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https://github.com/JohnBreaux/Boat-Battle.git
synced 2024-11-14 21:15:58 +00:00
Multiplayer sucks
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a0f4e42914
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@ -20,6 +20,7 @@ MessageBus="*res://script/Message Bus.gd"
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AudioBus="*res://script/audio controller/Audio Bus.gd"
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OptionsController="*res://script/options/OptionsController.gd"
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AudioController="*res://scenes/AudioController.tscn"
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Network="*res://script/network/Network.gd"
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[display]
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@ -7,11 +7,9 @@ func _ready():
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# Signal to pass the fire location back to yet-unknown nodes
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signal fire_at
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func _on_Fire_pressed():
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var crosshair = get_node("Crosshair")
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# hides crosshair
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crosshair.visible = false
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# Check if the crosshair is in a valid position
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if crosshair.validate_position(crosshair.position) == true:
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var crosshair_pos = crosshair.world_to_board_space(crosshair.position)
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# fires at position
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@ -1,4 +1,4 @@
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extends Node
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extends Control
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var light_theme = load("res://light_theme.tres")
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var dark_theme = load("res://dark_theme.tres")
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@ -11,15 +11,16 @@ onready var Victory = preload("res://scenes/Game/Victory.tscn")
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# Array of instances of the Player class; stores the Players
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var players = [] # = player1, player2, ...
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var players = {} # = player1, player2, ...
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var players_ready = []
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# turn counter
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var turn = 0
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# Variable transporting hit state between players
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var hit = false
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# Variable tracking whether a game is multiplayer (so that the correct Player type can be spawned)
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# TODO: Multiplayer
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var is_multiplayer = false
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# winner
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var winner = 0
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# Every game is a multiplayer game, even the ones that aren't.
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# We're taking the Minecraft approach, baby
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var network_id
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# Called when the node enters the scene tree for the first time.
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func _ready():
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@ -29,27 +30,69 @@ func _ready():
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get_node("ConfirmationDialog").get_ok().rect_min_size.x = 100
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get_node("ConfirmationDialog").get_cancel().rect_min_size.x = 100
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var _errno = 0;
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_errno += OptionsController.connect("change_theme", self, "_on_change_theme")
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_on_change_theme(OptionsController.get_theme())
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game_start()
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if multiplayer:
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# TODO: Spawn a lobby where people can either connect to a peer or create a server
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pass
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game_setup()
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func game_setup():
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print_debug("Congrats! Setup complete.")
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# Function used to keep track of which players are ready
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remote func player_ready(pid):
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print (get_tree().is_network_server())
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var who = pid
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# Here are some checks you can do, for example
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assert(get_tree().is_network_server())
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assert(who in Network.peer_info) # Exists
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assert(not who in players_ready) # Was not added yet
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players_ready.append(who)
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if players_ready.size() == Network.peer_info.size():
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rpc("game_start")
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# Member functions:
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# game_start: starts the game
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func game_start():
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# Create a player 1
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var player = Player.instance()
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# TODO: Create valid callback for player_ready
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# It shouldn't connect to game_setup
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player.connect("player_ready", self, "game_setup")
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# Add player to scene tree
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add_child(player)
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# Add player to players
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players.append(player)
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func game_setup():
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# If there's no server connected, create one
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if not Network.connected:
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# TODO: Create a fake peer who we can automate, for single-player mode
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Network.start_server()
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network_id = Network.get_network_id()
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# Create players for every player in Network.peer_info
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for k in Network.peer_info.keys():
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# Create a new player
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var player = Player.instance()
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# Set the player's opponent, for now
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# Give the player a recognizable name, like "1", instead of "@@97"
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player.name = str(k)
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# The player controls themselves
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player.set_network_master(k)
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# Add the player to the list of players
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players[k] = player
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# Add the player to the scene tree
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add_child(player)
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pass
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# Connect to your own player_ready signal
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players[network_id].connect("player_ready", self, "_on_player_ready")
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# Have your player set up the board:
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players[network_id].set_up_begin()
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func game_start():
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# Make sure we're the server
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assert(get_tree().is_network_server())
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while not winner:
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for id in players.keys():
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var hit = players[id].rpc_id(id, "turn_start")
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var result = players[hit["id"]].rpc_id(hit["id"], "hit", hit["target"])
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players[id].rpc_id(id, "mark", hit["target"], result)
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pass
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func _on_player_ready(pid):
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print ("_on_player_ready")
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match pid:
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1: player_ready(pid)
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_: rpc("player_ready", pid)
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# victory_screen: display the victory screen
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func victory_screen():
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@ -77,8 +120,3 @@ func _on_Button_button_down():
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func _on_ConfirmationDialog_confirmed():
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end()
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func _on_change_theme(theme):
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if theme == "light":
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get_node("Buttons").set_theme(light_theme)
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elif theme == "dark":
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get_node("Buttons").set_theme(dark_theme)
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@ -1,38 +1,46 @@
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extends Node
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# Path to Board class, for instantiating new Boards in code
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var Board = preload("res://scenes/Game/Board.tscn")
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# Preloaded assets, to be used later
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# TODO: Move Setup into the Player. It's just here, for now, so that it can be tested and the game doesn't appear broken
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var Setup = preload("res://scenes/Game/Setup.tscn")
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# TODO: Move Fire into the Player. See above.
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var Fire = preload("res://scenes/Game/Fire.tscn")
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# Emitted when the player is ready
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signal player_ready
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# Player ID of this player
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var pid
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# board (an instance of the Board class)
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onready var board = Board.instance()
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# Preloaded assets, to be used later
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# Path to Board class, for instantiating new Boards in code
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var Board = preload("res://scenes/Game/Board.tscn")
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# Path to Setup menu, so the player may set up their Board
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var Setup = preload("res://scenes/Game/Setup.tscn")
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# Path to Fire menu, so the player may fire on the opponent
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var Fire = preload("res://scenes/Game/Fire.tscn")
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var pid # Player ID
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var board # Board
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var fire_at_position # Position to fire at
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var opponent_pid # PID of opponent
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# Called when the node enters the scene tree for the first time.
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func _ready():
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# Set the player ID according to which network peer ID we are
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pid = int(name)
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board = Board.instance()
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remote func set_up_begin():
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var setup = Setup.instance()
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setup.connect("board_ready", self, "set_up")
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add_child(setup)
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# Member functions:
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# hit: Called when opponent fires on us.
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# Update internal state, and return bool hit/miss, hit = true, miss = false
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func hit(pos):
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# Update internal state, and return hit/miss/sunk
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remote func hit(pos):
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var res = board.hit(pos)
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if res == -1:
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return true
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else:
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return false
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pass
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return res
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# mark: Called when the opponent returns hit/miss/sunk
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# Update internal state, return ack/nak
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remote func mark(pos, value):
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# Mark the position on the top board
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board.fire(pos, value)
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# place_ship: called when ships are placed.
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# forwards Ship locations to the Board, so that it may construct a ship
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@ -40,27 +48,32 @@ func hit(pos):
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func place_ship(pos, size, orientation, variant):
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board.place_ship(pos, size, orientation, variant)
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# setUp: set up the board given the placed ship locations
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# translates the ship positions in the Setup UI to board-space, then places each ship
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# setup: set up the board given the placed ship locations
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# Places each ship onto the board
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# ships: a list of lists of ship properties [[position, orientation, size, variant], ...]
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func set_up(ships):
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# Place all the ships
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for i in ships:
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place_ship(i[0], i[1], i[2], i[3])
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emit_signal("player_ready")
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# Add the board to the tree
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add_child(board)
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emit_signal("player_ready", pid)
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# turnStart: start player's turn
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# turn_start: start player's turn
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# Initiates the player's turn, and blocks until the player selects a location to fire upon
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# returns: fire = [player id, target coordinates]
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func turnStart():
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# TODO: Yielf until Fire return
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add_child(Fire.instance())
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var player_id = 0
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var target = Vector2(0,0)
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return [player_id, target]
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pass
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remote func turn_start():
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print("turn_start")
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var fire = Fire.instance()
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add_child(fire)
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yield(fire, "fire_at")
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while not fire_at_position:
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pass
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var player_id = opponent_pid
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var target = fire_at_position
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fire_at_position = null
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return {"id": player_id, "target": target}
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# getBoard: returns the player's board
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# returns: board
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@ -69,18 +82,17 @@ func getBoard():
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# forfeit: ends game for player
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# Sinks all ships
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# hits every single board tile
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# Ensures there are no ships left behind
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func forfeit():
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for i in 10:
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for j in 10:
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var pos
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pos.x = i
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pos.y = j
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hit(pos)
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# Hit the board
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hit(Vector2(i, j))
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# getShipCount: get the number of ships the player has left alive
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func getShipCount():
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var count = board.get_ship_count()
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return count
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pass
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return board.get_ship_count()
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func _on_fire_at(pos):
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fire_at_position = pos
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@ -33,7 +33,6 @@ func _on_Confirm_Placement_pressed():
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# if this is more than zero, the ship is invalid
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if get_node(ship).validate_placement():
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valid = false
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print ("Placement: ", valid)
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if valid == false:
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get_node("PlaceShipDialog").popup()
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else:
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@ -43,9 +42,6 @@ func _on_Confirm_Placement_pressed():
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ship = get_node(ship)
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var data = ship.get_shipdata()
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ship_data.append(data)
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#print out the array for testing
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for x in ship_data:
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print_debug("Ship Position: ", x[0], ", Ship Length: ", x[1], ", Ship Orientation: ", x[2], ", Variant: ", x[3])
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# Return the shipLocation array to those listening on game_ready
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emit_signal("board_ready", ship_data)
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queue_free()
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85
godot_ship/script/network/Network.gd
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85
godot_ship/script/network/Network.gd
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@ -0,0 +1,85 @@
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extends Node
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const DEFAULT_PORT = 35879
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const LOCALHOST = "127.0.0.1"
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# Store peer info in a dictionary, by player ID
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var peer_info = {}
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# Store this player's hostname
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var local_info = {"hostname": ""}
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var connected = false
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# Network -- handles server and client setup, and facilitates communication between the two
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# start_server: Host the game
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# port: TCP port
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# max_players: Largest number of players allowed to connect at a time
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func start_server(port = DEFAULT_PORT, max_players = 2):
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get_hostname()
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peer_info[1] = local_info
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var peer = NetworkedMultiplayerENet.new()
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peer.create_server(port, max_players)
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get_tree().network_peer = peer
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connected = true
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return
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func connect_server(ip = LOCALHOST, port = DEFAULT_PORT):
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get_hostname()
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var peer = NetworkedMultiplayerENet.new()
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peer.create_client(ip, port)
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get_tree().network_peer = peer
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return
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func disconnect_server():
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get_tree().network_peer = null
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connected = false
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func get_hostname():
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if local_info["hostname"] == "":
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var hostname = []
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var _ret = OS.execute("hostname", [], true, hostname)
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local_info["hostname"] = hostname[0].split("\n")[0]
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return local_info["hostname"]
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func get_network_id():
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return get_tree().get_network_unique_id()
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func get_ip():
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print(IP.resolve_hostname(get_hostname(), IP.TYPE_IPV4))
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pass
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func _ready():
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var _trash
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_trash = get_tree().connect("network_peer_connected", self, "_peer_connected")
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_trash = get_tree().connect("network_peer_disconnected", self, "_peer_disconnected")
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_trash = get_tree().connect("connected_to_server", self, "_server_connected")
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_trash = get_tree().connect("connection_failed", self, "_connection_fail")
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_trash = get_tree().connect("server_disconnected", self, "_server_disconnected")
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func _peer_connected(id):
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rpc_id(id, "register_peer", local_info)
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pass
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func _peer_disconnected(id):
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peer_info.erase(id)
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pass
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func _server_connected():
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# On connection to the server, you get a global network id
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# Save your info at this id
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peer_info[get_network_id()] = local_info
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connected = true
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pass
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func _server_disconnected():
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connected = false
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pass
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func _connection_fail():
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connected = false
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pass
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remote func register_peer(info):
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# Save player information under the sender id's peer info
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peer_info[get_tree().get_rpc_sender_id()] = info
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pass
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5
godot_ship/script/options/Network.gd
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5
godot_ship/script/options/Network.gd
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@ -0,0 +1,5 @@
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extends Node
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func _ready():
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pass
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