diff options
| author | Anson Bridges <bridges.anson@gmail.com> | 2022-10-19 14:13:47 -0400 |
|---|---|---|
| committer | Anson Bridges <bridges.anson@gmail.com> | 2022-10-19 14:13:47 -0400 |
| commit | 5100ec45264ff36a2558757e76198b8b25866992 (patch) | |
| tree | cd1fd239fe0380028c1d77e456a49ecf186830d6 /godot/scripts | |
| parent | e826b74a104e72ec398aa55bd5dceb13b5a0dae1 (diff) | |
server work
Diffstat (limited to 'godot/scripts')
| -rw-r--r-- | godot/scripts/Server.gd | 23 | ||||
| -rw-r--r-- | godot/scripts/characters/NetworkedCharacter.gd | 15 | ||||
| -rw-r--r-- | godot/scripts/characters/player_controller_new.gd | 8 | ||||
| -rw-r--r-- | godot/scripts/vehicles/Airplane.gd | 24 | ||||
| -rw-r--r-- | godot/scripts/vehicles/Gunboat.gd | 4 |
5 files changed, 48 insertions, 26 deletions
diff --git a/godot/scripts/Server.gd b/godot/scripts/Server.gd index e360703..b4ab995 100644 --- a/godot/scripts/Server.gd +++ b/godot/scripts/Server.gd @@ -6,6 +6,7 @@ var server_name : String var player_limit : int var connected_player_count : int = 0 var connected_players = {} +enum {PLAYER_NAME, PLAYER_TEAM} var server_enet : NetworkedMultiplayerENet var output @@ -52,6 +53,7 @@ func start_server(_server_name: String, _motd: String, max_players: int, map_pat world.client_id = 1 print_line("Server started successfully.") + NavigationServer.set_active(false) func stop_server(): print_line("Shutting down server...") @@ -93,14 +95,14 @@ func _client_connection_confirmed(arguments): world.rpc("update_players_info", connected_players) func _client_change_teams(arguments): - print_line(connected_players[arguments["id"]][0] + " ("+ str(arguments["id"]) +") changed to team " + arguments["team"]) - connected_players[arguments["id"]][1] = arguments["team"] + print_line(connected_players[arguments["id"]][PLAYER_NAME] + " ("+ str(arguments["id"]) +") changed to team " + arguments["team"]) + connected_players[arguments["id"]][PLAYER_TEAM] = arguments["team"] world.rpc("update_players_info", connected_players) func _client_request_change_character(arguments): var dest = world.get_node("PLAYERS/"+arguments["char_name"]) if dest != null and dest.get_network_master() == 1: - print_line(connected_players[arguments["id"]][0] + " selected character " + arguments["char_name"]) + print_line(connected_players[arguments["id"]][PLAYER_NAME] + " selected character " + arguments["char_name"]) dest.rpc("set_net_owner", arguments["id"]) if arguments["current_char_name"] != "NULL": var old = world.get_node("PLAYERS/"+arguments["current_char_name"]) @@ -108,21 +110,24 @@ func _client_request_change_character(arguments): func _client_request_control_vehicle(arguments): var dest_machine = world.get_node(arguments["machine_path"]) - var name = "BOT" if arguments["id"] == 1 else connected_players[arguments["id"]][0] + var name = "BOT" if arguments["id"] == 1 else connected_players[arguments["id"]][PLAYER_NAME] if dest_machine != null and dest_machine.get_network_master() == 1 and !dest_machine.in_use: print_line(arguments["char_name"] + "(" + name + ") is controlling " + dest_machine.name) dest_machine.rpc("set_net_owner", arguments["id"], arguments["char_name"]) func _character_death(arguments): - var victim_player = connected_players[arguments["victim_mp_id"]][0] if arguments["victim_mp_id"] != 1 else "" - print_line(arguments["victim"] + " ("+victim_player+") killed by " + arguments["killer"] + " " + arguments["extra"] + ".") - world.rpc("game_chat_msg", arguments["victim"] + " ("+victim_player+") killed by " + arguments["killer"] + " " + arguments["extra"] + ".") - world.get_node("PLAYERS/"+arguments["victim"]).rpc("remove_dead_character") + if world.get_node("PLAYERS/"+arguments["victim_name"]) == null: + return + var victim_player: String = connected_players[arguments["victim_mp_id"]][PLAYER_NAME] if arguments["victim_mp_id"] != 1 else arguments["victim_name"] + var killer_player: String = connected_players[arguments["killer_id"]][PLAYER_NAME] if arguments["killer_id"] != 1 else arguments["killer_name"] + print_line(victim_player+" killed by " +killer_player+ " using " + arguments["extra"] + ".") + world.rpc("game_chat_msg", victim_player+" killed by " +killer_player+ " using " + arguments["extra"] + ".") + world.get_node("PLAYERS/"+arguments["victim_name"]).rpc("remove_dead_character") world.rpc("game_update_chars") func _send_chat(arguments): if !("name" in arguments): - arguments["name"]=connected_players[arguments["id"]][0] + arguments["name"]=connected_players[arguments["id"]][PLAYER_NAME] print_line(arguments["name"]+ ": " + arguments["msg"]) world.rpc("game_chat_msg", arguments["name"]+ ": " + arguments["msg"]) diff --git a/godot/scripts/characters/NetworkedCharacter.gd b/godot/scripts/characters/NetworkedCharacter.gd index c14d46f..8a0282d 100644 --- a/godot/scripts/characters/NetworkedCharacter.gd +++ b/godot/scripts/characters/NetworkedCharacter.gd @@ -71,17 +71,22 @@ func lose_machine(): controlling_machine = false machine = null -remotesync func damage(dmg_amt: int, _type: String, shooter: Array, extra: String): +#args format +#attacker_net_id +#attacker_name +#damage_type +#weapon_name +remotesync func damage(dmg_amt: int, args: Dictionary): print(dmg_amt) health -= dmg_amt if health <= 0 and is_network_master(): - if shooter[0] != get_network_master() and shooter[0] != 1: world.rpc_id(shooter[0], "game_killsound") + if args["attacker_net_id"] != get_network_master() and args["attacker_net_id"] != 1: world.rpc_id(args["attacker_net_id"], "game_killsound") if get_network_master() == 1: - world._call_on_server("_character_death", {"killer_id" : shooter[0], "killer" : shooter[1], "victim_mp_id" : get_network_master(), "victim" : name, "extra" : extra}) + world._call_on_server("_character_death", {"killer_id" : args["attacker_net_id"], "killer_name" : args["attacker_name"], "victim_mp_id" : get_network_master(), "victim_name" : name, "extra" : args["weapon_name"]}) else: - world.rpc_id(1, "_call_on_server", "_character_death", {"killer_id" : shooter[0], "killer" : shooter[1], "victim_mp_id" : get_network_master(), "victim" : name, "extra" : extra}) + world.rpc_id(1, "_call_on_server", "_character_death", {"killer_id" : args["attacker_net_id"], "killer_name" : args["attacker_name"], "victim_mp_id" : get_network_master(), "victim_name" : name, "extra" : args["weapon_name"]}) elif is_network_master(): - if shooter[0] != get_network_master() and shooter[0] != 1: world.rpc_id(shooter[0], "game_hitsound") + if args["attacker_net_id"] != get_network_master() and args["attacker_net_id"] != 1: world.rpc_id(args["attacker_net_id"], "game_hitsound") remotesync func remove_dead_character(): if is_network_master() and machine != null: diff --git a/godot/scripts/characters/player_controller_new.gd b/godot/scripts/characters/player_controller_new.gd index 6d45415..d78b6e3 100644 --- a/godot/scripts/characters/player_controller_new.gd +++ b/godot/scripts/characters/player_controller_new.gd @@ -38,6 +38,8 @@ export var walk_speed:float = 5.0 var c_friction:float = 4.0 var air_control:float = 0.3 +var idle_t: bool = true + #ai onready var ai_state_machine:StateMachine = get_node("AIStateMachine") enum AIStates { IDLE, MAN_CANNON } @@ -57,6 +59,8 @@ var ai_should_track: bool = false var ai_track_object: Spatial = null const AI_LOOK_SPEED: float = 4.0 +const DROWN_DICT: Dictionary = {"type" : "DROWN", "attacker_net_id" : 1, "attacker_name" : "Davy Jones", "weapon_name" : "his locker"} + # Called when the node enters the scene tree func _ready() -> void: if weapon_slot1 == null: @@ -269,7 +273,7 @@ func _integrate_forces(state: PhysicsDirectBodyState) -> void: rpc("set_phys_transform", transform, linear_velocity) if global_transform.origin.y < -30: - rpc("damage", 500000, "drown", [1, "Davy Jones"], "") + rpc("damage", 500000, DROWN_DICT) nav.set_velocity(velocity) @@ -354,7 +358,7 @@ func leave_ladder(): if (ladder_m.get_parent().top.global_transform.origin - global_transform.origin).length_squared() < 0.01: apply_central_impulse(-400*ladder_m.global_transform.basis.z) global_transform.basis = world.global_transform.basis - neck.set_global_rotation(old_neck_rot) + neck.set_global_rotation(Vector3(0,old_neck_rot.y,0)) set_gravity_scale(1.0) ladder_m.queue_free() ladder_m = null diff --git a/godot/scripts/vehicles/Airplane.gd b/godot/scripts/vehicles/Airplane.gd index 8ac755b..705820d 100644 --- a/godot/scripts/vehicles/Airplane.gd +++ b/godot/scripts/vehicles/Airplane.gd @@ -9,7 +9,7 @@ var brake_control : float = 0.0 const boost_length = 8 const turn_constant = 0.45 const roll_constant = 0.5 -const pitch_constant = 0.9 +const pitch_constant = 0.3 const drag_constant = 0.4 const v_angle_max = 1.0472 #60 deg, also top and bottom of regular steering const v_angle_min = -1.45626 #-85 deg @@ -46,7 +46,7 @@ remotesync func set_net_owner(id, char_name): set_network_master(id) if id == 1 and char_name == "NONE": #not under control on_no_control() - if user != null: + if user != null and is_instance_valid(user): user.lose_machine() user = null in_use = false @@ -66,8 +66,12 @@ func on_new_control(): user.global_transform.origin = $Cockpit.global_transform.origin func on_no_control(): + if !is_instance_valid(user): return user.remove_collision_exception_with(self) user.global_transform.origin = $PilotExit.global_transform.origin + var old_neck_rot = user.neck.get_global_rotation() + user.global_transform.basis = world.global_transform.basis + user.neck.set_global_rotation(Vector3(0,old_neck_rot.y,0)) func attack1(): pass @@ -111,7 +115,7 @@ func _physics_process(delta): if boosting: add_force(global_transform.basis.x*booster_force,Vector3.ZERO) countdown -= delta - if in_use and user.get_network_master() == world.client_id: + if in_use and is_network_master(): user.global_transform.origin = $Cockpit.global_transform.origin user.global_transform.basis = $Cockpit.global_transform.basis.orthonormalized() user.set_linear_velocity(get_linear_velocity()) @@ -128,13 +132,14 @@ func _physics_process(delta): if linear_velocity.length() > 16 and linear_velocity.angle_to(global_transform.basis.x) < 0.25: var v_dir = 1 if linear_velocity.y > 0 else -1 vel_slow = v_dir*sqrt(abs(2*9.8*linear_velocity.y*delta)) + drag_constant + brake_control*5 - add_force(-1*linear_velocity.normalized()*vel_slow*mass,Vector3.ZERO) + #add_force(-1*linear_velocity.normalized()*vel_slow*mass,Vector3.ZERO) func _integrate_forces(state): if is_network_master(): if linear_velocity.angle_to(global_transform.basis.x) < 0.25: set_linear_velocity(get_linear_velocity().slerp(transform.basis.x*linear_velocity.length(),0.1)) if linear_velocity.length() > 25: + gravity_scale = 0 #linear_velocity = linear_velocity.normalized()*(linear_velocity.length()-vel_slow) var ang_vel_target = Vector3.ZERO #pitch plane @@ -145,15 +150,18 @@ func _integrate_forces(state): #roll (rotate around lengthwise axis) var is_returning = 3 if roll_dir == 0 else 1 #return to flat quicker - print(roll_constant*is_returning*(roll_dir*roll_curve.curve.interpolate((roll_angle_max-roll_angle)/roll_angle_max))*global_transform.basis.x) - ang_vel_target += roll_constant*is_returning*(roll_dir*roll_curve.curve.interpolate(roll_angle_max-roll_angle))*global_transform.basis.x - + #print(linear_velocity, roll_angle) + if roll_dir != 0: + ang_vel_target += roll_constant*(roll_dir*roll_curve.curve.interpolate(roll_angle_max-abs(roll_angle)))*global_transform.basis.x + else: + roll_dir = 1 if roll_angle > 0 else -1 + 3*roll_constant*(roll_dir*roll_curve.curve.interpolate(roll_angle_max-abs(roll_angle)))*global_transform.basis.x #turn (based on how much the plane is rolled (need to add ang_vel_target += turn_constant*Vector3.UP*roll_angle #apply angular velocity angular_velocity = ang_vel_target#lerp(angular_velocity,ang_vel_target,0.1) - + gravity_scale = 1 #linear_velocity += parentvel[0]; angular_velocity += parentvel[1] rpc("update_phys_transform", transform, linear_velocity, angular_velocity) diff --git a/godot/scripts/vehicles/Gunboat.gd b/godot/scripts/vehicles/Gunboat.gd index fe5473a..1defce2 100644 --- a/godot/scripts/vehicles/Gunboat.gd +++ b/godot/scripts/vehicles/Gunboat.gd @@ -43,9 +43,9 @@ func _ready(): for sail in $SAILS.get_children(): sail.set_sheet(sail_out) world = get_tree().get_root().find_node("GAMEWORLD", true, false) - if get_tree().get_network_unique_id() == 0: + if get_tree().get_network_unique_id() == 1: print("enabling navigation for server") - $NavigationMeshInstance.set_enabled(true) + #$NavigationMeshInstance.set_enabled(true) func on_no_control(): rpc("reset_controls") |
