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https://gitlab.com/open-fpsz/open-fpsz.git
synced 2026-07-14 16:04:50 +00:00
🍻 Shoot straight and clean up mode management
This commit is contained in:
parent
8a4d079d77
commit
8a01f42b79
13 changed files with 262 additions and 327 deletions
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@ -16,7 +16,7 @@ script/source = "extends Node
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func _ready() -> void:
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player_node.died.connect(respawn_player)
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func respawn_player(player : Player) -> void:
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func respawn_player(player : Player, _killer_id : int) -> void:
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player.respawn(player_respawn_location)
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"
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128
modes/multiplayer.gd
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128
modes/multiplayer.gd
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@ -0,0 +1,128 @@
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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 Multiplayer extends Node
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@export_category("Parameters")
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@export var MAP : PackedScene
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@export var PLAYER : PackedScene
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@export var FLAG : PackedScene
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@export var MAX_CLIENTS : int = 24
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@export var RESPAWN_TIME : float = 3.0
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@onready var players : Node = $Players
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@onready var objectives : Node = $Objectives
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@onready var map : Node = $Map
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@onready var scoreboard : Scoreboard = $Scoreboard
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@onready var scoreboard_ui : Node = $ScoreboardUI
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var _map_manager : Map
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signal connected_to_server
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signal connection_failed
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func start_server(port : int, nickname : String) -> void:
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var peer : ENetMultiplayerPeer = ENetMultiplayerPeer.new()
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peer.create_server(port, MAX_CLIENTS)
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multiplayer.multiplayer_peer = peer
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_load_map.call_deferred(MAP, nickname)
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multiplayer.peer_disconnected.connect(remove_player)
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func join_server(host : String, port : int, nickname : String) -> void:
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var peer : ENetMultiplayerPeer = ENetMultiplayerPeer.new()
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peer.create_client(host, port)
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multiplayer.connected_to_server.connect(_on_connected_to_server.bind(nickname))
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multiplayer.connection_failed.connect(_on_connection_failed)
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multiplayer.multiplayer_peer = peer
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func _on_connected_to_server(nickname : String) -> void:
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connected_to_server.emit()
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scoreboard.request_scoreboard_from_authority.rpc()
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_join_match.rpc(nickname)
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func _on_connection_failed() -> void:
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connection_failed.emit()
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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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scoreboard.broadcast_player_score_update(killer)
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await get_tree().create_timer(RESPAWN_TIME).timeout
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respawn_player(player)
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func respawn_player(player : Player) -> void:
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var spawn_location : Vector3 = _map_manager.get_player_spawn().position
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player.respawn(spawn_location)
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func add_player(peer_id : int, nickname : String) -> void:
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var player : Player = PLAYER.instantiate()
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player.name = str(peer_id)
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player.player_id = peer_id
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player.nickname = nickname
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player.global_position = _map_manager.get_player_spawn().position
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players.add_child(player)
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player.died.connect(_on_player_died)
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scoreboard.add_entry(player)
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print("Peer `%s` connected" % player.name)
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func remove_player(peer_id : int) -> void:
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var node_name : String = str(peer_id)
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if players.has_node(node_name):
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var player : Player = players.get_node(node_name)
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scoreboard.remove_entry(player)
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player.die(-1)
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player.queue_free()
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print("Peer `%s` disconnected" % node_name)
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func _load_map(scene : PackedScene, nickname : String) -> void:
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var map_scene : Node = scene.instantiate()
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_map_manager = map_scene
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map_scene.ready.connect(_add_flag)
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if DisplayServer.get_name() != "headless":
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add_player(1, nickname)
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map.add_child(map_scene)
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func _add_flag() -> void:
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var flag : Flag = FLAG.instantiate()
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flag.global_position = _map_manager.get_flagstand().global_position
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objectives.add_child(flag)
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func _unhandled_input(event : InputEvent) -> void:
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if event.is_action_pressed("scoreboard"):
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var entries : Array = scoreboard.get_entries()
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for entry : Scoreboard.ScoreboardEntry in entries:
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var entry_label : Label = Label.new()
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entry_label.text = "%s | kills: %s | score: %s" % [entry.nickname, entry.kills, entry.score]
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%Scores.add_child(entry_label)
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scoreboard_ui.show()
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elif event.is_action_released("scoreboard"):
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scoreboard_ui.hide()
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for score_label in %Scores.get_children():
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score_label.queue_free()
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@rpc("any_peer")
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func _join_match(nickname : String) -> void:
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if is_multiplayer_authority():
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add_player(multiplayer.get_remote_sender_id(), nickname)
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func _exit_tree() -> void:
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if is_multiplayer_authority():
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multiplayer.peer_disconnected.disconnect(remove_player)
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@ -1,129 +1,13 @@
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[gd_scene load_steps=6 format=3 uid="uid://bvwxfgygm2xb8"]
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[ext_resource type="Script" path="res://modes/multiplayer.gd" id="1_4t1ad"]
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[ext_resource type="PackedScene" uid="uid://chbno00ugl6te" path="res://maps/genesis/genesis.tscn" id="1_nulvv"]
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[ext_resource type="PackedScene" uid="uid://cbhx1xme0sb7k" path="res://entities/player/player.tscn" id="2_og1vb"]
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[ext_resource type="PackedScene" uid="uid://c88l3h0ph00c7" path="res://entities/flag/flag.tscn" id="3_h0rie"]
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[ext_resource type="Script" path="res://modes/scoreboard.gd" id="4_n0mhp"]
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[sub_resource type="GDScript" id="GDScript_1qrbp"]
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script/source = "class_name Multiplayer extends Node
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@export_category(\"Parameters\")
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@export var MAP : PackedScene
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@export var PLAYER : PackedScene
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@export var FLAG : PackedScene
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@export var MAX_CLIENTS : int = 24
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@export var RESPAWN_TIME : float = 3.0
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@onready var players : Node = $Players
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@onready var objectives : Node = $Objectives
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@onready var map : Node = $Map
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@onready var scoreboard : Scoreboard = $Scoreboard
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@onready var scoreboard_ui : Node = $ScoreboardUI
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var _map_manager : Map
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signal connected_to_server
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signal connection_failed
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func start_server(port : int, nickname : String) -> void:
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var peer : ENetMultiplayerPeer = ENetMultiplayerPeer.new()
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peer.create_server(port, MAX_CLIENTS)
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multiplayer.multiplayer_peer = peer
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_load_map.call_deferred(MAP, nickname)
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multiplayer.peer_disconnected.connect(remove_player)
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func join_server(host : String, port : int, nickname : String) -> void:
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var peer : ENetMultiplayerPeer = ENetMultiplayerPeer.new()
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peer.create_client(host, port)
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multiplayer.connected_to_server.connect(_on_connected_to_server.bind(nickname))
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multiplayer.connection_failed.connect(_on_connection_failed)
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multiplayer.multiplayer_peer = peer
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func _on_connected_to_server(nickname : String) -> void:
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connected_to_server.emit()
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scoreboard.request_scoreboard_from_authority.rpc()
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_join_match.rpc(nickname)
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func _on_connection_failed() -> void:
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connection_failed.emit()
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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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scoreboard.broadcast_player_score_update(killer)
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await get_tree().create_timer(RESPAWN_TIME).timeout
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respawn_player(player)
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func respawn_player(player : Player) -> void:
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var spawn_location : Vector3 = _map_manager.get_player_spawn().position
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player.respawn(spawn_location)
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func add_player(peer_id : int, nickname : String) -> void:
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var player : Player = PLAYER.instantiate()
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player.name = str(peer_id)
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player.player_id = peer_id
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player.nickname = nickname
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player.global_position = _map_manager.get_player_spawn().position
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players.add_child(player)
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player.died.connect(_on_player_died)
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scoreboard.add_entry(player)
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print(\"Peer `%s` connected\" % player.name)
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func remove_player(peer_id : int) -> void:
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var node_name : String = str(peer_id)
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if players.has_node(node_name):
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var player : Player = players.get_node(node_name)
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scoreboard.remove_entry(player)
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player.die(-1)
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player.queue_free()
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print(\"Peer `%s` disconnected\" % node_name)
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func _load_map(scene : PackedScene, nickname : String) -> void:
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var map_scene : Node = scene.instantiate()
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_map_manager = map_scene
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map_scene.ready.connect(_add_flag)
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if DisplayServer.get_name() != \"headless\":
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add_player(1, nickname)
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map.add_child(map_scene)
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func _add_flag() -> void:
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var flag : Flag = FLAG.instantiate()
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flag.global_position = _map_manager.get_flagstand().global_position
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objectives.add_child(flag)
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func _unhandled_input(event : InputEvent) -> void:
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if event.is_action_pressed(\"scoreboard\"):
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var entries : Array = scoreboard.get_entries()
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for entry : Scoreboard.ScoreboardEntry in entries:
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var entry_label : Label = Label.new()
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entry_label.text = \"%s | kills: %s | score: %s\" % [entry.nickname, entry.kills, entry.score]
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%Scores.add_child(entry_label)
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scoreboard_ui.show()
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elif event.is_action_released(\"scoreboard\"):
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scoreboard_ui.hide()
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for score_label in %Scores.get_children():
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score_label.queue_free()
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@rpc(\"any_peer\")
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func _join_match(nickname : String) -> void:
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if is_multiplayer_authority():
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add_player(multiplayer.get_remote_sender_id(), nickname)
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func _exit_tree() -> void:
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if is_multiplayer_authority():
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multiplayer.peer_disconnected.disconnect(remove_player)
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"
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[node name="Multiplayer" type="Node"]
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script = SubResource("GDScript_1qrbp")
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script = ExtResource("1_4t1ad")
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MAP = ExtResource("1_nulvv")
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PLAYER = ExtResource("2_og1vb")
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FLAG = ExtResource("3_h0rie")
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