(node)
	
	%Players.add_child(preload("res://Game/Player.tscn").instantiate())

func get_player(id: int) -> Player:
	if %Players.get_child_count() == 1:
		return %Players.get_child(0)
	
	return %Players.get_node(str(id))

func get_players() -> Array[Node]:
	return %Players.get_children()

func get_ordered_player_ids(players = get_players()) -> Array:
	var keys = players.map(func(item: Player):
		return item.id
	)
	keys.sort_custom(func(a: int, b: int):
		return int(str(a).substr(0, 8)) < int(str(b).substr(0, 8))
	)
	
	return keys

func remove_player(id: int):
	var player = get_player(id)
	
	if player:
		%Players.remove_child(player)
		players_changed.emit()


signal is_game_running(is_running: bool)

@rpc("any_peer")
func ask_game_running():
	var is_running = get_tree().current_scene is Stage
	receive_game_running.rpc_id(multiplayer.get_remote_sender_id(), is_running)

@rpc("any_peer")
func receive_game_running(is_running: bool):
	is_game_running.emit(is_running)


@rpc("any_peer")
func add_to_players(remote_data: Dictionary):
	var id = multiplayer.get_remote_sender_id()
	
	var player = preload("res://Game/Player.tscn").instantiate()
	player.id = id
	player.username = remote_data.username
	
	%Players.add_child(player)
	
	player_joined.emit(player)
	players_changed.emit()


@rpc("any_peer", "call_local")
func update_player(id: int, remote_data: Dictionary):
	var player = get_player(id)
	
	for property in remote_data:
		if typeof(player[property]) == TYPE_INT:
			player[property] += remote_data[property]
		else:
			player[property] = remote_data[property]
	
	players_changed.emit()


@rpc("any_peer")
#func destroy_tower(remote_tower: Dictionary):
func destroy_tower(remote_data: Dictionary):
	var data: Tower.NetworkData = dict_to_inst(remote_data)
	var remote_tower = Tower.from_network_data(data)
	var player = get_player(remote_tower.owner_id)
	var tower = player.towers.get(remote_tower.global_position)
	
	Client.current_stage.destroy_tower(tower)


@rpc("any_peer")
func update_tower(remote_tower_node_path: NodePath, remote_data: Dictionary):
	var data: Tower.NetworkData = dict_to_inst(remote_data)
	var tower: Tower = get_tree().current_scene.get_node_or_null(remote_tower_node_path)
	
	if tower:
		tower.update_with_network_data(data)


@rpc("any_peer")
func remove_unit(remote_unit_node_path: NodePath):
	var unit = get_tree().current_scene.get_node_or_null(remote_unit_node_path)
	if unit:
		unit.queue_free()


@rpc("any_peer")
func update_unit(remote_unit_node_path: NodePath, remote_data: Dictionary):
	var data: Unit.NetworkData = dict_to_inst(remote_data)
	var unit: Unit = get_tree().current_scene.get_node_or_null(remote_unit_node_path)
	
	if unit:
		unit.update_with_network_data(data)
		#if "hp" in data:
			#unit.hp = data.hp
		#if "position" in data:
			#unit.position = data.position
		#if "sprite" in data:
			#unit.get_node("Sprite2D").self_modulate = data.sprite.self_modulate
		#if "current_path" in data:
			#unit.current_path = data.current_path
			#unit.line.points = PackedVector2Array(data.current_path)
		#if "current_path_idx" in data:
			#unit.current_path_idx = data.current_path_idx