Basic client that understands factions
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13
client/scripts/entities/PlayerPuppet.gd
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13
client/scripts/entities/PlayerPuppet.gd
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@ -0,0 +1,13 @@
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extends Sprite
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export var faction = 1 setget set_faction, get_faction
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func _ready():
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set_faction(faction)
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func set_faction(new_faction):
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faction = new_faction
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texture = load("res://art/entities/player/dev/dev_player_" + str(faction) + ".png")
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func get_faction():
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return faction
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16
client/scripts/menus/character_creation/CharacterCreation.gd
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client/scripts/menus/character_creation/CharacterCreation.gd
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extends Node
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export(NodePath) var nameTextEdit
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export(NodePath) var factionButtonsNode
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onready var nameEdit : LineEdit = get_node(nameTextEdit)
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onready var factionButtons = get_node(factionButtonsNode)
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func _on_Button_button_down():
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if nameEdit.text != "":
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if factionButtons.currently_selected:
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for i in range(1,len(GameData.factions)):
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if GameData.factions[i] == factionButtons.currently_selected:
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var created_char = yield(ServerConnection.create_character_async(nameEdit.text, i), "completed")
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if created_char:
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get_tree().change_scene("res://scenes/World.tscn")
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20
client/scripts/menus/character_creation/FactionButtons.gd
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20
client/scripts/menus/character_creation/FactionButtons.gd
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extends Node
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signal selection_updated(faction)
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var currently_selected : String
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func _ready():
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get_child(0).queue_free()
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for faction in GameData.factions:
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if faction == "Electus":
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return
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var faction_button = Button.new()
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faction_button.icon = load("res://art/gui/banners/" + faction.to_lower() + ".png")
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faction_button.connect("button_down", self, "on_faction_select", [faction])
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add_child(faction_button)
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func on_faction_select(faction):
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currently_selected = faction
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emit_signal("selection_updated", faction)
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14
client/scripts/menus/character_creation/NameEdit.gd
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client/scripts/menus/character_creation/NameEdit.gd
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extends LineEdit
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var invalid_chars = " '.,;/\\,[](){}!@#$%^&*-=|_+1234567890\""
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func _ready():
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connect("text_changed", self, "validate_name")
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func validate_name(name):
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var cursor_pos = caret_position
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for character in invalid_chars:
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if character in text:
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text = text.replace(character, "")
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caret_position = cursor_pos
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8
client/scripts/singletons/GameData.gd
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8
client/scripts/singletons/GameData.gd
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extends Node
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var factions = [
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"Burningwall",
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"Lunaki",
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"Regium",
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"Electus"
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]
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@ -4,19 +4,21 @@ signal tile_update(tile_data)
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signal player_joined(user_id)
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signal player_left(user_id)
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signal player_pos_update(user_id, pos)
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signal player_state_update(user_id, user_name, faction)
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const KEY := "defaultkey"
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const SERVER_ENDPOINT := "nakama.cloudsumu.com"
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var _session : NakamaSession
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var _client : NakamaClient = Nakama.create_client(KEY, SERVER_ENDPOINT, 7350, "http")
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var _client : NakamaClient = Nakama.create_client(KEY, SERVER_ENDPOINT, 7350, "http", Nakama.DEFAULT_TIMEOUT, NakamaLogger.LOG_LEVEL.ERROR)
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var _socket : NakamaSocket
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var _precenses : Dictionary = {}
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var _world_id
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enum OPCODE {
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tile_update = 1,
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update_position = 2
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update_position = 2,
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player_state = 3
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}
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func authenticate_async(email : String, password : String) -> NakamaException:
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@ -62,6 +64,11 @@ func join_world_async() -> Dictionary:
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var match_join_result : NakamaRTAPI.Match = yield(_socket.join_match_async(world.payload), "completed")
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if match_join_result.is_exception():
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print("Join match error: %s - %s" % [match_join_result.exception.status_code, match_join_result.exception.message])
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# THIS SECTION NEEDS TO BE UPADTED TO BE DECOUPLED
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# IT SHOULD ALSO NOT CATCH ALL JOIN ERRORS!
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get_tree().change_scene("res://scenes/CharacterCreation.tscn")
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return {}
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_world_id = world.payload
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@ -95,7 +102,17 @@ func _on_socket_received_match_state(match_state: NakamaRTAPI.MatchData):
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OPCODE.update_position:
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var pos_data = JSON.parse(match_state.data).result
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emit_signal("player_pos_update", pos_data["player"], Vector2(float(pos_data["x"]), float(pos_data["y"])))
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OPCODE.player_state:
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var state_data = JSON.parse(match_state.data).result
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emit_signal("player_state_update", state_data["player"], state_data["name"], state_data["faction"])
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func send_player_position(position : Vector2) -> void:
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_socket.send_match_state_async(_world_id, OPCODE.update_position, JSON.print({X = str(position.x), Y = str(position.y)}))
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func create_character_async(name : String, faction : int) -> Dictionary:
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var character_response : NakamaAPI.ApiRpc = yield(_client.rpc_async(_session, "create_character", JSON.print({"name":name, "faction" : faction})), "completed")
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if character_response.is_exception():
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print("Create character error occured: %s" % character_response.exception.message)
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return false
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return true
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@ -11,6 +11,7 @@ func _ready():
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ServerConnection.connect("player_joined", self, "on_player_join")
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ServerConnection.connect("player_left", self, "on_player_leave")
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ServerConnection.connect("player_pos_update", self, "on_player_pos_update")
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ServerConnection.connect("player_state_update", self, "on_player_state_update")
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func on_player_join(user_id):
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@ -29,3 +30,12 @@ func on_player_pos_update(user_id, pos):
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if user_id != ServerConnection._session.user_id:
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var player_puppet : Node2D = puppets[user_id]
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player_puppet.global_position = pos
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func on_player_state_update(user_id, user_name, faction):
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if user_id != ServerConnection._session.user_id:
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if user_id in puppets:
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var player_puppet : Node2D = puppets[user_id]
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player_puppet.name = user_name
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player_puppet.set_faction(faction)
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else:
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print("Could not update player state for nonexisting player!")
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