mtd/Scripts/multiplayer_lobby.gd

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class_name MultiplayerLobby extends Control
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signal player_connected(peer_id: int, player_profile: PlayerProfile)
signal player_disconnected(peer_id: int)
signal disconnected_from_server
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const SERVER_PORT: int = 58008
const MAX_PLAYERS: int = 4
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@export var server_form: ServerForm
@export var scoreboard: Scoreboard
@export var loadout_editor: HeroSelector
@export var chatbox: Chatbox
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var enet_peer: ENetMultiplayerPeer = ENetMultiplayerPeer.new()
var alert_popup_scene: PackedScene = preload("res://Scenes/Menus/alert_popup.tscn")
var connected_players_profiles: Dictionary = {}
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func _ready() -> void:
multiplayer.peer_connected.connect(_on_player_connected)
multiplayer.peer_disconnected.connect(_on_player_disconnected)
multiplayer.connected_to_server.connect(_on_connection_succeeded)
multiplayer.connection_failed.connect(_on_connection_failed)
multiplayer.server_disconnected.connect(_on_server_disconnected)
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func _on_player_connected(peer_id: int) -> void:
add_player.rpc_id(peer_id, Data.player_profile.to_dict())
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func _on_player_disconnected(peer_id: int) -> void:
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if chatbox:
chatbox.append_message("SERVER", Color.TOMATO, connected_players_profiles[peer_id].display_name + " has disconnected!")
connected_players_profiles.erase(peer_id)
player_disconnected.emit(peer_id)
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func _on_connection_succeeded() -> void:
setup_game(multiplayer.get_unique_id())
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func _on_connection_failed() -> void:
multiplayer.multiplayer_peer = null
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var popup: AlertPopup = alert_popup_scene.instantiate() as AlertPopup
popup.set_popup("Unable to connect to server", "OK")
add_child(popup)
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func _on_server_disconnected() -> void:
multiplayer.multiplayer_peer = null
disconnected_from_server.emit()
func create_server() -> void:
enet_peer.create_server(SERVER_PORT, MAX_PLAYERS)
multiplayer.multiplayer_peer = enet_peer
setup_game(1)
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func setup_game(peer_id: int) -> void:
player_disconnected.connect(Game.remove_player)
scoreboard.all_players_ready.connect(start_game)
Game.game_setup.connect(setup_the_ui)
Game.chatbox = chatbox
chatbox.username = Data.player_profile.display_name
Data.player_profile.display_name_changed.connect(chatbox.change_username)
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loadout_editor.hero_selected.connect(Data.player_profile.set_preferred_class)
loadout_editor.hero_selected.connect(edit_player_profile)
connected_players_profiles[peer_id] = Data.player_profile
player_connected.emit(peer_id, Data.player_profile)
Game.setup()
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func setup_the_ui() -> void:
scoreboard.unready_all_players()
scoreboard.set_visible(true)
loadout_editor.set_visible(true)
$ReadyButton.set_visible(true)
chatbox.set_visible(true)
func connect_to_server() -> void:
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var ip: String = server_form.get_server_ip() if server_form.get_server_ip() else "localhost"
var port: String = server_form.get_server_port() if server_form.get_server_port() else str(SERVER_PORT)
enet_peer.create_client(ip, int(port))
multiplayer.multiplayer_peer = enet_peer
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func ready_player() -> void:
var peer_id: int = multiplayer.get_unique_id()
networked_ready_player.rpc(peer_id)
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func start_game() -> void:
enet_peer.refuse_new_connections = true
scoreboard.set_visible(false)
loadout_editor.set_visible(false)
Game.connected_player_profiles = connected_players_profiles
Game.start()
#TODO: what the fuck is this doing lol
func edit_player_profile(_argument: int) -> void:
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var profile_dict: Dictionary = Data.player_profile.to_dict()
networked_edit_player_profile.rpc(multiplayer.get_unique_id(), profile_dict)
@rpc("any_peer", "reliable", "call_local")
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func networked_edit_player_profile(peer_id: int, new_profile_dict: Dictionary) -> void:
connected_players_profiles[peer_id].set_display_name(new_profile_dict["display_name"])
connected_players_profiles[peer_id].set_preferred_class(new_profile_dict["preferred_class"])
@rpc("any_peer","reliable")
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func add_player(new_player_profile_dict: Dictionary) -> void:
var new_player_peer_id: int = multiplayer.get_remote_sender_id()
var new_player_profile: PlayerProfile = PlayerProfile.from_dict(new_player_profile_dict)
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if chatbox:
chatbox.append_message("SERVER", Color.TOMATO, new_player_profile.display_name + " has connected!")
connected_players_profiles[new_player_peer_id] = new_player_profile
player_connected.emit(new_player_peer_id, new_player_profile)
@rpc("any_peer", "reliable", "call_local")
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func networked_ready_player(peer_id: int) -> void:
scoreboard.set_player_ready_state(peer_id, true)
func _on_button_mouse_entered() -> void:
$AudioStreamPlayer.play()