mtd/Scripts/game.gd

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GDScript3
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extends Node
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signal wave_started(wave_number: int)
signal wave_finished(wave_number: int)
signal base_took_damage(remaining_health: int)
signal rng_seeded
signal game_setup
signal game_started
signal lost_game
signal won_game
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var level_scene: PackedScene = load("res://Worlds/GreenPlanet/Levels/first_level.tscn")
var player_scene: PackedScene = load("res://PCs/hero.tscn")
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var main_menu_scene_path: String = "res://Scenes/Menus/MainMenu/main_menu.tscn"
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var multiplayer_lobby_scene_path: String = "res://Scenes/Menus/multiplayer_lobby.tscn"
var singleplayer_lobby_scene_path: String = "res://Scenes/Menus/singleplayer_lobby.tscn"
var game_end_scene: PackedScene = load("res://Scenes/Menus/GameEndScreen/game_end_screen.tscn")
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var connected_players_nodes: Dictionary = {}
var game_active: bool = false
var level: Level
var enemies: int = 0
var objective_health: int = 120
var wave: int = 0
var endless_mode: bool = false
var upcoming_wave: Dictionary
var pot: float
var UILayer: CanvasLayer
var chatbox: Chatbox
var wave_limit: int = 20
var starting_cash: int = 16
var shop_chance: float = 0.0
var stats: RoundStats
var rng: FastNoiseLite
#TODO: Create a reference to some generic Lobby object that wraps the multiplayer players list stuff
var connected_player_profiles: Dictionary = {}
func _ready() -> void:
UILayer = CanvasLayer.new()
UILayer.layer = 2
get_tree().root.add_child.call_deferred(UILayer)
@rpc("reliable", "call_local")
func set_seed(value: int) -> void:
rng = FastNoiseLite.new()
rng.noise_type = FastNoiseLite.TYPE_VALUE
rng.frequency = 30
rng.fractal_octaves = 2
rng.fractal_gain = 0.1
rng.seed = value
rng_seeded.emit()
func randi_in_range(sample: float, output_start: int, output_end: int) -> int:
return floori(remap(rng.get_noise_1d(sample), -1.0, 1.0, float(output_start), float(output_end + 1)))
func randf_in_range(sample: float, output_start: float, output_end: float) -> float:
return remap(rng.get_noise_1d(sample), -1.0, 1.0, output_start, output_end)
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func parse_command(text: String, peer_id: int) -> void:
if text.substr(1, 4) == "give":
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var gift_name: String = text.substr(6) as String
var gift: Card = Data.cards[0]
for x: Card in Data.cards:
if x.display_name == gift_name:
gift = x
connected_players_nodes[peer_id].inventory.add(gift)
elif text.substr(1, 2) == "tr":
chatbox.append_message("SERVER", Color.TOMATO, "[color=#f7a8b8]t[color=#55cdfc]r[color=#ffffff]a[color=#55cdfc]n[color=#f7a8b8]s [color=#e50000]r[color=#ff8d00]i[color=#ffee00]g[color=#028121]h[color=#004cff]t[color=#760088]s[color=white]!!")
elif text.substr(1, 6) == "length":
chatbox.append_message("SERVER", Color.TOMATO, str(level.a_star_graph_3d.visualized_path.curve.get_baked_length()))
elif text.substr(1, 11) == "random_maze":
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level.a_star_graph_3d.build_random_maze(50)
elif text.substr(1, 13) == "random_towers":
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level.a_star_graph_3d.place_random_towers(floori(level.a_star_graph_3d.tower_bases.size() / 3.0))
elif text.substr(1, 11) == "set_endless":
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if is_multiplayer_authority():
networked_set_endless.rpc(true)
else:
chatbox.append_message("SERVER", Color.TOMATO, "Unable to edit gamemode")
elif text.substr(1, 12) == "set_standard":
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if is_multiplayer_authority():
networked_set_endless.rpc(false)
else:
chatbox.append_message("SERVER", Color.TOMATO, "Unable to edit gamemode")
elif text.substr(1, 11) == "spawn_print":
level.printer._on_static_body_3d_button_interacted(0, connected_players_nodes[peer_id].inventory)
elif text.substr(1, 10) == "spawn_shop":
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level.shop.randomize_cards()
elif text.substr(1, 7) == "prosper":
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for id: int in connected_players_nodes:
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connected_players_nodes[id].currency += 50
elif text.substr(1, 8) == "set_wave":
if is_multiplayer_authority():
networked_set_wave.rpc(int(text.substr(10)))
else:
chatbox.append_message("SERVER", Color.TOMATO, "Unable to set wave")
elif text.substr(1, 4) == "seed":
chatbox.append_message("SERVER", Color.TOMATO, str(rng.seed))
# if text.substr(1, 17) == "show tower ranges":
# pass
# if text.substr(1, 20) = "show gauntlet ranges":
# pass
@rpc("reliable", "call_local")
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func networked_set_wave(wave_number: int) -> void:
chatbox.append_message("SERVER", Color.TOMATO, "Set to wave " + str(wave_number))
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for player: int in connected_players_nodes:
connected_players_nodes[player].hud.set_wave_count(wave_number)
wave = wave_number
set_upcoming_wave()
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func spawn_level() -> void:
level = level_scene.instantiate() as Level
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for x: EnemySpawner in level.enemy_spawns:
#x.path = level.a_star_graph_3d.visualized_path
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x.enemy_died_callback = enemy_died
x.enemy_reached_goal_callback = damage_goal
x.enemy_spawned.connect(increase_enemy_count)
add_child(level)
func spawn_players() -> void:
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var p_i: int = 0
var player_array: Array = connected_player_profiles.keys()
player_array.sort()
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for peer_id: int in player_array:
var player: Hero = player_scene.instantiate() as Hero
player.name = str(peer_id)
player.player_name_tag.text = connected_player_profiles[peer_id].display_name
player.position = level.player_spawns[p_i].global_position
player.profile = connected_player_profiles[peer_id]
player.hero_class = Data.characters[connected_player_profiles[peer_id].preferred_class]
player.ready_state_changed.connect(ready_player)
if peer_id == multiplayer.get_unique_id():
chatbox.opened.connect(player.pause)
chatbox.closed.connect(player.unpause)
player.set_multiplayer_authority(peer_id)
connected_players_nodes[peer_id] = player
wave_started.connect(player.exit_editing_mode)
wave_finished.connect(player.enter_editing_mode)
base_took_damage.connect(player.hud.set_lives_count)
add_child(player)
p_i += 1
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level.cinematic_cam.does_its_thing = false
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func ready_player(player_ready_true: bool) -> void:
if !player_ready_true:
return
var ready_players: int = 0
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for key: int in connected_players_nodes:
if connected_players_nodes[key].ready_state == false:
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continue
else:
ready_players += 1
if ready_players == connected_players_nodes.size():
spawn_enemy_wave()
#chatbox.append_message("SERVER", Color.TOMATO, "Wave Started!")
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else:
chatbox.append_message("SERVER", Color.TOMATO, str(ready_players) + "/" + str(connected_players_nodes.size()) + " Players ready")
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func spawn_enemy_wave() -> void:
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level.shop.close()
wave += 1
level.a_star_graph_3d.find_path()
level.a_star_graph_3d.visualized_path.disable_visualization()
level.a_star_graph_3d.disable_all_tower_frames()
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for spawn: EnemySpawner in level.enemy_spawns:
spawn.spawn_wave(upcoming_wave)
wave_started.emit(wave)
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func set_upcoming_wave() -> void:
if is_multiplayer_authority():
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var spawn_power: int = WaveManager.calculate_spawn_power(wave + 1, connected_players_nodes.size())
var new_wave: Dictionary = WaveManager.generate_wave(spawn_power, level.enemy_pool)
networked_set_upcoming_wave.rpc(new_wave, 6 + floori(spawn_power / 70.0))
@rpc("reliable", "call_local")
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func networked_set_upcoming_wave(wave_dict: Dictionary, coins: int) -> void:
upcoming_wave = wave_dict
pot = coins
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for key: int in connected_players_nodes:
connected_players_nodes[key].hud.set_upcoming_wave(upcoming_wave)
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@rpc("reliable", "call_local")
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func networked_set_endless(value: bool) -> void:
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endless_mode = value
if endless_mode:
chatbox.append_message("SERVER", Color.TOMATO, "Endless mode enabled!")
else:
chatbox.append_message("SERVER", Color.TOMATO, "Endless mode disabled!")
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func increase_enemy_count() -> void:
enemies += 1
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func enemy_died(enemy: Enemy) -> void:
enemies -= 1
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for key: int in connected_players_nodes:
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connected_players_nodes[key].hud.enemy_count_down(enemy)
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for x: EnemySpawner in level.enemy_spawns:
if !x.done_spawning:
return
if enemies == 0:
end_wave()
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if !endless_mode and wave >= wave_limit:
end(true)
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func damage_goal(enemy: Enemy, penalty: int) -> void:
enemies -= 1
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stats.add_enemy_undefeated(wave, enemy)
for key: int in connected_players_nodes:
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connected_players_nodes[key].hud.enemy_count_down(enemy)
objective_health -= penalty
base_took_damage.emit(objective_health)
if objective_health <= 0:
end(false)
elif enemies == 0:
end_wave()
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if !endless_mode and wave >= wave_limit:
end(true)
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func end_wave() -> void:
for peer_id: int in connected_players_nodes:
connected_players_nodes[peer_id].currency += ceili(pot / connected_players_nodes.size())
connected_players_nodes[peer_id].unready_self()
level.a_star_graph_3d.visualized_path.enable_visualization()
level.a_star_graph_3d.enable_non_path_tower_frames()
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if is_multiplayer_authority():
if randf_in_range(23 * wave, 0.0, 1.0) <= shop_chance:
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networked_spawn_shop.rpc()
shop_chance = 0.0
else:
shop_chance += 0.07
wave_finished.emit(wave)
set_upcoming_wave()
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@rpc("reliable", "call_local")
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func networked_spawn_shop() -> void:
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level.shop.randomize_cards()
chatbox.append_message("SERVER", Color.TOMATO, "A shopkeeper has arrived!")
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func remove_player(peer_id: int) -> void:
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if connected_players_nodes.has(peer_id):
connected_players_nodes[peer_id].queue_free()
connected_players_nodes.erase(peer_id)
func setup() -> void:
#clean up old stuff
if level:
level.queue_free()
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for peer_id: int in connected_players_nodes:
connected_players_nodes[peer_id].queue_free()
connected_players_nodes.clear()
#Spawn new stuff
spawn_level()
#Set starting parameters
game_active = false
enemies = 0
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objective_health = 120
wave = 0
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stats = RoundStats.new()
game_setup.emit()
func start(rng_seed: int = randi()) -> void:
if is_multiplayer_authority():
set_seed.rpc(rng_seed)
else:
await rng_seeded
#Relies on player list having been decided
spawn_players()
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for peer_id: int in connected_players_nodes:
connected_players_nodes[peer_id].currency = ceili(float(starting_cash) / float(connected_players_nodes.size()))
#Relies on rng having been seeded
set_upcoming_wave()
level.a_star_graph_3d.make_grid()
level.generate_obstacles()
level.a_star_graph_3d.disable_all_tower_frames()
level.a_star_graph_3d.enable_non_path_tower_frames()
level.a_star_graph_3d.find_path()
#Start game
game_active = true
chatbox.append_message("SERVER", Color.TOMATO, "Started with seed: " + str(rng.seed))
game_started.emit()
func end(outcome: bool) -> void:
if game_active == false:
return
game_active = false
Data.save_stats.add_game_outcome(outcome)
Data.save_stats.save_profile_to_disk()
var menu: GameEndScreen = game_end_scene.instantiate() as GameEndScreen
match outcome:
false:
menu.set_outcome_message("You lost...")
lost_game.emit()
true:
menu.set_outcome_message("You win!")
won_game.emit()
UILayer.add_child(menu)
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
connected_players_nodes[multiplayer.get_unique_id()].pause()
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func quit_to_desktop() -> void:
multiplayer.multiplayer_peer.close()
multiplayer.multiplayer_peer = null
get_tree().quit()
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func scene_switch_main_menu() -> void:
for node: Node in get_children():
node.queue_free()
level = null
connected_players_nodes.clear()
multiplayer.multiplayer_peer.close()
multiplayer.multiplayer_peer = null
get_tree().change_scene_to_file(main_menu_scene_path)
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func scene_switch_to_multiplayer_lobby() -> void:
get_tree().change_scene_to_file(multiplayer_lobby_scene_path)
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func scene_switch_to_singleplayer_lobby() -> void:
get_tree().change_scene_to_file(singleplayer_lobby_scene_path)