mtd/Scripts/game.gd

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GDScript3
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extends Node
signal wave_started(wave_number)
signal wave_finished(wave_number)
signal base_took_damage(remaining_health)
signal game_started
signal game_restarted
signal lost_game
signal won_game
var level_scene = load("res://Worlds/GreenPlanet/Levels/first_level.tscn")
var player_scene = load("res://PCs/hero.tscn")
var main_menu_scene_path = "res://Scenes/Menus/main_menu.tscn"
var multiplayer_lobby_scene_path = "res://Scenes/Menus/multiplayer_lobby.tscn"
var singleplayer_lobby_scene_path = "res://Scenes/Menus/singleplayer_lobby.tscn"
var won_game_scene = load("res://Scenes/Menus/won_game_screen.tscn")
var lose_game_scene = load("res://Scenes/Menus/lost_game_screen.tscn")
var connected_players_nodes = {}
var game_active := false
var level : Level
var enemies := 0
var objective_health := 120
var wave := 0
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var endless_mode := false
var upcoming_wave
var pot : float
var UILayer : CanvasLayer
var chatbox : Chatbox
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var wave_limit := 20
var starting_cash := 16
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var shop_chance := 0.0
func _ready() -> void:
UILayer = CanvasLayer.new()
UILayer.layer = 2
get_tree().root.add_child.call_deferred(UILayer)
func parse_command(text : String, peer_id : int):
if text.substr(1, 4) == "give":
var gift_name = text.substr(6) as String
var gift = Data.cards[0]
for x 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(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":
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level.printer._on_static_body_3d_button_interacted(0)
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 in connected_players_nodes:
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")
# if text.substr(1, 17) == "show tower ranges":
# pass
# if text.substr(1, 20) = "show gauntlet ranges":
# pass
@rpc("reliable", "call_local")
func networked_set_wave(wave_number):
chatbox.append_message("SERVER", Color.TOMATO, "Set to wave " + str(wave_number))
for player in connected_players_nodes:
connected_players_nodes[player].hud.set_wave_count(wave_number)
wave = wave_number
set_upcoming_wave()
func spawn_level():
level = level_scene.instantiate() as Level
for x in level.enemy_spawns:
#x.path = level.a_star_graph_3d.visualized_path
x.signal_for_after_enemy_died = enemy_died
x.signal_for_after_enemy_reached_goal = damage_goal
x.signal_for_when_enemy_spawns.connect(increase_enemy_count)
add_child(level)
func spawn_players(player_array, player_profiles, chatbox_open_signal, chatbox_closed_signal):
var p_i = 0
player_array.sort()
for peer_id in player_array:
var player = player_scene.instantiate() as Hero
player.name = str(peer_id)
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player.player_name_tag.text = player_profiles[peer_id].display_name
player.position = level.player_spawns[p_i].global_position
player.profile = player_profiles[peer_id]
player.hero_class = Data.characters[player_profiles[peer_id].preferred_class]
player.ready_state_changed.connect(ready_player)
if peer_id == multiplayer.get_unique_id():
chatbox_open_signal.connect(player.pause)
chatbox_closed_signal.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
start_game()
func ready_player(_value):
for key in connected_players_nodes:
if connected_players_nodes[key].ready_state == false:
return
spawn_enemy_wave()
func spawn_enemy_wave():
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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()
for spawn in level.enemy_spawns:
spawn.spawn_wave(upcoming_wave)
wave_started.emit(wave)
func set_upcoming_wave():
if is_multiplayer_authority():
var spawn_power = WaveManager.calculate_spawn_power(wave + 1, connected_players_nodes.size())
var new_wave = WaveManager.generate_wave(spawn_power, level.enemy_pool)
networked_set_upcoming_wave.rpc(new_wave, 6 + floori(spawn_power / 70))
@rpc("reliable", "call_local")
func networked_set_upcoming_wave(wave_dict, coins):
upcoming_wave = wave_dict
pot = coins
for key in connected_players_nodes:
connected_players_nodes[key].hud.set_upcoming_wave(upcoming_wave)
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@rpc("reliable", "call_local")
func networked_set_endless(value):
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!")
func increase_enemy_count():
enemies += 1
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func enemy_died(enemy):
enemies -= 1
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for key in connected_players_nodes:
connected_players_nodes[key].hud.enemy_count_down(enemy)
for x 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:
win_game()
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func damage_goal(enemy, penalty):
enemies -= 1
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for key in connected_players_nodes:
connected_players_nodes[key].hud.enemy_count_down(enemy)
objective_health -= penalty
base_took_damage.emit(objective_health)
if objective_health <= 0:
lose_game()
elif enemies == 0:
end_wave()
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if !endless_mode and wave >= wave_limit:
win_game()
func end_wave():
for peer_id in connected_players_nodes:
connected_players_nodes[peer_id].currency += ceili(pot / connected_players_nodes.size())
connected_players_nodes[peer_id].ready_state = false
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() <= shop_chance:
networked_spawn_shop.rpc()
shop_chance = 0.0
else:
shop_chance += 0.05
wave_finished.emit(wave)
set_upcoming_wave()
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@rpc("reliable", "call_local")
func networked_spawn_shop():
level.shop.randomize_cards()
chatbox.append_message("SERVER", Color.TOMATO, "A shopkeeper has arrived!")
func remove_player(peer_id):
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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 start_game():
game_active = true
enemies = 0
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objective_health = 120
wave = 0
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()
set_upcoming_wave()
for peer_id in connected_players_nodes:
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connected_players_nodes[peer_id].currency = starting_cash / connected_players_nodes.size()
game_started.emit()
func restart_game():
#implement game reloading system
for peer_id in connected_players_nodes:
connected_players_nodes[peer_id].queue_free()
connected_players_nodes.clear()
level.queue_free()
enemies = 0
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objective_health = 120
wave = 0
spawn_level()
game_restarted.emit()
pass
func lose_game():
if game_active == false:
return
game_active = false
Data.save_stats.add_game_outcome(false)
Data.save_stats.save_profile_to_disk()
var menu = lose_game_scene.instantiate()
UILayer.add_child(menu)
lost_game.emit()
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
for peer_id in connected_players_nodes:
connected_players_nodes[peer_id].pause()
func win_game():
if game_active == false:
return
game_active = false
Data.save_stats.add_game_outcome(true)
Data.save_stats.save_profile_to_disk()
var menu = won_game_scene.instantiate()
UILayer.add_child(menu)
won_game.emit()
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
for peer_id in connected_players_nodes:
connected_players_nodes[peer_id].pause()
func quit_to_desktop():
multiplayer.multiplayer_peer.close()
multiplayer.multiplayer_peer = null
get_tree().quit()
func scene_switch_main_menu():
for node in get_children():
node.queue_free()
multiplayer.multiplayer_peer.close()
multiplayer.multiplayer_peer = null
get_tree().change_scene_to_file(main_menu_scene_path)
func scene_switch_to_multiplayer_lobby():
get_tree().change_scene_to_file(multiplayer_lobby_scene_path)
func scene_switch_to_singleplayer_lobby():
get_tree().change_scene_to_file(singleplayer_lobby_scene_path)