2019-07-28 13:32:28 +02:00
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extends Spatial
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class_name Game
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var players:Array
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var route:Route
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var first:Player
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var last:Player
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const REMOVE_LAST = 2
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func _ready():
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route = get_node("route")
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find_node("sun").set_visible(config.get_value("graphics","light", false))
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if find_node("sun").is_visible_in_tree():
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find_node("sun").set_shadow(config.get_value("graphics","shadows", false))
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if is_network_master():
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2019-08-07 20:29:46 +02:00
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route.set_road(roads_factory.START, -1)
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route.rpc("set_road",roads_factory.START, -1)
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2019-07-28 13:32:28 +02:00
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func _physics_process(delta):
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if is_network_master():
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set_player_order()
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check_autotrack()
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2019-08-07 20:29:46 +02:00
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func get_player(player_id:String):
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if get_node("players") != null && get_node("players").has_node(player_id):
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return get_node("players").get_node(player_id)
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return null
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func get_player_by_network_id(network_id:int):
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return get_player(str(network_id))
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2019-07-28 13:32:28 +02:00
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func set_player_order():
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players = get_node("players").get_children()
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players.sort_custom(PlayerSorter,"sort")
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if players.size() > 0 && players[0] != first:
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new_first(players[0])
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if players.size() > 0 && players[players.size()-1] != last:
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last = players[players.size()-1]
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func new_first(player):
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if first != null:
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first.rpc("set_first",false)
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first = player
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first.rpc("set_first",true)
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func check_autotrack():
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if first != null:
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if first.position.x != -1 && route.get_last_road() != null:
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if first.position.x == route.get_last_road().get_index():
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2019-08-07 20:29:46 +02:00
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route.set_road(roads_factory.STRAIGHT, -1)
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route.rpc("set_road", roads_factory.STRAIGHT, -1)
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2019-07-28 13:32:28 +02:00
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class PlayerSorter:
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static func sort(a, b):
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return a.position.x > b.position.x || a.position.x == b.position.x && a.position.y > b.position.y
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