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Refactor Multiplayer code
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14 changed files with 127 additions and 59 deletions
36
maps/components/deathmatch_scoring_component.gd
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36
maps/components/deathmatch_scoring_component.gd
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# This file is part of open-fpsz.
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#
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# This program is free software: you can redistribute it and/or modify
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# it under the terms of the GNU General Public License as published by
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# the Free Software Foundation, either version 3 of the License, or
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# (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program. If not, see <https://www.gnu.org/licenses/>.
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class_name DeathmatchScoringComponent extends Node
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@export var ON_KILL_SCORE : int = 10
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# this is the node that contains all players, typically the one populated via MultiplayerSpawner
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@export var _players : Node
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@export var _scoreboard : Scoreboard
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# only subscribe once per player, per match
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func subscribe_player(player : Player) -> void:
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player.died.connect(_on_player_died)
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func unsubscribe_player(player : Player) -> void:
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player.died.disconnect(_on_player_died)
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func _on_player_died(player : Player, killer_id : int) -> void:
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if player.player_id != killer_id:
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var node_name : String = str(killer_id)
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if _players.has_node(node_name):
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var killer : Player = _players.get_node(node_name)
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_scoreboard.increment_kill_count(killer)
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_scoreboard.add_score_to_player(killer, 10)
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53
maps/components/rabbit_scoring_component.gd
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53
maps/components/rabbit_scoring_component.gd
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# This file is part of open-fpsz.
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#
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# This program is free software: you can redistribute it and/or modify
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# it under the terms of the GNU General Public License as published by
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# the Free Software Foundation, either version 3 of the License, or
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# (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program. If not, see <https://www.gnu.org/licenses/>.
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class_name RabbitScoringComponent extends Node
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@export var ON_GRAB_SCORE : int = 10
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@export var ON_HOLD_SCORE : int = 10
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@export var HOLD_SCORING_TIMER : float = 10.0 # seconds
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@export var _scoreboard : Scoreboard
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var _flag_carrier_scoring_timer : Timer = Timer.new()
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var _team_chasers : Team
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var _team_rabbit : Team
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func _ready() -> void:
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_flag_carrier_scoring_timer.wait_time = HOLD_SCORING_TIMER
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add_child(_flag_carrier_scoring_timer)
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_team_chasers = Team.new(0)
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_team_rabbit = Team.new(1)
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# setup only once per match, per flag (tested only with one flag so far)
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func setup(flag : Flag) -> void:
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_flag_carrier_scoring_timer.timeout.connect(_on_flag_carrier_scoring_timer_timeout.bind(flag))
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flag.grabbed.connect(_on_flag_grabbed)
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flag.regrabbed.connect(_on_flag_regrabbed)
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flag.dropped.connect(_on_flag_dropped)
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func _on_flag_grabbed(grabber : Player) -> void:
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grabber.team_id = _team_rabbit.team_id
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_scoreboard.add_score_to_player(grabber, ON_GRAB_SCORE)
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_flag_carrier_scoring_timer.start()
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func _on_flag_regrabbed(grabber : Player) -> void:
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grabber.team_id = _team_rabbit.team_id
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func _on_flag_dropped(dropper : Player) -> void:
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dropper.team_id = _team_chasers.team_id
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_flag_carrier_scoring_timer.stop()
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func _on_flag_carrier_scoring_timer_timeout(flag : Flag) -> void:
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_scoreboard.add_score_to_player(flag.last_carrier, ON_HOLD_SCORE)
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