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extends Node3D
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@onready var skin_input: LineEdit = $Menu/MainContainer/MainMenu/Option2/SkinInput
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@onready var nick_input: LineEdit = $Menu/MainContainer/MainMenu/Option1/NickInput
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@onready var address_input: LineEdit = $Menu/MainContainer/MainMenu/Option3/AddressInput
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@onready var players_container: Node3D = $PlayersContainer
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@onready var weapons_container: Node3D = null # Will be created if doesn't exist
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@onready var menu: Control = $Menu
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@onready var main_menu: VBoxContainer = $Menu/MainContainer/MainMenu
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@export var player_scene: PackedScene
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# Weapon spawning counter (server-side only)
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var _weapon_spawn_counter: int = 0
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# Track active weapons for late-join sync (server-side only)
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var _active_weapons: Dictionary = {} # weapon_id -> WorldWeapon reference
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# Track if we've already initialized to prevent double-spawning
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var _multiplayer_initialized: bool = false
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# multiplayer chat
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@onready var message: LineEdit = $MultiplayerChat/VBoxContainer/HBoxContainer/Message
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@onready var send: Button = $MultiplayerChat/VBoxContainer/HBoxContainer/Send
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@onready var chat: TextEdit = $MultiplayerChat/VBoxContainer/Chat
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@onready var multiplayer_chat: Control = $MultiplayerChat
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var chat_visible = false
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func _ready():
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print("[Level] _ready() called. Peer ID: ", multiplayer.get_unique_id(), " Is server: ", multiplayer.is_server())
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multiplayer_chat.hide()
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menu.show()
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multiplayer_chat.set_process_input(true)
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# Add quick-fill preset buttons
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_create_preset_buttons()
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# Create or find weapons container
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if has_node("WeaponsContainer"):
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weapons_container = get_node("WeaponsContainer")
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else:
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weapons_container = Node3D.new()
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weapons_container.name = "WeaponsContainer"
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add_child(weapons_container)
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print("Created WeaponsContainer")
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# Don't initialize weapons in _ready() - wait for Host/Join to be pressed
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# This is handled in initialize_multiplayer() which is called after the
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# multiplayer peer is properly set up
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print("[Level] _ready() complete - waiting for Host/Join")
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func _on_connected_to_server():
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print("[Level] Connected to server! Cleaning up manual weapons")
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_cleanup_manual_weapons_on_client()
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## Called by Network when multiplayer peer is set up
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func initialize_multiplayer():
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print("[Level] initialize_multiplayer called. is_server: ", multiplayer.is_server())
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# Prevent double initialization
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if _multiplayer_initialized:
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print("[Level] Already initialized, skipping")
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return
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_multiplayer_initialized = true
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if multiplayer.is_server():
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print("[Level] Running server initialization")
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Network.connect("player_connected", Callable(self, "_on_player_connected"))
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multiplayer.peer_disconnected.connect(_remove_player)
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# Initialize any manually placed weapons in the scene
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_initialize_manual_weapons()
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# Spawn initial weapons when server starts
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_spawn_initial_weapons()
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# Spawn the host player (peer ID 1)
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print("[Level] Spawning host player")
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var host_info = Network.players.get(1, {"nick": "Host", "skin": "blue"})
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_add_player(1, host_info)
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else:
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# Client initialization - clean up manual weapons immediately
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print("[Level] Running client initialization - cleaning up manual weapons")
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_cleanup_manual_weapons_on_client()
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func _cleanup_manual_weapons_on_client():
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"""Remove manually placed weapons on clients (server will sync them via RPC)"""
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print("[Client ", multiplayer.get_unique_id(), "] _cleanup_manual_weapons_on_client called")
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if not weapons_container:
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print("[Client] No weapons_container found!")
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return
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print("[Client] WeaponsContainer has ", weapons_container.get_child_count(), " children")
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var weapons_to_remove = []
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for child in weapons_container.get_children():
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print("[Client] Checking child: ", child.name, " (type: ", child.get_class(), ")")
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if child is WorldWeapon:
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print("[Client] - Is WorldWeapon with weapon_id: ", child.weapon_id)
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if child.weapon_id == -1:
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weapons_to_remove.append(child)
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print("[Client] - Marked for removal")
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print("[Client] Found ", weapons_to_remove.size(), " weapons to remove")
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for weapon in weapons_to_remove:
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print("[Client] Removing manually placed weapon: ", weapon.name)
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# Use immediate removal to prevent RPC errors
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weapons_container.remove_child(weapon)
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weapon.free()
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func _initialize_manual_weapons():
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"""Initialize any WorldWeapon nodes manually placed in the level scene"""
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if not multiplayer.is_server():
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return
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if not weapons_container:
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return
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# Find all WorldWeapon nodes in the weapons container
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var manual_weapons = []
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for child in weapons_container.get_children():
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if child is WorldWeapon:
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manual_weapons.append(child)
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if manual_weapons.is_empty():
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print("[Server] No manually placed weapons found")
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return
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print("[Server] Found ", manual_weapons.size(), " manually placed weapon(s)")
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# Initialize each manually placed weapon
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for weapon in manual_weapons:
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# Skip if already initialized (weapon_id != -1)
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if weapon.weapon_id != -1:
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continue
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# Assign unique ID
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_weapon_spawn_counter += 1
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weapon.weapon_id = _weapon_spawn_counter
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# Set deterministic name for networking
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var old_name = weapon.name
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weapon.name = "WorldWeapon_" + str(weapon.weapon_id)
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# Track in active weapons
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_active_weapons[weapon.weapon_id] = weapon
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# Connect cleanup signal
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weapon.tree_exiting.connect(_on_weapon_removed.bind(weapon.weapon_id))
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print("[Server] Initialized manual weapon '", old_name, "' with ID: ", weapon.weapon_id, " at position: ", weapon.global_position)
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# Verify weapon_data is set
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if not weapon.weapon_data:
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push_error("Manual weapon '", old_name, "' has no WeaponData assigned!")
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continue
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func _spawn_initial_weapons():
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if not multiplayer.is_server():
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return
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# Wait a frame for everything to be ready
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await get_tree().process_frame
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print("[Server] _spawn_initial_weapons - Connected peers: ", multiplayer.get_peers())
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# Spawn a sword
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_weapon_spawn_counter += 1
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print("[Server] Calling RPC to spawn sword with ID: ", _weapon_spawn_counter)
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rpc("spawn_world_weapon",
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"res://level/resources/weapon_sword.tres",
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Vector3(5, 1, 0),
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Vector3.ZERO,
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_weapon_spawn_counter
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)
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# Spawn a shield
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_weapon_spawn_counter += 1
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print("[Server] Calling RPC to spawn shield with ID: ", _weapon_spawn_counter)
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rpc("spawn_world_weapon",
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"res://level/resources/weapon_shield.tres",
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Vector3(-5, 1, 0),
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Vector3.ZERO,
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_weapon_spawn_counter
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)
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func _on_player_connected(peer_id, player_info):
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print("[Server] _on_player_connected called for peer ", peer_id, " with info: ", player_info)
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_add_player(peer_id, player_info)
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# Sync existing players to the newly joined player
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if multiplayer.is_server() and peer_id != 1:
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print("[Server] Syncing existing players to newly connected peer: ", peer_id)
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# Wait a frame to ensure new player is fully initialized
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await get_tree().process_frame
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for existing_player in players_container.get_children():
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var existing_id = int(existing_player.name)
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if existing_id != peer_id: # Don't sync the player to themselves
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print("[Server] Syncing existing player ", existing_id, " to peer ", peer_id)
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rpc_id(peer_id, "_spawn_player_local", existing_id, existing_player.position)
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# Sync existing weapons to the newly joined player (but not to server itself)
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if multiplayer.is_server() and peer_id != 1:
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print("[Server] Syncing weapons to newly connected peer: ", peer_id)
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print("[Server] Active weapons in _active_weapons: ", _active_weapons.keys())
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print("[Server] Active weapons count: ", _active_weapons.size())
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for weapon_id in _active_weapons.keys():
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var weapon = _active_weapons[weapon_id]
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if is_instance_valid(weapon) and weapon.weapon_data:
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print("[Server] Sending weapon ", weapon_id, " (", weapon.weapon_data.weapon_name, ") at position ", weapon.global_position, " to peer ", peer_id)
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# Send current position and zero velocity for syncing
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rpc_id(peer_id, "_client_spawn_weapon",
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weapon.weapon_data.resource_path,
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weapon.global_position,
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Vector3.ZERO,
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weapon_id
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)
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else:
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print("[Server] Skipping invalid weapon ", weapon_id)
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# Sync equipped weapons for all existing players to the newly joined player
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print("[Server] Syncing equipped weapons to newly connected peer: ", peer_id)
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for player_node in players_container.get_children():
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var player = player_node as Character
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if player and is_instance_valid(player):
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# Skip the newly joined player (they don't have weapons yet)
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if int(player.name) == peer_id:
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continue
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# Sync main hand weapon
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if player.equipped_weapon and player.equipped_weapon.weapon_data:
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print("[Server] Syncing main hand weapon for player ", player.name, " to peer ", peer_id)
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player.rpc_id(peer_id, "equip_weapon_from_world",
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player.equipped_weapon.weapon_data.resource_path)
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# Sync off-hand weapon
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if player.equipped_offhand and player.equipped_offhand.weapon_data:
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print("[Server] Syncing off-hand weapon for player ", player.name, " to peer ", peer_id)
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player.rpc_id(peer_id, "equip_weapon_from_world",
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player.equipped_offhand.weapon_data.resource_path)
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func _on_host_pressed():
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print("[Level] Host button pressed")
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menu.hide()
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print("[Level] Calling Network.start_host()")
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Network.start_host(nick_input.text.strip_edges(), skin_input.text.strip_edges().to_lower())
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print("[Level] Waiting one frame...")
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await get_tree().process_frame
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print("[Level] Calling initialize_multiplayer()")
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initialize_multiplayer()
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func _on_join_pressed():
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print("[Level] Join button pressed")
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menu.hide()
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print("[Level] Calling Network.join_game()")
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Network.join_game(nick_input.text.strip_edges(), skin_input.text.strip_edges().to_lower(), address_input.text.strip_edges())
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print("[Level] Waiting one frame...")
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await get_tree().process_frame
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print("[Level] Calling initialize_multiplayer()")
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initialize_multiplayer()
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func _add_player(id: int, player_info : Dictionary):
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print("[Level] _add_player called for peer ", id, " with info: ", player_info)
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# Server spawns player and replicates to all clients via RPC
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if multiplayer.is_server():
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if players_container.has_node(str(id)):
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print("[Level] Player ", id, " already exists, skipping")
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return
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var spawn_pos = get_spawn_point()
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print("[Level] Server spawning player ", id, " at ", spawn_pos)
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# Spawn on server and all clients (call_local does both)
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rpc("_spawn_player_local", id, spawn_pos)
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@rpc("any_peer", "call_local", "reliable")
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func _spawn_player_local(id: int, spawn_pos: Vector3):
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if players_container.has_node(str(id)):
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print("[Peer ", multiplayer.get_unique_id(), "] Player ", id, " already exists, skipping")
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return
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print("[Peer ", multiplayer.get_unique_id(), "] Creating player instance for peer ", id)
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var player = player_scene.instantiate()
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player.name = str(id)
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player.position = spawn_pos
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print("[Peer ", multiplayer.get_unique_id(), "] Adding player to PlayersContainer")
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players_container.add_child(player, true)
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print("[Peer ", multiplayer.get_unique_id(), "] Player ", id, " spawned at ", player.position)
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# Get player info from Network
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var player_info = Network.players.get(id, {"nick": "Player", "skin": "blue"})
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var nick = player_info["nick"]
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# Access nickname directly via node path since @onready hasn't loaded yet
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var nickname_label = player.get_node_or_null("PlayerNick/Nickname")
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if nickname_label:
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nickname_label.text = nick
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# player.rpc("change_nick", nick)
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Add comprehensive UI system with action bar, unit frame, and character sheet
- Created UI system in level/ui/ folder
- Action bar with 12 ability slots (Attack, Block, Dash, Jump + 8 expansion slots)
- Unit frame showing player portrait with health bar
- Character sheet/spellbook (toggle with Tab) displaying stats, weapons, and abilities
- Tab hint indicator showing how to open character sheet
- Custom theme with golden borders and dark backgrounds
- UI Components:
- HUD Manager autoload handles all UI initialization and player connections
- Ability buttons with cooldown overlay and keybind display
- Real-time health and cooldown tracking via signals
- Scrollable character sheet with two-page layout
- Player Integration:
- Added UI signals: dash_cooldown_updated, attack_cooldown_updated, weapon_equipped_changed
- Mouse capture system (Escape to toggle, click to recapture)
- Synced attack cooldown from weapons to player for UI tracking
- Updated level.gd to connect local player to HUD Manager
- Updated CLAUDE.md with git commit guidelines
3 weeks ago
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# Set up HUD for local player
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if id == multiplayer.get_unique_id():
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print("[Level] Setting up HUD for local player")
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# Wait a frame to ensure HUD autoload is ready
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await get_tree().process_frame
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if has_node("/root/HUD"):
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get_node("/root/HUD").set_local_player(player)
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else:
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push_warning("[Level] HUD autoload not found! Make sure to restart Godot to register the new autoload.")
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var skin_enum = player_info["skin"]
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player.set_player_skin(skin_enum)
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# rpc("sync_player_skin", id, skin_enum)
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# rpc("sync_player_position", id, player.position)
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func get_spawn_point() -> Vector3:
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var spawn_point = Vector2.from_angle(randf() * 2 * PI) * 10 # spawn radius
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return Vector3(spawn_point.x, 0, spawn_point.y)
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func _remove_player(id):
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if not multiplayer.is_server() or not players_container.has_node(str(id)):
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return
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var player_node = players_container.get_node(str(id))
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if player_node:
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player_node.queue_free()
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# @rpc("any_peer", "call_local")
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# func sync_player_position(id: int, new_position: Vector3):
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# var player = players_container.get_node(str(id))
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# if player:
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# player.position = new_position
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# @rpc("any_peer", "call_local")
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# func sync_player_skin(id: int, skin_color: Character.SkinColor):
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# var player = players_container.get_node(str(id))
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# if player:
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# player.set_player_skin(skin_color)
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func _on_quit_pressed() -> void:
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get_tree().quit()
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# ---------- MULTIPLAYER CHAT ----------
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func toggle_chat():
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if menu.visible:
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return
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chat_visible = !chat_visible
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if chat_visible:
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multiplayer_chat.show()
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message.grab_focus()
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else:
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multiplayer_chat.hide()
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get_viewport().set_input_as_handled()
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func is_chat_visible() -> bool:
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return chat_visible
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func _input(event):
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if event.is_action_pressed("toggle_chat"):
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toggle_chat()
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elif event is InputEventKey and event.keycode == KEY_ENTER:
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_on_send_pressed()
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func _on_send_pressed() -> void:
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var trimmed_message = message.text.strip_edges()
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if trimmed_message == "":
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return # do not send empty messages
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var nick = Network.players[multiplayer.get_unique_id()]["nick"]
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rpc("msg_rpc", nick, trimmed_message)
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message.text = ""
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message.grab_focus()
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@rpc("any_peer", "call_local")
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func msg_rpc(nick, msg):
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chat.text += str(nick, " : ", msg, "\n")
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# ---------- PRESET BUTTONS ----------
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func _create_preset_buttons():
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# Create a container for preset buttons
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var preset_container = HBoxContainer.new()
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preset_container.name = "PresetContainer"
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var preset_label = Label.new()
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preset_label.text = "Quick Fill:"
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preset_container.add_child(preset_label)
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# Scott button
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var scott_button = Button.new()
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scott_button.text = "Scott"
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scott_button.pressed.connect(_on_scott_preset)
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preset_container.add_child(scott_button)
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# Jemz button
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var jemz_button = Button.new()
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jemz_button.text = "Jemz"
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jemz_button.pressed.connect(_on_jemz_preset)
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preset_container.add_child(jemz_button)
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# Add to main menu at the top
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main_menu.add_child(preset_container)
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main_menu.move_child(preset_container, 0)
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func _on_scott_preset():
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nick_input.text = "Scott"
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skin_input.text = "Blue"
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address_input.text = "127.0.0.1"
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func _on_jemz_preset():
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nick_input.text = "Jemz"
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skin_input.text = "Red"
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address_input.text = "127.0.0.1"
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# ---------- WEAPON SPAWNING ----------
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## Spawn a weapon in the world (called from server, syncs to all clients)
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@rpc("any_peer", "call_local", "reliable")
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func spawn_world_weapon(weapon_data_path: String, spawn_position: Vector3, initial_velocity: Vector3, weapon_id: int):
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print("[Client ", multiplayer.get_unique_id(), "] spawn_world_weapon called for weapon_id: ", weapon_id)
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if not weapons_container:
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push_error("WeaponsContainer not found in level!")
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return
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# Load the weapon data resource
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var weapon_data = load(weapon_data_path) as WeaponData
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if not weapon_data:
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push_error("Failed to load weapon data from: " + weapon_data_path)
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return
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# Create WorldWeapon instance
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var world_weapon = WorldWeapon.new()
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world_weapon.weapon_data = weapon_data
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print("[DEBUG] About to set weapon_id. Parameter weapon_id = ", weapon_id)
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world_weapon.weapon_id = weapon_id # Store the ID
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print("[DEBUG] After setting weapon_id. world_weapon.weapon_id = ", world_weapon.weapon_id)
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world_weapon.name = "WorldWeapon_" + str(weapon_id) # Deterministic name
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print("[DEBUG] Set weapon name to: ", world_weapon.name, " using weapon_id: ", weapon_id)
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world_weapon.position = spawn_position
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# Remove existing weapon with same name if it exists (prevents duplicates)
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var weapon_path = NodePath(world_weapon.name)
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if weapons_container.has_node(weapon_path):
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print("[DEBUG] Weapon ", world_weapon.name, " already exists, removing old one first")
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var old_weapon = weapons_container.get_node(weapon_path)
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weapons_container.remove_child(old_weapon)
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old_weapon.queue_free()
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# Add to weapons container
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weapons_container.add_child(world_weapon)
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print("[DEBUG] After add_child, weapon name in tree: ", world_weapon.name, " weapon_id: ", world_weapon.weapon_id)
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# Track this weapon on the server (AFTER adding to tree so signals work)
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if multiplayer.is_server():
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_active_weapons[weapon_id] = world_weapon
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print("[Server] Added weapon ", weapon_id, " to _active_weapons. Total: ", _active_weapons.size())
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# Connect to the weapon's removal signal
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world_weapon.tree_exiting.connect(_on_weapon_removed.bind(weapon_id))
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print("[Peer ", multiplayer.get_unique_id(), "] Spawned weapon: ", world_weapon.name, " at ", spawn_position)
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# Apply velocity after physics is ready
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if initial_velocity != Vector3.ZERO:
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await get_tree().process_frame
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world_weapon.linear_velocity = initial_velocity
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## Remove a world weapon from all clients (called by WorldWeapon when picked up)
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func remove_world_weapon(weapon_id: int):
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print("[Server] remove_world_weapon called for weapon_id: ", weapon_id)
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if not multiplayer.is_server():
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print("[ERROR] remove_world_weapon called on client!")
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return
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# Immediately remove from active weapons to prevent late-join sync issues
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if _active_weapons.has(weapon_id):
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_active_weapons.erase(weapon_id)
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print("[Server] Removed weapon ", weapon_id, " from _active_weapons. Remaining: ", _active_weapons.size())
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print("[Server] Remaining weapon IDs: ", _active_weapons.keys())
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else:
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print("[Server] WARNING: Weapon ", weapon_id, " not found in _active_weapons!")
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# Broadcast removal to all clients
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print("[Server] Broadcasting removal RPC to all clients")
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rpc("_remove_weapon_on_clients", weapon_id)
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## RPC to remove weapon on all clients
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@rpc("any_peer", "call_local", "reliable")
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func _remove_weapon_on_clients(weapon_id: int):
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print("[Peer ", multiplayer.get_unique_id(), "] _remove_weapon_on_clients called for weapon_id: ", weapon_id)
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var weapon_name = "WorldWeapon_" + str(weapon_id)
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if weapons_container and weapons_container.has_node(weapon_name):
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var weapon = weapons_container.get_node(weapon_name)
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print("[Peer ", multiplayer.get_unique_id(), "] Removing weapon ", weapon_name)
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weapon.queue_free()
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else:
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print("[Peer ", multiplayer.get_unique_id(), "] WARNING: Weapon ", weapon_name, " not found in WeaponsContainer")
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## Called when a weapon is removed (picked up or destroyed)
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func _on_weapon_removed(weapon_id: int):
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if not multiplayer.is_server():
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return
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# Remove from tracking
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if _active_weapons.has(weapon_id):
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_active_weapons.erase(weapon_id)
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print("Removed weapon ", weapon_id, " from active tracking")
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## Client-only spawn (called via rpc_id for late-join sync)
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@rpc("any_peer", "reliable")
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func _client_spawn_weapon(weapon_data_path: String, spawn_position: Vector3, initial_velocity: Vector3, weapon_id: int):
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print("[Client ", multiplayer.get_unique_id(), "] _client_spawn_weapon received for weapon_id: ", weapon_id)
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# This only runs on clients, not server (no call_local)
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if multiplayer.is_server():
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print("[ERROR] _client_spawn_weapon called on server!")
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return
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# Call the regular spawn function to create the weapon
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print("[Client ", multiplayer.get_unique_id(), "] Calling spawn_world_weapon locally")
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spawn_world_weapon(weapon_data_path, spawn_position, initial_velocity, weapon_id)
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