✨ Player died & Round & Respawn
This commit is contained in:
		@@ -20,7 +20,7 @@ public partial class Bullet : Area2D
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			if (body is Player player)
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			{
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				if (player.PlayerId == PlayerId) return;
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				player.TakeDamage(Damage);
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				player.TakeDamage(Damage, PlayerId);
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			}
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			if (body is Brick brick)
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										32
									
								
								Scripts/Logic/Scoreboard.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										32
									
								
								Scripts/Logic/Scoreboard.cs
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,32 @@
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using System;
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using System.Collections.Generic;
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using Godot;
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namespace AceField.Scripts.Logic;
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public record PlayerData(string Name, int Score = 0)
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{
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	public string Name { get; set; } = Name;
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	public int Score { get; set; } = Score;
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};
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public partial class Scoreboard : Node
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{
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	public Dictionary<int, PlayerData> Players = new();
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	public void AddPlayer(int networkId, string playerName = null)
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	{
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		Players[networkId] = new PlayerData(playerName ?? $"Player#{networkId}");
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	}
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	public void RemovePlayer(int networkId)
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	{
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		Players.Remove(networkId);
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	}
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	public void AddScore(int networkId, int amount = 1)
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	{
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		if (Players[networkId]?.Score == null) return;
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		Players[networkId]!.Score += amount;
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	}
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}
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@@ -4,86 +4,135 @@ namespace AceField.Scripts.Logic;
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public partial class World : Node2D
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{
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    [Export] public PackedScene PlayerScene;
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	[Export] public Scoreboard Scoreboard;
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	[Export] public PackedScene PlayerScene;
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    public void StartGame(string currentPlayerName = null)
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    {
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        if (!Multiplayer.IsServer())
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            return;
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	[Export] public int RoundCount = 1;
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	[Export] public double RoundDuration = 60;
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	[Export] public double RoundProgress;
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	[Export] public double RoundTimeLeft;
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        // Handling player connect / disconnect after this client connected
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        Multiplayer.PeerDisconnected += RemovePlayer_Adaptor;
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        Multiplayer.PeerConnected += AddPlayer_Adaptor;
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	private Timer _roundTimer;
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        // Handling player connected before this client
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        foreach (var id in Multiplayer.GetPeers())
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            AddPlayer(id);
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	public void StartGame(string currentPlayerName = null)
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	{
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		if (!Multiplayer.IsServer())
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			return;
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        // Add this client as a player if client isn't a dedicated server
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        if (!OS.HasFeature("dedicated_server"))
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            AddPlayer(1, currentPlayerName);
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    }
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		_roundTimer = new Timer();
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		_roundTimer.WaitTime = RoundDuration;
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		_roundTimer.Autostart = true;
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		_roundTimer.Timeout += NewRound;
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		_roundTimer.OneShot = true;
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		AddChild(_roundTimer);
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		_roundTimer.Start();
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    public override void _ExitTree()
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    {
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        if (!Multiplayer.IsServer())
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            return;
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		// Handling player connect / disconnect after this client connected
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		Multiplayer.PeerDisconnected += RemovePlayer_Adaptor;
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		Multiplayer.PeerConnected += AddPlayer_Adaptor;
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        Multiplayer.PeerDisconnected -= RemovePlayer_Adaptor;
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        Multiplayer.PeerConnected -= AddPlayer_Adaptor;
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    }
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		// Handling player connected before this client
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		foreach (var id in Multiplayer.GetPeers())
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			Scoreboard.AddPlayer(id);
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    private static string BuildPlayerName(int id)
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        => $"Player@{id}";
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		// Add this client as a player if client isn't a dedicated server
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		if (!OS.HasFeature("dedicated_server"))
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			Scoreboard.AddPlayer(1, currentPlayerName);
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    private void AddPlayer_Adaptor(long id)
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        => AddPlayer((int)id);
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		// Add players into the game
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		PutPlayers(currentPlayerName);
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	}
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    private void RemovePlayer_Adaptor(long id)
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        => RemovePlayer((int)id);
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	public override void _ExitTree()
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	{
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		if (!Multiplayer.IsServer())
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			return;
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    private void AddPlayer(int id, string name = null)
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    {
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        var player = PlayerScene.Instantiate<Player>();
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        player.PlayerId = id;
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        var position = Vector2.FromAngle(GD.Randf() * 2 * Mathf.Pi);
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        player.Position = new Vector2(position.X * 5f * GD.Randf(), position.Y * 5f * GD.Randf());
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        player.Name = BuildPlayerName(id);
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        player.PlayerName = name;
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		Multiplayer.PeerDisconnected -= RemovePlayer_Adaptor;
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		Multiplayer.PeerConnected -= AddPlayer_Adaptor;
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	}
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        AddChild(player, true);
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    }
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	public override void _Process(double delta)
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	{
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		if (Multiplayer.IsServer())
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		{
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			RoundProgress = _roundTimer.TimeLeft / _roundTimer.WaitTime;
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			RoundTimeLeft = _roundTimer.TimeLeft;
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		}
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	}
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    private void RemovePlayer(int id)
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    {
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        var name = BuildPlayerName(id);
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        if (!HasNode(name))
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            return;
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	private static string BuildPlayerName(int id)
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		=> $"Player@{id}";
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        GetNode(name).QueueFree();
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    }
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	private void AddPlayer_Adaptor(long id)
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		=> Scoreboard.AddPlayer((int)id);
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    public Player GetCurrentPlayer()
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    {
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        foreach(var child in GetChildren())
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        {
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            if (child is Player { IsCurrentPlayer: true } player)
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            {
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                return player;
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            }
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        }
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	private void RemovePlayer_Adaptor(long id)
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		=> Scoreboard.RemovePlayer((int)id);
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        return null;
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    }
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    public T GetTileByPosition<T>(Vector2 position) where T : Node2D
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    {
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        foreach (var item in GetChildren())
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        {
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            if (item is T tile && tile.Position == position)
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                return tile;
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        }
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	private void SpawnPlayer(int id, string name = null)
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	{
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		var player = PlayerScene.Instantiate<Player>();
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		player.PlayerId = id;
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		var position = Vector2.FromAngle(GD.Randf() * 2 * Mathf.Pi);
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		player.Position = new Vector2(position.X * 5f * GD.Randf(), position.Y * 5f * GD.Randf());
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		player.Name = BuildPlayerName(id);
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		player.PlayerName = name;
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		player.PlayerDied += (killerId) =>
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		{
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			if (killerId == 0) return;
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			Scoreboard.AddScore(killerId);
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		};
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        return null;
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    }
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}
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		AddChild(player, true);
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	}
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	private void PutPlayers(string currentPlayerName = null)
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	{
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		// Spawn clients
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		foreach (var id in Multiplayer.GetPeers())
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			SpawnPlayer(id, Scoreboard.Players[id]?.Name);
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		// Spawn host
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		if (!OS.HasFeature("dedicated_server"))
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			SpawnPlayer(1, currentPlayerName ?? Scoreboard.Players[1]?.Name);
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	}
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	private void NewRound()
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	{
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		RoundCount++;
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		foreach (var child in GetChildren())
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		{
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			if (child is not Timer)
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				child.QueueFree();
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		}
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		PutPlayers();
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		_roundTimer.Start();
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	}
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	public Player GetCurrentPlayer()
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	{
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		foreach (var child in GetChildren())
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		{
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			if (child is Player { IsCurrentPlayer: true } player)
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			{
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				return player;
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			}
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		}
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		return null;
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	}
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	public T GetTileByPosition<T>(Vector2 position) where T : Node2D
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	{
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		foreach (var item in GetChildren())
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		{
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			if (item is T tile && tile.Position == position)
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				return tile;
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		}
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		return null;
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	}
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}
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@@ -45,6 +45,9 @@ public partial class Player : CharacterBody2D
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		}
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	}
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	[Signal]
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	public delegate void PlayerDiedEventHandler(int killerId);
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	public bool IsCurrentPlayer => _currentPlayerId == Multiplayer.GetUniqueId();
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	public bool IsReloading
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@@ -71,6 +74,9 @@ public partial class Player : CharacterBody2D
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			AmmoAmount = MaxAmmoAmount;
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			PlayerInput.IsReloading = false;
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		};
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		GetParent<World>().GetParent().GetNode<Control>("OverlayLayer/Hud").Show();
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		GetParent<World>().GetParent().GetNode<Control>("OverlayLayer/PlayerDiedScreen").Hide();
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	}
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	public override void _Process(double delta)
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@@ -157,9 +163,9 @@ public partial class Player : CharacterBody2D
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		MoveAndSlide();
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	}
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	public void TakeDamage(double damage)
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	public void TakeDamage(double damage, int attackerId = 0)
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	{
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		Rpc(nameof(GotDamage), damage);
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		Rpc(nameof(GotDamage), damage, attackerId);
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	}
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	private void Shoot(string name)
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@@ -189,7 +195,7 @@ public partial class Player : CharacterBody2D
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	}
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	[Rpc(MultiplayerApi.RpcMode.AnyPeer, CallLocal = true)]
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	private void GotDamage(double damage)
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	private void GotDamage(double damage, int attackerId)
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	{
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		var protection = GetNode<Timer>("ProtectionCountdown");
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@@ -206,5 +212,18 @@ public partial class Player : CharacterBody2D
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		var shakableCamera = GetNode<CameraShake>("Camera2D");
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		shakableCamera.AddTrauma(0.5f);
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		if (!(Health <= 0)) return;
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		Rpc(nameof(Die), attackerId);
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		if (!IsCurrentPlayer) return;
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		GetParent<World>().GetParent().GetNode<Control>("OverlayLayer/Hud").Hide();
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		GetParent<World>().GetParent().GetNode<Control>("OverlayLayer/PlayerDiedScreen").Show();
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	}
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	[Rpc(MultiplayerApi.RpcMode.AnyPeer, CallLocal = true)]
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	private void Die(int killerId = 0)
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	{
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		EmitSignal(SignalName.PlayerDied, killerId);
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		QueueFree();
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	}
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}
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@@ -18,6 +18,14 @@ public partial class HUD : Control
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	public override void _Process(double delta)
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	{
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		var roundBar = GetNode<ProgressBar>("BottomBox/ProgressBar");
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		roundBar.Value = World.RoundProgress * 100;
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		var roundLabel = GetNode<Label>("BottomBox/HBox/RoundLabel");
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		var roundSecLabel = GetNode<Label>("BottomBox/HBox/RoundSecondLabel");
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		roundLabel.Text = $"Round {World.RoundCount}";
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		roundSecLabel.Text = World.RoundTimeLeft.ToString("F2");
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		var player = World.GetCurrentPlayer();
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		if (player == null) return;
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@@ -37,5 +45,8 @@ public partial class HUD : Control
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		ammoLabel.Text = player.IsReloading
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			? $"Reloading... {player.TimeRemainingOfReload:F2}"
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			: $"Ammo {player.AmmoAmount}/{player.MaxAmmoAmount}";
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		var positionLabel = GetNode<Label>("BottomBox/HBox/PositionLabel");
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		positionLabel.Text = $"({player.Position.X:F2}, {player.Position.Y:F2})";
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	}
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}
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