Speed up round when no body alive

This commit is contained in:
LittleSheep 2024-08-09 15:52:00 +08:00
parent 33c6762ed3
commit dd27528fed

View File

@ -4,152 +4,172 @@ namespace AceField.Scripts.Logic;
public partial class World : Node2D public partial class World : Node2D
{ {
[Export] public Scoreboard Scoreboard; [Export] public Scoreboard Scoreboard;
[Export] public PackedScene PlayerScene; [Export] public PackedScene PlayerScene;
[Export] public int RoundCount = 1; [Export] public int RoundCount = 1;
[Export] public int RoundTotalCount = 20; [Export] public int RoundTotalCount = 20;
[Export] public double RoundDuration = 60; [Export] public double RoundDuration = 60;
[Export] public double RoundProgress; [Export] public double RoundProgress;
[Export] public double RoundTimeLeft; [Export] public double RoundTimeLeft;
private Timer _roundTimer; private Timer _roundTimer;
public void StartGame(string currentPlayerName = null) public void StartGame(string currentPlayerName = null)
{ {
if (!Multiplayer.IsServer()) if (!Multiplayer.IsServer())
return; return;
_roundTimer = new Timer(); _roundTimer = new Timer();
_roundTimer.WaitTime = RoundDuration; _roundTimer.WaitTime = RoundDuration;
_roundTimer.Autostart = true; _roundTimer.Autostart = true;
_roundTimer.Timeout += NewRound; _roundTimer.Timeout += NewRound;
_roundTimer.OneShot = true; _roundTimer.OneShot = true;
AddChild(_roundTimer); GetParent().AddChild(_roundTimer);
_roundTimer.Start(); _roundTimer.Start(RoundDuration);
// Add players into the game // Add players into the game
PutPlayers(currentPlayerName); PutPlayers(currentPlayerName);
} }
public override void _Ready() public override void _Ready()
{ {
if (!Multiplayer.IsServer()) if (!Multiplayer.IsServer())
return; return;
// Handling player connect / disconnect after this client connected // Handling player connect / disconnect after this client connected
Multiplayer.PeerDisconnected += RemovePlayer_Adaptor; Multiplayer.PeerDisconnected += RemovePlayer_Adaptor;
Multiplayer.PeerConnected += AddPlayer_Adaptor; Multiplayer.PeerConnected += AddPlayer_Adaptor;
// Handling player connected before this client // Handling player connected before this client
foreach (var id in Multiplayer.GetPeers()) foreach (var id in Multiplayer.GetPeers())
Scoreboard.AddPlayer(id); Scoreboard.AddPlayer(id);
// Add this client as a player if client isn't a dedicated server // Add this client as a player if client isn't a dedicated server
if (!OS.HasFeature("dedicated_server")) if (!OS.HasFeature("dedicated_server"))
Scoreboard.AddPlayer(1); Scoreboard.AddPlayer(1);
} }
public override void _ExitTree() public override void _ExitTree()
{ {
if (!Multiplayer.IsServer()) if (!Multiplayer.IsServer())
return; return;
Multiplayer.PeerDisconnected -= RemovePlayer_Adaptor; Multiplayer.PeerDisconnected -= RemovePlayer_Adaptor;
Multiplayer.PeerConnected -= AddPlayer_Adaptor; Multiplayer.PeerConnected -= AddPlayer_Adaptor;
} }
public override void _Process(double delta) public override void _Process(double delta)
{ {
if (Multiplayer.IsServer()) if (Multiplayer.IsServer())
{ {
RoundProgress = _roundTimer.TimeLeft / _roundTimer.WaitTime; RoundProgress = _roundTimer.TimeLeft / _roundTimer.WaitTime;
RoundTimeLeft = _roundTimer.TimeLeft; RoundTimeLeft = _roundTimer.TimeLeft;
} }
} }
private static string BuildPlayerName(int id) private static string BuildPlayerName(int id)
=> $"Player@{id}"; => $"Player@{id}";
private void AddPlayer_Adaptor(long id) private void AddPlayer_Adaptor(long id)
=> Scoreboard.AddPlayer((int)id); => Scoreboard.AddPlayer((int)id);
private void RemovePlayer_Adaptor(long id) private void RemovePlayer_Adaptor(long id)
=> Scoreboard.RemovePlayer((int)id); => Scoreboard.RemovePlayer((int)id);
private void SpawnPlayer(int id, string name = null) private void SpawnPlayer(int id, string name = null)
{ {
var player = PlayerScene.Instantiate<Player>(); var player = PlayerScene.Instantiate<Player>();
player.PlayerId = id; player.PlayerId = id;
player.Position = new Vector2(GD.RandRange(-100, 100), GD.RandRange(-100, 100)); player.Position = new Vector2(GD.RandRange(-100, 100), GD.RandRange(-100, 100));
player.Name = BuildPlayerName(id); player.Name = BuildPlayerName(id);
player.PlayerDied += (killerId) => player.PlayerDied += (killerId) =>
{ {
if (killerId == 0) return; if (killerId == 0) return;
Scoreboard.AddScore(killerId); Scoreboard.AddScore(killerId);
}; if (CountPlayer() <= 2)
_roundTimer.Start(3);
};
AddChild(player, true); AddChild(player, true);
player.PlayerName = name; player.PlayerName = name;
} }
private void PutPlayers(string currentPlayerName = null) private void PutPlayers(string currentPlayerName = null)
{ {
// Spawn clients // Spawn clients
foreach (var id in Multiplayer.GetPeers()) foreach (var id in Multiplayer.GetPeers())
SpawnPlayer(id, Scoreboard.Players[id]?.Name); SpawnPlayer(id, Scoreboard.Players[id]?.Name);
// Spawn host // Spawn host
if (!OS.HasFeature("dedicated_server")) if (!OS.HasFeature("dedicated_server"))
SpawnPlayer(1, currentPlayerName ?? Scoreboard.Players[1]?.Name); SpawnPlayer(1, currentPlayerName ?? Scoreboard.Players[1]?.Name);
} }
private void NewRound() private void NewRound()
{ {
if (RoundCount >= RoundTotalCount) if (RoundCount >= RoundTotalCount)
{ {
Rpc(nameof(EndGame)); Rpc(nameof(EndGame));
return; return;
} }
RoundCount++;
foreach (var child in GetChildren())
{
if (child is not Timer)
child.QueueFree();
}
PutPlayers(); RoundCount++;
_roundTimer.Start(); Rpc(nameof(CleanWorld));
}
public Player GetCurrentPlayer() PutPlayers();
{ _roundTimer.Start(RoundDuration);
foreach (var child in GetChildren()) }
{
if (child is Player { IsCurrentPlayer: true } player)
return player;
}
return null; public Player GetCurrentPlayer()
} {
foreach (var child in GetChildren())
{
if (child is Player { IsCurrentPlayer: true } player)
return player;
}
public T GetTileByPosition<T>(Vector2 position) where T : Node2D return null;
{ }
foreach (var item in GetChildren())
{
if (item is T tile && tile.Position == position)
return tile;
}
return null; public int CountPlayer()
} {
var count = 0;
foreach (var child in GetChildren())
{
if (child is Player)
count++;
}
[Rpc(MultiplayerApi.RpcMode.AnyPeer, CallLocal = true)] return count;
private void EndGame() }
{
GetParent().GetNode<Control>("OverlayLayer/Hud").Hide(); public T GetTileByPosition<T>(Vector2 position) where T : Node2D
GetParent().GetNode<Control>("OverlayLayer/GameOverScreen").Show(); {
GetTree().Paused = true; foreach (var item in GetChildren())
} {
} if (item is T tile && tile.Position == position)
return tile;
}
return null;
}
[Rpc(MultiplayerApi.RpcMode.AnyPeer, CallLocal = true)]
private void CleanWorld()
{
foreach (var child in GetChildren())
{
child.QueueFree();
}
}
[Rpc(MultiplayerApi.RpcMode.AnyPeer, CallLocal = true)]
private void EndGame()
{
GetParent().GetNode<Control>("OverlayLayer/Hud").Hide();
GetParent().GetNode<Control>("OverlayLayer/GameOverScreen").Show();
GetTree().Paused = true;
}
}