made the first changes towards multiplayer working

This commit is contained in:
2023-11-13 19:36:35 +11:00
parent b0f8a37f60
commit f004f64b71
26 changed files with 305 additions and 257 deletions

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@ -11,9 +11,11 @@ var astar := AStar3D.new()
@export var end : Node3D
@export var spawner : EnemySpawner
@export var visualized_path : VisualizedPath
@export var tower_path : Node
var tower_base_scene = load("res://Scenes/tower_base.tscn")
var tower_frame_scene = load("res://Scenes/tower_frame.tscn")
var tower_bases = []
var wall_id = 0
func toggle_point(point_id):
@ -43,11 +45,19 @@ func networked_toggle_point(point_id):
astar.set_point_disabled(point_id, false)
else:
astar.set_point_disabled(point_id, true)
var base = tower_base_scene.instantiate()
base.position = astar.get_point_position(point_id)
tower_bases.append(base)
add_child(base)
find_path()
if is_multiplayer_authority():
networked_spawn_wall.rpc(astar.get_point_position(point_id), wall_id)
wall_id += 1
@rpc("reliable", "call_local")
func networked_spawn_wall(pos : Vector3, name_id : int):
var base = tower_base_scene.instantiate()
base.position = pos
base.name = "Wall" + str(name_id)
tower_bases.append(base)
tower_path.add_child(base)
func find_path() -> bool:

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@ -58,13 +58,16 @@ func enemy_count_down(enemy):
func set_upcoming_wave(value):
var frame_count = 0
enemy_names = []
var wave = {}
for index in value:
wave[Data.enemies[index]] = value[index]
for x in enemy_sprites.size():
enemy_sprites[x].set_visible(false)
enemy_counts[x].set_visible(false)
for enemy in value:
for enemy in wave:
enemy_names.append(enemy.title)
enemy_sprites[frame_count].texture = enemy.icon
enemy_counts[frame_count].text = str(value[enemy])
enemy_counts[frame_count].text = str(wave[enemy])
enemy_sprites[frame_count].set_visible(true)
enemy_counts[frame_count].set_visible(true)
frame_count += 1
@ -87,6 +90,8 @@ func maximise_minimap(anchor):
minimap.offset_right = -40
minimap_viewport.size = Vector2(1840, 1000)
minimap_cam.size = 30
$TextureRect3.set_visible(false)
$Currency.set_visible(false)
func minimize_minimap(anchor):
@ -98,3 +103,5 @@ func minimize_minimap(anchor):
minimap.offset_bottom = 256
minimap_viewport.size = Vector2(256, 256)
minimap_cam.size = 15
$TextureRect3.set_visible(true)
$Currency.set_visible(true)

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@ -2,5 +2,5 @@ extends StatusEffect
class_name StatusOnFire
func proc(affected, stacks, existing_effects):
func proc(affected, stacks, _existing_effects):
affected.damage(stats.potency * stacks)

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@ -1,9 +1,9 @@
extends StatusEffect
class_name StatusCold
func on_attached(affected, existing_effects):
func on_attached(affected, _existing_effects):
affected.movement_speed_penalty -= stats.potency
func on_removed(affected, existing_effects):
func on_removed(affected, _existing_effects):
affected.movement_speed_penalty += stats.potency

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@ -7,13 +7,13 @@ var time_since_proc := 0.0
var time_existed := 0.0
func on_attached(affected, existing_effects):
func on_attached(_affected, _existing_effects):
pass
func on_removed(affected, existing_effects):
func on_removed(_affected, _existing_effects):
pass
func proc(affected, stacks, existing_effects):
func proc(_affected, _stacks, _existing_effects):
pass

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@ -2,5 +2,5 @@ extends StatusEffect
class_name StatusPoison
func proc(affected, stacks, existing_effects):
func proc(affected, stacks, _existing_effects):
affected.damage(stats.potency * stacks)

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@ -1,5 +1,5 @@
extends StatusEffect
class_name StatusRadioactive
func proc(affected, stacks, existing_effects):
func proc(affected, stacks, _existing_effects):
affected.damage(stats.potency * stacks)

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@ -2,9 +2,9 @@ extends StatusEffect
class_name StatusSticky
func on_attached(affected, existing_effects):
func on_attached(affected, _existing_effects):
affected.movement_speed_penalty -= stats.potency
func on_removed(affected, existing_effects):
func on_removed(affected, _existing_effects):
affected.movement_speed_penalty += stats.potency

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@ -1,9 +1,11 @@
extends Node3D
class_name EnemySpawner
@export var own_id : int = 0
@export var path : VisualizedPath
@export var type : Data.EnemyType
@export var dest : Node3D
@export var enemy_path : Node
var signal_for_after_enemy_died
var signal_for_after_enemy_reached_goal
@ -14,6 +16,7 @@ var enemy_spawn_timers = {}
var enemies_spawned = {}
var enemies_to_spawn := 0
var done_spawning = true
var enemy_id = 0
@export var land_enemy_scene : PackedScene
@export var air_enemy_scene : PackedScene
@ -27,40 +30,59 @@ func _process(delta: float) -> void:
for x in enemy_spawn_timers:
if enemies_spawned[x] == current_wave[x]:
continue
var enemy_stats = x
enemy_spawn_timers[x] += delta
if enemy_spawn_timers[x] >= enemy_stats.spawn_cooldown:
if type == Data.EnemyType.LAND:
var enemy = land_enemy_scene.instantiate() as EnemyController
enemy.stats = enemy_stats
enemy.died.connect(signal_for_after_enemy_died)
enemy.reached_goal.connect(signal_for_after_enemy_reached_goal)
enemy.movement_controller.path = path.curve
add_child(enemy)
enemy_spawn_timers[x] -= enemy_stats.spawn_cooldown
signal_for_when_enemy_spawns.emit()
if type == Data.EnemyType.AIR:
var enemy = air_enemy_scene.instantiate() as EnemyController
var radius = 10.0
var random_dir = Vector3(randf_range(-1, 1), randf_range(-1, 1), randf_range(-1, 1))
var random_pos = randf_range(0, radius) * random_dir.normalized()
enemy.position = random_pos
enemy.stats = enemy_stats
enemy.died.connect(signal_for_after_enemy_died)
enemy.reached_goal.connect(signal_for_after_enemy_reached_goal)
enemy.movement_controller.goal = dest
add_child(enemy)
enemy_spawn_timers[x] -= enemy_stats.spawn_cooldown
signal_for_when_enemy_spawns.emit()
if is_multiplayer_authority():
if type == Data.EnemyType.LAND:
networked_spawn_land_enemy.rpc(var_to_str(enemy_stats), own_id, enemy_id)
if type == Data.EnemyType.AIR:
var radius = 10.0
var random_dir = Vector3(randf_range(-1, 1), randf_range(-1, 1), randf_range(-1, 1))
var random_pos = randf_range(0, radius) * random_dir.normalized()
networked_spawn_air_enemy.rpc(var_to_str(enemy_stats), random_pos, own_id, enemy_id)
enemy_spawn_timers[x] -= enemy_stats.spawn_cooldown
signal_for_when_enemy_spawns.emit()
enemy_id += 1
enemies_spawned[x] += 1
enemies_to_spawn -= 1
@rpc("reliable", "call_local")
func networked_spawn_land_enemy(enemy_stats, id1, id2):
var enemy = land_enemy_scene.instantiate() as EnemyController
enemy.name = str(id1) + str(id2)
enemy.stats = str_to_var(enemy_stats)
enemy.died.connect(signal_for_after_enemy_died)
enemy.reached_goal.connect(signal_for_after_enemy_reached_goal)
enemy.movement_controller.path = path.curve
enemy.position = global_position
enemy_path.add_child(enemy)
@rpc("reliable", "call_local")
func networked_spawn_air_enemy(enemy_stats, pos, id1, id2):
var enemy = air_enemy_scene.instantiate() as EnemyController
enemy.name = str(id1) + str(id2)
enemy.position = pos + global_position
enemy.stats = str_to_var(enemy_stats)
enemy.died.connect(signal_for_after_enemy_died)
enemy.reached_goal.connect(signal_for_after_enemy_reached_goal)
enemy.movement_controller.goal = dest
enemy_path.add_child(enemy)
func spawn_wave(value):
var relevant_enemies = {}
for x in value:
var wave = {}
for index in value:
wave[Data.enemies[index]] = value[index]
for x in wave:
if x.target_type == type:
relevant_enemies[x] = value[x]
relevant_enemies[x] = wave[x]
current_wave = relevant_enemies
enemies_to_spawn = 0
enemy_spawn_timers = {}

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@ -81,8 +81,6 @@ func ready_player(_value):
for key in connected_players_nodes:
if connected_players_nodes[key].ready_state == false:
return
for key in connected_players_nodes:
connected_players_nodes[key].ready_state = false
spawn_enemy_wave()
@ -96,9 +94,18 @@ func spawn_enemy_wave():
func set_upcoming_wave():
var spawn_power = WaveManager.calculate_spawn_power(wave + 1, connected_players_nodes.size())
upcoming_wave = WaveManager.generate_wave(spawn_power, level.enemy_pool)
pot = 6 + (spawn_power / 100)
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 + (spawn_power / 100))
@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)
func increase_enemy_count():
@ -137,13 +144,11 @@ func damage_goal(enemy, penalty):
func end_wave():
for peer_id in connected_players_nodes:
connected_players_nodes[peer_id].currency += pot / connected_players_nodes.size()
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()
wave_finished.emit(wave)
set_upcoming_wave()
if wave < 20:
for key in connected_players_nodes:
connected_players_nodes[key].hud.set_upcoming_wave(upcoming_wave)
func remove_player(peer_id):
@ -158,7 +163,6 @@ func start_game():
set_upcoming_wave()
for peer_id in connected_players_nodes:
connected_players_nodes[peer_id].currency = 20
connected_players_nodes[peer_id].hud.set_upcoming_wave(upcoming_wave)
game_started.emit()

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@ -10,10 +10,10 @@ signal health_changed(health)
var current_health
func take_damage(damage):
var marker = damage_particle_scene.instantiate()
get_tree().root.add_child(marker)
marker.set_number(damage)
marker.position = get_parent().global_position + Vector3.UP
#var marker = damage_particle_scene.instantiate()
#get_tree().root.add_child(marker)
#marker.set_number(damage)
#marker.position = get_parent().global_position + Vector3.UP
current_health -= damage
health_changed.emit(current_health)
@ -25,3 +25,4 @@ func heal_damage(healing):
current_health += healing
if current_health > max_health:
current_health = max_health
health_changed.emit(current_health)

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@ -5,9 +5,4 @@ signal took_damage(amount)
func damage(amount):
networked_damage.rpc(amount)
@rpc("any_peer","call_local")
func networked_damage(amount):
took_damage.emit(amount)

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@ -9,7 +9,7 @@ var contents : Array[Card] = []
var selected_index := 0
var selected_item : Card :
get:
return contents[selected_index]
return contents[selected_index] if contents.size() > 0 else null
set(_value):
return
@ -44,6 +44,7 @@ func increment_selected():
selected_index += 1
if selected_index >= contents.size():
selected_index = 0
networked_set_selected.rpc(selected_index)
func decrement_selected():
@ -51,16 +52,22 @@ func decrement_selected():
selected_index -= 1
if selected_index < 0:
selected_index = contents.size() - 1
networked_set_selected.rpc(selected_index)
@rpc("reliable")
@rpc("reliable", "any_peer")
func networked_add(value):
contents.append(Data.cards[value])
item_added.emit(Data.cards[value])
@rpc("reliable")
@rpc("reliable", "any_peer")
func networked_remove_at(value):
var item = contents[value]
contents.remove_at(value)
item_removed.emit(item)
@rpc("reliable", "any_peer")
func networked_set_selected(value):
selected_index = value

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@ -17,17 +17,12 @@ var has_card : bool :
func add_card(card: Card) -> bool:
var result = inventory.add(card)
if result:
tower = card.turret.instantiate() as Tower
tower.stats = card.tower_stats
minimap_icon.modulate = Color.RED
add_child(tower)
networked_spawn_tower.rpc()
return result
func remove_card() -> Card:
tower.queue_free()
tower = null
minimap_icon.modulate = Color.GREEN
networked_remove_tower.rpc()
return inventory.remove()
@ -37,3 +32,19 @@ func set_material(value: StandardMaterial3D):
func toggle_collision():
collider.disabled = !collider.disabled
@rpc("reliable", "call_local", "any_peer")
func networked_spawn_tower():
tower = inventory.selected_item.turret.instantiate() as Tower
tower.stats = inventory.selected_item.tower_stats
tower.name = "tower"
minimap_icon.modulate = Color.RED
add_child(tower)
@rpc("reliable", "call_local", "any_peer")
func networked_remove_tower():
tower.queue_free()
tower = null
minimap_icon.modulate = Color.GREEN

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@ -15,7 +15,7 @@ func generate_wave(spawn_power : int, spawn_pool : Array[Enemy]) -> Dictionary:
var choice = enemy_choices.pick_random()
enemy_choices.erase(choice)
if sp_allotment / choice.spawn_power > 0:
wave[choice] = sp_allotment / choice.spawn_power
wave[Data.enemies.find(choice)] = sp_allotment / choice.spawn_power
#sp_used += wave[choice] * choice.spawn_power
#print("tried to generate wave with " + str(spawn_power) + " spawn power, used " + str(sp_used))
return wave