Refactored to allow hotseat and multiplayer. TODO: Create interface class for webrtc/enet multiplayer
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27 changed files with 798 additions and 135 deletions
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@ -24,8 +24,32 @@ var is_blacks_turn: bool = false
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var should_disable: bool = false
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func is_players_turn() -> bool:
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return is_blacks_turn == is_black or GameData.debug
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@rpc("call_local", "authority")
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func set_authority(peer_id: int) -> void:
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set_multiplayer_authority(peer_id, true)
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pass
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func is_players_turn() -> bool:
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return is_blacks_turn == is_black
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# Have a functions that checks if we're the "owner"
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func is_owner() -> bool:
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# TODO: Only use multiplayer authority
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# According to https://docs.godotengine.org/en/stable/classes/class_offlinemultiplayerpeer.html
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# Even without active multiplayer, the normal calls just work as expected
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#if GameData.is_hot_seat:
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# return true
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#elif GameData.is_player_black == is_black: # we could use multiplayer authority here
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# return true
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#return false
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return is_multiplayer_authority()
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@rpc("call_remote", "any_peer")
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func update_amount(amount: int) -> void:
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tile_count = amount
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update_tile_count_display()
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func update_color(_is_black: bool) -> void:
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is_black = _is_black
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@ -37,10 +61,7 @@ func update_color(_is_black: bool) -> void:
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update_tile_count_display()
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insect_icon.texture = insect_resource.ui_texture
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if GameData.is_hot_seat:
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return
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if is_black != is_blacks_turn and not GameData.debug:
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if is_black != GameData.is_player_black:
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disabled = true
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return
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@ -55,6 +76,7 @@ func update_tile_count_display() -> void:
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func decrement_tile_count() -> void:
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tile_count -= 1
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update_tile_count_display()
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update_amount.rpc(tile_count)
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func disable() -> void:
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disabled = true
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@ -110,10 +132,12 @@ func _ready() -> void:
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GameEvents.turn_started.connect(_on_turn_started)
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name = insect_resource.tile_name
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func _on_turn_started(turn_num: int, map: HexGrid, _is_blacks_turn: bool) -> void:
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is_blacks_turn = _is_blacks_turn
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should_disable = false
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if turn_num >= 7 and not GameData.bees_placed.has(is_black): #has_bee_been_placed:
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if turn_num >= 7 and not GameData.bees_placed.has(is_black):
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if is_black == is_blacks_turn:
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# if not bee has been placed for this player
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# lock all buttons except the bee
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@ -123,7 +147,8 @@ func _on_turn_started(turn_num: int, map: HexGrid, _is_blacks_turn: bool) -> voi
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else:
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#lock
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should_disable = true
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refresh_state()
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func _on_insect_tile_deselected(tile: InsectTile) -> void:
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@ -140,16 +165,18 @@ func _on_insect_selected(button: InsectButton, _is_black: bool) -> void:
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disable()
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func hover() -> void:
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#if is_blacks_turn != is_black and not GameData.debug:
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# return
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if is_blacks_turn != is_black:
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return
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if not is_owner():
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return
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var tween = get_tree().create_tween()
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tween.tween_property(hex, "position", Vector2(0, -16), 0.1).set_ease(Tween.EASE_OUT).set_trans(Tween.TRANS_SPRING)
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func unhover() -> void:
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#if is_blacks_turn != is_black and not GameData.debug:
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# return
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#if GameData.is_player_black != is_black:
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#return
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var tween = get_tree().create_tween()
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tween.tween_property(hex, "position", Vector2(0, 0), 0.25).set_ease(Tween.EASE_OUT).set_trans(Tween.TRANS_SPRING)
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@ -167,17 +194,10 @@ func _on_mouse_exited():
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unhover()
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func _on_pressed():
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# We can only press under these conditions
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# Check if its the currents player turn (is black)
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# If hotseat: we're done
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# If multiplayer: Check if GameData.is_player_black is correct, this prevents
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# the other player from using this button on their game instance
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#GameData.is_hot_seat
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if is_empty():
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return
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if not is_blacks_turn == is_black and not GameData.debug:
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if not is_owner():
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return
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if not is_players_turn():
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