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No commits in common. "5dc194bd761349d200365407742cdeb0e5932c70" and "a27e6517ccdf31ffaff46eec31aa395c061cfdd8" have entirely different histories.
5dc194bd76
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a27e6517cc
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@ -27,7 +27,7 @@ func init() -> void:
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func _process(delta : float) -> void:
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var all_ready = true
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for player in players.values():
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if !player.is_ready and !player.has_died and !player.is_zombie:
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if !player.is_ready and !player.has_died:
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all_ready = false
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if all_ready:
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for player in players.values():
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@ -36,12 +36,12 @@ func _process(delta : float) -> void:
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player.calculate_plans()
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func generate_translation() -> Vector3:
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return Vector3(rand_range(-5,5),rand_range(-5,5),rand_range(-5,5))
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#return Vector3(0,0,rand_range(-5,5))
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#return Vector3(rand_range(-5,5),rand_range(-5,5),rand_range(-5,5))
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return Vector3(0,0,rand_range(-5,5))
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func generate_rotation() -> Vector3:
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return Vector3(rand_range(-1,1),rand_range(-1,1),rand_range(-1,1)).normalized()
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#return Vector3(0,0,1)
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#return Vector3(rand_range(-1,1),rand_range(-1,1),rand_range(-1,1)).normalized()
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return Vector3(0,0,1)
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func play_full_plans():
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for player in players.values():
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@ -68,6 +68,8 @@ remote func request_rematch(id) -> void:
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if len(rematch_requests) == len(get_parent().ids):
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start_rematch()
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func start_rematch() -> void:
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for player_id in players.keys():
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players[player_id].queue_free()
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@ -22,7 +22,6 @@ var health : float = 100.0
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var is_alive : bool = true
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var time_of_death : float = -1
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var has_died : bool = false
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var is_zombie : bool = false
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var turn_number : int = 0
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@ -196,6 +195,7 @@ func die(time : float) -> void:
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$CollisionShape.disabled = true
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time_of_death = time
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func play_all_plans():
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get_parent().play_full_plans()
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@ -217,8 +217,6 @@ func play_last_plan():
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$CollisionShape.disabled = false
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func calculate_plans():
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if is_zombie:
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create_zombie_plan()
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if turn_number == 0:
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play_full_plan()
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else:
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@ -242,7 +240,3 @@ func _on_player_enter_firing_arc(body):
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func _on_player_exit_firing_arc(body):
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players_in_firing_arc.erase(body)
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func create_zombie_plan() -> void:
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add_thrust_element(5, Vector3.ZERO, Vector3.ZERO)
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add_weapons_element(5, false)
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@ -1,7 +1,7 @@
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extends Node
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const MAX_PLAYERS : int = 3
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const MAX_PLAYERS : int = 2
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const PORT : int = 9374
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const Arena = preload("res://Scenes/Arena.tscn")
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@ -10,7 +10,6 @@ var peer : NetworkedMultiplayerENet = null
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var ids = []
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var console_output : TextEdit = null
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var ready_ids = []
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var playing : bool = false
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var name_dict = {}
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var color_dict = {}
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@ -43,15 +42,6 @@ func _peer_connected(id : int) -> void:
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func _peer_disconnected(id : int) -> void:
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ids.erase(id)
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self.console_print("Player has disconnected with id " + String(id))
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if !playing:
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return
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var alive_online_players : int = 0
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$Arena.players[id].is_zombie = true
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for id in ids:
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if $Arena.players[id].is_alive:
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alive_online_players += 1
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if alive_online_players < 2:
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self.server_request_exit()
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remote func client_ready(id : int) -> void:
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if id in ready_ids:
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@ -67,7 +57,6 @@ func start_game() -> void:
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console_print('Starting Game...')
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send_name_dict()
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send_color_dict()
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playing = true
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func send_name_dict() -> void:
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for element in name_dict.keys():
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@ -95,14 +84,8 @@ func end_game() -> void:
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peer.close_connection()
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peer.create_server( PORT, MAX_PLAYERS )
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peer.refuse_new_connections = false
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playing = false
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remote func request_exit() -> void:
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console_print("Exit requested...")
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rpc("exit_requested")
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$ExitTimer.start()
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func server_request_exit() -> void:
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console_print("Server requested exit...")
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rpc("server_exit_requested")
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$ExitTimer.start()
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