2019-11-20 13:51:26 +01:00
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extends Node
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2019-11-21 13:10:00 +01:00
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# Copyright Péter Magyar relintai@gmail.com
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# MIT License, functionality from this class needs to be protable to the entity spell system
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2019-11-20 13:51:26 +01:00
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export (PackedScene) var player_scene : PackedScene
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export (PackedScene) var networked_player_scene : PackedScene
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export (PackedScene) var mob_scene : PackedScene
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export (PackedScene) var player_display_scene : PackedScene
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export (String) var spawn_parent_path : String = "/root/Main"
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var _spawn_parent : Node = null
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var _next_entity_guid : int = 0
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var _players : Array
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var _mobs : Array
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func _ready():
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_spawn_parent = get_node(spawn_parent_path)
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# get_tree().connect("network_peer_connected", self, "_player_connected")
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# get_tree().connect("network_peer_disconnected", self, "_player_disconnected")
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# get_tree().connect("connected_to_server", self, "_connected_ok")
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# get_tree().connect("connection_failed", self, "_connected_fail")
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# get_tree().connect("server_disconnected", self, "_server_disconnected")
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pass
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func spawn_for(player : Entity, target: Entity) -> void:
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# print("spawnfor " + target.name)
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rpc_id(player.get_network_master(), "creceive_spawn_for", to_json(target.to_dict()), target.name, target.translation)
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func despawn_for(player : Entity, target: Entity) -> void:
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# print("despawnfor " + target.name)
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rpc_id(player.get_network_master(), "creceive_despawn_for", target.get_path())
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remote func creceive_spawn_for(data: String, global_name : String, position: Vector3) -> void:
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# print("recspawnfor " + global_name)
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var entity : Entity = networked_player_scene.instance()
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var spawn_parent = _spawn_parent.current_scene
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spawn_parent.add_child(entity)
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entity.owner = spawn_parent
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entity.name = str(global_name)
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entity.from_dict(parse_json(data))
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entity.translation = position
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Logger.info("Player spawned ")
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_players.append(entity)
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remote func creceive_despawn_for(path : NodePath) -> void:
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# print("recdespawnfor " + path)
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var ent = get_node_or_null(path)
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if ent:
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ent.queue_free()
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func spawn_networked_player_from_data(data : String, position : Vector3, network_owner : int) -> Entity:
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var entity : Entity = networked_player_scene.instance()
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_next_entity_guid += 1
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var spawn_parent = _spawn_parent.current_scene
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spawn_parent.add_child(entity)
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entity.owner = spawn_parent
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entity.name = str(network_owner)
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entity.from_dict(parse_json(data))
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entity.set_network_master(network_owner)
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entity.translation = position
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Logger.info("Player spawned ")
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_players.append(entity)
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rpc_id(network_owner, "spawn_owned_player", data, position)
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return entity
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puppet func spawn_owned_player(data : String, position : Vector3) -> void:
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var entity : Entity = player_scene.instance()
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var spawn_parent = _spawn_parent.current_scene
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spawn_parent.add_child(entity)
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entity.owner = spawn_parent
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entity.from_dict(parse_json(data))
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entity.name = str(multiplayer.get_network_unique_id())
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entity.translation = position
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entity.set_network_master(multiplayer.get_network_unique_id())
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Logger.info("Player spawned ")
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func load_player(file_name : String, position : Vector3, network_owner : int) -> Entity:
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# var createinfo : EntityCreateInfo = EntityCreateInfo.new()
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#
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# var cls : EntityData = Entities.get_player_character_data(class_id)
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#
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# var class_profile : ClassProfile = Profiles.get_class_profile(class_id)
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#
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# createinfo.entity_data = cls
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# createinfo.player_name = name
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# createinfo.level = class_profile.level
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# createinfo.xp = class_profile.xp
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# createinfo.entity_controller = EntityEnums.ENITIY_CONTROLLER_PLAYER
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var entity : Entity = player_scene.instance()
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_next_entity_guid += 1
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var spawn_parent = _spawn_parent.current_scene
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spawn_parent.add_child(entity)
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entity.owner = spawn_parent
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entity.from_dict(load_file(file_name))
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entity.translation = position
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# entity.initialize(createinfo)
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entity.set_network_master(network_owner)
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Logger.info("Player spawned ")
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_players.append(entity)
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return entity
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func spawn_display_player(name : String) -> Entity:
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var entity : Entity = player_display_scene.instance() as Entity
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entity.name = name
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Logger.info("Player Display spawned")
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return entity
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func spawn_player_for_menu(class_id : int, name : String, parent : Node) -> Entity:
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var createinfo : EntityCreateInfo = EntityCreateInfo.new()
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var cls : EntityData = Entities.get_player_character_data(class_id)
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var class_profile : ClassProfile = Profiles.get_class_profile(class_id)
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createinfo.entity_data = cls
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createinfo.player_name = name
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createinfo.level = class_profile.level
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createinfo.xp = class_profile.xp
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createinfo.entity_controller = EntityEnums.ENITIY_CONTROLLER_PLAYER
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var entity : Entity = player_display_scene.instance() as Entity
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parent.add_child(entity)
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entity.owner = parent
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entity.initialize(createinfo)
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return entity
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func spawn_networked_player(class_id : int, position : Vector3, name : String, node_name : String, sid : int) -> Entity:
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var createinfo : EntityCreateInfo = EntityCreateInfo.new()
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var cls : EntityData = Entities.get_entity_data(class_id)
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var class_profile : ClassProfile = Profiles.get_class_profile(class_id)
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createinfo.entity_data = cls
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createinfo.player_name = name
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createinfo.level = class_profile.level
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createinfo.xp = class_profile.xp
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createinfo.entity_controller = EntityEnums.ENITIY_CONTROLLER_PLAYER
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var entity : Entity = spawn(createinfo, true, position, node_name)
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if get_tree().is_network_server():
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entity.set_network_master(sid)
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Logger.info("Player spawned " + str(createinfo))
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_players.append(entity)
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return entity
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func spawn_player(class_id : int, position : Vector3, name : String, node_name : String, network_owner : int) -> Entity:
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var createinfo : EntityCreateInfo = EntityCreateInfo.new()
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var cls : EntityData = Entities.get_player_character_data(class_id)
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var class_profile : ClassProfile = Profiles.get_class_profile(class_id)
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createinfo.entity_data = cls
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createinfo.player_name = name
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createinfo.level = class_profile.level
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createinfo.xp = class_profile.xp
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createinfo.entity_controller = EntityEnums.ENITIY_CONTROLLER_PLAYER
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var entity : Entity = spawn(createinfo, false, position, node_name)
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entity.set_network_master(network_owner)
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Logger.info("Player spawned " + str(createinfo))
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_players.append(entity)
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return entity
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func spawn_mob(class_id : int, level : int, position : Vector3) -> Entity:
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var createinfo : EntityCreateInfo = EntityCreateInfo.new()
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var cls : EntityData = Entities.get_entity_data(class_id)
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if cls == null:
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print("clsnull")
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createinfo.entity_data = cls
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createinfo.player_name = "Mob"
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createinfo.level = level
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# createinfo.level = level
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createinfo.entity_controller = EntityEnums.ENITIY_CONTROLLER_MOB
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var entity : Entity = spawn(createinfo, false, position)
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entity.slevelup(level - 1)
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Logger.info("Mob spawned " + str(createinfo))
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_mobs.append(entity)
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return entity
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func spawn(createinfo : EntityCreateInfo, networked : bool, position : Vector3, node_name : String = "") -> Entity:
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var entity_node : Entity = null
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if not networked:
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if createinfo.entity_controller == EntityEnums.ENITIY_CONTROLLER_PLAYER:
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entity_node = player_scene.instance()
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else:
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entity_node = mob_scene.instance()
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else:
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entity_node = networked_player_scene.instance()
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if entity_node == null:
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print("EntityManager: entity node is null")
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return null
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if node_name == "":
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entity_node.name += "_" + str(_next_entity_guid)
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else:
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entity_node.name = node_name
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_next_entity_guid += 1
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var spawn_parent = _spawn_parent.current_scene
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spawn_parent.add_child(entity_node)
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entity_node.owner = spawn_parent
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entity_node.translation = position
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entity_node.initialize(createinfo)
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return entity_node
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func _player_connected(id):
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pass # Will go unused; not useful here.
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func _player_disconnected(id):
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#player_info.erase(id) # Erase player from info.
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pass
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func _connected_ok():
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# Only called on clients, not server. Send my ID and info to all the other peers.
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#rpc("register_player", get_tree().get_network_unique_id(), my_info)
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pass
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func _server_disconnected():
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pass # Server kicked us; show error and abort.
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func _connected_fail():
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pass # Could not even connect to server; abort.
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remote func register_player(id, info):
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# Store the info
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# player_info[id] = info
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# If I'm the server, let the new guy know about existing players.
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# if get_tree().is_network_server():
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# # Send my info to new player
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# rpc_id(id, "register_player", 1, my_info)
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# # Send the info of existing players
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# for peer_id in player_info:
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# rpc_id(id, "register_player", peer_id, player_info[peer_id])
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# Call function to update lobby UI here
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pass
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func load_file(file_name : String) -> Dictionary:
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var f : File = File.new()
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if f.open("user://characters/" + file_name, File.READ) == OK:
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var st : String = f.get_as_text()
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f.close()
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var json_err : String = validate_json(st)
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if json_err != "":
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Logger.error("Save corrupted! " + file_name)
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Logger.error(json_err)
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return Dictionary()
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var p = parse_json(st)
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if typeof(p) != TYPE_DICTIONARY:
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Logger.error("Save corrupted! Not Dict! " + file_name)
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return Dictionary()
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if p is Dictionary:
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return p as Dictionary
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return Dictionary()
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func save_player(player: Entity, file_name : String) -> void:
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var f : File = File.new()
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if f.open("user://characters/" + file_name, File.WRITE) == OK:
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f.store_string(to_json(player.to_dict()))
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f.close()
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