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path: root/UI/PlayerLobby/lobby.gd
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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 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():
			Client.request(Client.game_lobby_url, [], HTTPClient.METHOD_POST, JSON.stringify({"keep-alive": Client.current_game_id}))
		)


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)
			#joined.emit()
		
		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)
func _on_peer_disconnected(id):
	Network._on_peer_disconnected(id)


func _on_start_button_pressed() -> void:
	start.rpc()


func _on_cancel_button_pressed() -> void:
	multiplayer.multiplayer_peer.close()
	
	await Client.request(
		"%s" % [Client.game_lobby_url],
		[],
		HTTPClient.METHOD_POST,
		JSON.stringify({"close": Client.current_game_id})
	)
	
	# 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():
	var packed_scene = %Maps.get_child(current_map_idx).get_meta("map_scene")
	var scene = packed_scene.instantiate()
	
	for setting in settings:
		scene[setting] = settings[setting]
	
	if 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
	
	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.get_meta("thumbnail")
	
	# settings
	for child in %Settings.get_children():
		child.queue_free()
	if map_button.has_meta("settings"):
		current_map_scene = map_button.get_meta("map_scene").instantiate()
		var map_settings = map_button.get_meta("settings", [])
		for setting in map_settings:
			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 settings.get("use_premade_teams"):
		%PlayersListContainer.visible = false
		var team_names = current_map_scene.teams.names()
		var players_per_team = Network.get_ordered_player_ids().size() / 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"])


@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"])