AceField/Scripts/Logic/World.cs
2024-08-09 15:45:40 +08:00

156 lines
3.5 KiB
C#

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