Player died & Round & Respawn

This commit is contained in:
2024-08-09 11:43:03 +08:00
parent cf6b4b0273
commit 6b48561f45
8 changed files with 262 additions and 87 deletions

View File

@ -0,0 +1,32 @@
using System;
using System.Collections.Generic;
using Godot;
namespace AceField.Scripts.Logic;
public record PlayerData(string Name, int Score = 0)
{
public string Name { get; set; } = Name;
public int Score { get; set; } = Score;
};
public partial class Scoreboard : Node
{
public Dictionary<int, PlayerData> Players = new();
public void AddPlayer(int networkId, string playerName = null)
{
Players[networkId] = new PlayerData(playerName ?? $"Player#{networkId}");
}
public void RemovePlayer(int networkId)
{
Players.Remove(networkId);
}
public void AddScore(int networkId, int amount = 1)
{
if (Players[networkId]?.Score == null) return;
Players[networkId]!.Score += amount;
}
}

View File

@ -4,86 +4,135 @@ namespace AceField.Scripts.Logic;
public partial class World : Node2D
{
[Export] public PackedScene PlayerScene;
[Export] public Scoreboard Scoreboard;
[Export] public PackedScene PlayerScene;
public void StartGame(string currentPlayerName = null)
{
if (!Multiplayer.IsServer())
return;
[Export] public int RoundCount = 1;
[Export] public double RoundDuration = 60;
[Export] public double RoundProgress;
[Export] public double RoundTimeLeft;
// Handling player connect / disconnect after this client connected
Multiplayer.PeerDisconnected += RemovePlayer_Adaptor;
Multiplayer.PeerConnected += AddPlayer_Adaptor;
private Timer _roundTimer;
// Handling player connected before this client
foreach (var id in Multiplayer.GetPeers())
AddPlayer(id);
public void StartGame(string currentPlayerName = null)
{
if (!Multiplayer.IsServer())
return;
// Add this client as a player if client isn't a dedicated server
if (!OS.HasFeature("dedicated_server"))
AddPlayer(1, currentPlayerName);
}
_roundTimer = new Timer();
_roundTimer.WaitTime = RoundDuration;
_roundTimer.Autostart = true;
_roundTimer.Timeout += NewRound;
_roundTimer.OneShot = true;
AddChild(_roundTimer);
_roundTimer.Start();
public override void _ExitTree()
{
if (!Multiplayer.IsServer())
return;
// Handling player connect / disconnect after this client connected
Multiplayer.PeerDisconnected += RemovePlayer_Adaptor;
Multiplayer.PeerConnected += AddPlayer_Adaptor;
Multiplayer.PeerDisconnected -= RemovePlayer_Adaptor;
Multiplayer.PeerConnected -= AddPlayer_Adaptor;
}
// Handling player connected before this client
foreach (var id in Multiplayer.GetPeers())
Scoreboard.AddPlayer(id);
private static string BuildPlayerName(int id)
=> $"Player@{id}";
// Add this client as a player if client isn't a dedicated server
if (!OS.HasFeature("dedicated_server"))
Scoreboard.AddPlayer(1, currentPlayerName);
private void AddPlayer_Adaptor(long id)
=> AddPlayer((int)id);
// Add players into the game
PutPlayers(currentPlayerName);
}
private void RemovePlayer_Adaptor(long id)
=> RemovePlayer((int)id);
public override void _ExitTree()
{
if (!Multiplayer.IsServer())
return;
private void AddPlayer(int id, string name = null)
{
var player = PlayerScene.Instantiate<Player>();
player.PlayerId = id;
var position = Vector2.FromAngle(GD.Randf() * 2 * Mathf.Pi);
player.Position = new Vector2(position.X * 5f * GD.Randf(), position.Y * 5f * GD.Randf());
player.Name = BuildPlayerName(id);
player.PlayerName = name;
Multiplayer.PeerDisconnected -= RemovePlayer_Adaptor;
Multiplayer.PeerConnected -= AddPlayer_Adaptor;
}
AddChild(player, true);
}
public override void _Process(double delta)
{
if (Multiplayer.IsServer())
{
RoundProgress = _roundTimer.TimeLeft / _roundTimer.WaitTime;
RoundTimeLeft = _roundTimer.TimeLeft;
}
}
private void RemovePlayer(int id)
{
var name = BuildPlayerName(id);
if (!HasNode(name))
return;
private static string BuildPlayerName(int id)
=> $"Player@{id}";
GetNode(name).QueueFree();
}
private void AddPlayer_Adaptor(long id)
=> Scoreboard.AddPlayer((int)id);
public Player GetCurrentPlayer()
{
foreach(var child in GetChildren())
{
if (child is Player { IsCurrentPlayer: true } player)
{
return player;
}
}
private void RemovePlayer_Adaptor(long id)
=> Scoreboard.RemovePlayer((int)id);
return null;
}
public T GetTileByPosition<T>(Vector2 position) where T : Node2D
{
foreach (var item in GetChildren())
{
if (item is T tile && tile.Position == position)
return tile;
}
private void SpawnPlayer(int id, string name = null)
{
var player = PlayerScene.Instantiate<Player>();
player.PlayerId = id;
var position = Vector2.FromAngle(GD.Randf() * 2 * Mathf.Pi);
player.Position = new Vector2(position.X * 5f * GD.Randf(), position.Y * 5f * GD.Randf());
player.Name = BuildPlayerName(id);
player.PlayerName = name;
player.PlayerDied += (killerId) =>
{
if (killerId == 0) return;
Scoreboard.AddScore(killerId);
};
return null;
}
}
AddChild(player, true);
}
private void PutPlayers(string currentPlayerName = null)
{
// Spawn clients
foreach (var id in Multiplayer.GetPeers())
SpawnPlayer(id, Scoreboard.Players[id]?.Name);
// Spawn host
if (!OS.HasFeature("dedicated_server"))
SpawnPlayer(1, currentPlayerName ?? Scoreboard.Players[1]?.Name);
}
private void NewRound()
{
RoundCount++;
foreach (var child in GetChildren())
{
if (child is not Timer)
child.QueueFree();
}
PutPlayers();
_roundTimer.Start();
}
public Player GetCurrentPlayer()
{
foreach (var child in GetChildren())
{
if (child is Player { IsCurrentPlayer: true } player)
{
return player;
}
}
return null;
}
public T GetTileByPosition<T>(Vector2 position) where T : Node2D
{
foreach (var item in GetChildren())
{
if (item is T tile && tile.Position == position)
return tile;
}
return null;
}
}