342 lines
13 KiB
GDScript
342 lines
13 KiB
GDScript
extends Node
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var player_script := preload("res://scripts/Player.gd")
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var server_map
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@onready var Weapons = GameData.Weapons
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var player_model = preload("res://models/player.tscn")
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var peer = ENetMultiplayerPeer.new()
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var settings
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var clients = {}
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var last_client_id = 1
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var map_path
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var map_root_name
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func parse_arguments():
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var arguments = {}
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for argument in OS.get_cmdline_args():
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if argument.find("=") > -1:
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var key_value = argument.split("=")
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arguments[key_value[0].lstrip("--")] = key_value[1]
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else:
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# Options without an argument will be present in the dictionary,
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# with the value set to an empty string.
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arguments[argument.lstrip("--")] = ""
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return arguments
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func _ready():
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var arguments = parse_arguments()
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if "--server" in OS.get_cmdline_args():
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var path
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if (arguments.has("map")):
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map_root_name = str(arguments["map"])
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path = "res://scenes/Map/" + str(arguments["map"]) + ".tscn"
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else:
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map_root_name = "OffisMi"
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path = "res://scenes/Map/OffisMi.tscn"
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StartServer(path)
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map_path = path
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#######################################SERVER####################################
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func find_cb3d_by_internal_id(internal_id):
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return server_map.get_node("player" + str(internal_id)).find_child("CharacterBody3D")
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func StartServer(map_name):
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await get_tree().create_timer(0.01).timeout #костыль пиздец но мне похую как-то
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if (map_name != null):
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get_tree().change_scene_to_file(map_name)
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await get_tree().create_timer(0.1).timeout #костыль пиздец но мне похую как-то
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var root_node_name = (map_name.split("/")[-1]).split(".")[0]
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print(str(root_node_name))
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print(str(get_tree().root.get_children()))
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server_map = get_tree().root.get_node(root_node_name)
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await get_tree().create_timer(0.5).timeout #костыль
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settings = GameData.server_settings
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var port = int(settings["port"])
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var maxclients = int(settings["maxclients"])
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if (peer.create_server(port, maxclients) != OK):
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print("Couldn't create server. Check if another proccess binds port " + str(port))
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return
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multiplayer.multiplayer_peer = peer
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print("Server started")
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peer.connect("peer_connected", _Peer_Connected)
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peer.connect("peer_disconnected", _Peer_Disconnected)
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var spectator = preload("res://models/spectator.tscn").instantiate()
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server_map.add_child(spectator)
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func send_everyone_except(client_id, args):
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if (typeof(args[0]) == 4): #string
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for current_client_id in clients.keys():
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if (str(current_client_id) == str(client_id)): continue
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if (args.size() == 1): rpc_id(int(current_client_id), args[0])
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elif (args.size() == 2): rpc_id(int(current_client_id), args[0], args[1])
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elif (args.size() == 3): rpc_id(int(current_client_id), args[0], args[1], args[2])
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else: rpc_id(int(current_client_id), args[0], args[1], args[2], args[3])
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else:
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for current_client_id in clients.keys():
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if (str(current_client_id) == str(client_id)): continue
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if (args.size() == 1): args[0].rpc_id(int(current_client_id))
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elif (args.size() == 2): args[0].rpc_id(int(current_client_id), args[1])
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elif (args.size() == 3): args[0].rpc_id(int(current_client_id), args[1], args[2])
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else: args[0].rpc_id(int(current_client_id), args[1], args[2], args[3])
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func find_weapon_by_number(number):
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var found_weapon
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for weapon in settings["game"]["weapons"].keys():
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if (settings["game"]["weapons"][weapon]["number"] == number):
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found_weapon = settings["game"]["weapons"][weapon].duplicate()
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break
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return found_weapon
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func _Peer_Connected(client_id):
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print("User " + str(client_id) + " has conected")
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var internal_id = last_client_id + 1
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last_client_id += 1
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clients[client_id] = player_script.new().properties.duplicate()
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clients[client_id]["position"] = Vector3(0, 10, 0)
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clients[client_id]["internal_id"] = internal_id
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clients[client_id]["is_playable"] = false
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clients[client_id]["current_weapon"] = settings["game"]["weapons"]["knife"].duplicate()
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print("New client's properties: " + str(clients[client_id]))
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var puppet = player_model.instantiate()
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var CB3D = puppet.find_child("CharacterBody3D")
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CB3D.set_properties(clients[client_id])
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server_map.add_child(puppet)
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@rpc("any_peer", "reliable", "call_remote")
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func client_ready(client_id):
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var client = clients[client_id]
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var internal_id = client["internal_id"]
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send_everyone_except(client_id, ["spawn_puppet", clients[client_id]])
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clients[client_id]["ready"] = true
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var client_cb3d = find_cb3d_by_internal_id(internal_id)
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client_cb3d.teleport.rpc_id(client_id, Vector3(0, 5, 0))
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func _Peer_Disconnected(client_id):
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print("User " + str(client_id) + " has disconnected")
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var client = clients[client_id]
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var internal_id = client["internal_id"]
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rpc("despawn_puppet", internal_id)
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var puppet = server_map.get_node("player" + str(internal_id))
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server_map.remove_child(puppet)
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clients.erase(client_id)
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@rpc ("any_peer", "reliable", "call_remote")
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func get_character_properties(client_id):
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if !clients.has(client_id):
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return
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var to_send = clients[client_id]
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rpc_id(client_id, "set_character_properties", to_send.duplicate())
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@rpc("any_peer", "call_remote", "unreliable")
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func sync_client(client_id, position, rotation):
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var client = clients[client_id]
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var internal_id = str(client["internal_id"])
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var client_cb3d = find_cb3d_by_internal_id(internal_id)
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client_cb3d.position = position
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client_cb3d.find_child("Head").rotation.y = rotation.y
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client_cb3d.find_child("Head").find_child("Camera").rotation.x = rotation.x
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client["position"] = position
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client["rotation"] = rotation
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send_everyone_except(client_id, [client_cb3d.sync_puppet, internal_id, position, rotation])
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@rpc ("any_peer", "call_remote", "reliable")
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func get_client_list(client_id):
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for current_client_id in clients.keys():
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if (current_client_id == client_id): continue
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rpc_id(client_id, "spawn_puppet", clients[current_client_id])
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@rpc ("any_peer", "call_remote", "reliable")
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func get_server_settings(client_id):
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print("Sending game settings")
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var client = clients[client_id]
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var internal_id = str(client["internal_id"])
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var client_cb3d = find_cb3d_by_internal_id(internal_id)
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client_cb3d.set_game_settings.rpc_id(client_id, settings["game"])
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@rpc ("any_peer", "call_remote", "reliable")
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func set_nickname(client_id, nickname):
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print("Got nickname from client: " + str(nickname))
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clients[client_id]["nickname"] = nickname
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@rpc("any_peer", "call_remote", "reliable")
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func shot(client_id):
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var client = clients[client_id]
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var internal_id = client["internal_id"]
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var current_weapon = settings["game"]["weapons"].find_key(find_weapon_by_number(client["current_weapon"]["number"]))
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var current_weapon_settings = settings["game"]["weapons"][current_weapon]
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var raycast:RayCast3D = find_cb3d_by_internal_id(internal_id).get_node("Head/Camera/RayCast3D")
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raycast.target_position.z = -current_weapon_settings["range"]
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raycast.force_raycast_update()
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raycast.force_update_transform()
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var target = raycast.get_collider()
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if (not target is CharacterBody3D): return
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var target_internal_id = int(target.get_node("..").name.get_slice("player", 1))
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var target_client
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for checking_client_id in clients.keys():
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if (clients[checking_client_id]["internal_id"] == target_internal_id):
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target_client = clients[checking_client_id]
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var target_cb3d = find_cb3d_by_internal_id(target_internal_id)
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var target_client_id = int(clients.find_key(target_client))
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var damage = current_weapon_settings["damage"];
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var time_since_last_shot = (Time.get_ticks_msec() - client["last_shot"]) / 1000.
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if (time_since_last_shot < current_weapon_settings["fireRate"] and client["last_shot"] > 0):
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return
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print(client["current_weapon"]["magazine"])
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if (client["current_weapon"]["magazine"] == 0):
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return
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client["last_shot"] = Time.get_ticks_msec()
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target_client["HP"] -= damage
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if (target_client["HP"] <= 0):
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target_cb3d.teleport.rpc_id(target_client_id, Vector3(0, 10, 0))
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target_client["HP"] = 100
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target_cb3d.set_hp.rpc_id(target_client_id, target_client["HP"])
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@rpc("reliable", "call_remote", "any_peer")
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func change_weapon(client_id, new_weapon_number):
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var client = clients[client_id]
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client["reloading"] = false
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var internal_id = str(client["internal_id"])
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for weapon in Weapons.keys():
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if (settings["game"]["weapons"][weapon]["number"] == new_weapon_number):
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client["current_weapon"] = settings["game"]["weapons"][weapon].duplicate()
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break
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var client_cb3d = find_cb3d_by_internal_id(internal_id)
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client_cb3d.change_weapon(new_weapon_number)
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send_everyone_except(client_id, [client_cb3d.change_weapon_puppet, internal_id, new_weapon_number])
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@rpc("any_peer", "call_remote", "reliable")
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func client_reloading(client_id):
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var client = clients[client_id]
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var weapons_list = settings["game"]["weapons"]
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var current_client_weapon = client["current_weapon"]
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var current_weapon_example = weapons_list.find_key(find_weapon_by_number(current_client_weapon["number"]))
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var current_weapon_settings = weapons_list[current_weapon_example]
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var reload_time = current_weapon_settings["reload"]
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client["reloading"] = true
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reloading_complete(client_id, reload_time)
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func reloading_complete(client_id, reloading_time):
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await get_tree().create_timer(reloading_time).timeout
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var client = clients[client_id]
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if (!client["reloading"]): # if a client has interrupted the reloading
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return
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var weapons_list = settings["game"]["weapons"]
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var current_client_weapon = client["current_weapon"]
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var current_weapon_example = weapons_list.find_key(find_weapon_by_number(current_client_weapon["number"]))
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var current_weapon_settings = weapons_list[current_weapon_example]
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var to_reload = current_weapon_settings["magazine"] - current_client_weapon["magazine"]
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if (to_reload <= current_client_weapon["ammo"]):
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current_client_weapon["magazine"] += to_reload
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current_client_weapon["ammo"] -= to_reload
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else:
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current_client_weapon["magazine"] += current_client_weapon["ammo"]
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current_client_weapon["ammo"] = 0
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@rpc("reliable", "any_peer", "call_remote")
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func get_map(client_id):
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rpc_id(client_id, "receive_map", map_path)
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##########################################CLIENT#######################
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var player
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var menu = preload("res://scenes/menu.tscn")
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var test_map = preload("res://scenes/test_map.tscn")
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var current_map_instance
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@rpc ("reliable", "call_remote")
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func set_character_properties(p):
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print("Setting player properties to " + str(p))
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player = p
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@rpc("authority", "reliable", "call_remote")
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func spawn_puppet(properties):
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var puppet = player_model.instantiate()
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var CB3D = puppet.find_child("CharacterBody3D")
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properties["ready"] = true
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CB3D.set_properties(properties.duplicate())
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current_map_instance.add_child(puppet)
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@rpc("authority", "reliable", "call_remote")
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func despawn_puppet(internal_id):
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var puppet = current_map_instance.get_node("player" + str(internal_id))
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current_map_instance.remove_child(puppet)
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@rpc("authority", "reliable", "call_remote")
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func receive_map(p):
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map_path = p
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map_root_name = (map_path.split("/")[-1]).split(".")[0]
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func ConnectToServer(ip, port):
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peer.create_client(ip, port)
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multiplayer.multiplayer_peer = peer
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if not multiplayer.connected_to_server.is_connected(_Connection_Succseeded):
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multiplayer.connected_to_server.connect(_Connection_Succseeded)
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if not multiplayer.connection_failed.is_connected(_Connection_Failed):
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multiplayer.connection_failed.connect(_Connection_Failed)
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if not multiplayer.server_disconnected.is_connected(_Server_Disconnected):
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multiplayer.server_disconnected.connect(_Server_Disconnected)
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func _Connection_Failed():
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print("Failed to connect to server")
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multiplayer.multiplayer_peer = null
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peer = ENetMultiplayerPeer.new()
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multiplayer.multiplayer_peer = peer
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func _Connection_Succseeded():
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print("Succsessfully connected to the server")
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var nickname = GameData.client_settings["nickname"]
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rpc_id(1, "set_nickname", multiplayer.get_unique_id(), nickname)
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rpc_id(1, "get_character_properties", multiplayer.get_unique_id())
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rpc_id(1, "get_map", multiplayer.get_unique_id())
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await get_tree().create_timer(0.2).timeout # костыль
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get_tree().change_scene_to_file(map_path)
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await get_tree().create_timer(1).timeout # костыль
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current_map_instance = get_tree().root.get_node(map_root_name)
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rpc_id(1, "get_client_list", multiplayer.get_unique_id())
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await get_tree().create_timer(0.05).timeout # костыль # tp
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rpc_id(1, "get_server_settings", multiplayer.get_unique_id())
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var player_node = player_model.instantiate()
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var CB3D = player_node.find_child("CharacterBody3D")
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var properties = player_script.new().properties.duplicate()
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properties = player
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properties["is_playable"] = true
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properties["ready"] = true
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CB3D.set_properties(properties)
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current_map_instance.add_child(player_node)
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await get_tree().create_timer(0.05).timeout # костыль
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rpc_id(1, "client_ready", multiplayer.get_unique_id())
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func _Server_Disconnected():
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print("Server has disconnected")
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Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
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get_tree().change_scene_to_file("res://scenes/menu.tscn")
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multiplayer.multiplayer_peer = null
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peer = ENetMultiplayerPeer.new()
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multiplayer.multiplayer_peer = peer
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