extends Node3D @onready var skin_input: LineEdit = $Menu/MainContainer/MainMenu/Option2/SkinInput @onready var nick_input: LineEdit = $Menu/MainContainer/MainMenu/Option1/NickInput @onready var address_input: LineEdit = $Menu/MainContainer/MainMenu/Option3/AddressInput @onready var players_container: Node3D = $PlayersContainer @onready var weapons_container: Node3D = null # Will be created if doesn't exist @onready var menu: Control = $Menu @onready var main_menu: VBoxContainer = $Menu/MainContainer/MainMenu @export var player_scene: PackedScene # Weapon spawning counter (server-side only) var _weapon_spawn_counter: int = 0 # Track active weapons for late-join sync (server-side only) var _active_weapons: Dictionary = {} # weapon_id -> WorldWeapon reference # multiplayer chat @onready var message: LineEdit = $MultiplayerChat/VBoxContainer/HBoxContainer/Message @onready var send: Button = $MultiplayerChat/VBoxContainer/HBoxContainer/Send @onready var chat: TextEdit = $MultiplayerChat/VBoxContainer/Chat @onready var multiplayer_chat: Control = $MultiplayerChat var chat_visible = false func _ready(): multiplayer_chat.hide() menu.show() multiplayer_chat.set_process_input(true) # Add quick-fill preset buttons _create_preset_buttons() # Create or find weapons container if has_node("WeaponsContainer"): weapons_container = get_node("WeaponsContainer") else: weapons_container = Node3D.new() weapons_container.name = "WeaponsContainer" add_child(weapons_container) print("Created WeaponsContainer") if not multiplayer.is_server(): return Network.connect("player_connected", Callable(self, "_on_player_connected")) multiplayer.peer_disconnected.connect(_remove_player) # Spawn initial weapons when server starts _spawn_initial_weapons() func _spawn_initial_weapons(): if not multiplayer.is_server(): return # Wait a frame for everything to be ready await get_tree().process_frame print("[Server] _spawn_initial_weapons - Connected peers: ", multiplayer.get_peers()) # Spawn a sword _weapon_spawn_counter += 1 print("[Server] Calling RPC to spawn sword with ID: ", _weapon_spawn_counter) rpc("spawn_world_weapon", "res://level/resources/weapon_sword.tres", Vector3(5, 1, 0), Vector3.ZERO, _weapon_spawn_counter ) # Spawn a shield _weapon_spawn_counter += 1 print("[Server] Calling RPC to spawn shield with ID: ", _weapon_spawn_counter) rpc("spawn_world_weapon", "res://level/resources/weapon_shield.tres", Vector3(-5, 1, 0), Vector3.ZERO, _weapon_spawn_counter ) func _on_player_connected(peer_id, player_info): _add_player(peer_id, player_info) # Sync existing weapons to the newly joined player (but not to server itself) if multiplayer.is_server() and peer_id != 1: print("[Server] Syncing weapons to newly connected peer: ", peer_id) print("[Server] Active weapons count: ", _active_weapons.size()) for weapon_id in _active_weapons.keys(): var weapon = _active_weapons[weapon_id] if is_instance_valid(weapon) and weapon.weapon_data: print("[Server] Sending weapon ", weapon_id, " to peer ", peer_id) # Send current position and zero velocity for syncing rpc_id(peer_id, "_client_spawn_weapon", weapon.weapon_data.resource_path, weapon.global_position, Vector3.ZERO, weapon_id ) func _on_host_pressed(): menu.hide() Network.start_host(nick_input.text.strip_edges(), skin_input.text.strip_edges().to_lower()) func _on_join_pressed(): menu.hide() Network.join_game(nick_input.text.strip_edges(), skin_input.text.strip_edges().to_lower(), address_input.text.strip_edges()) func _add_player(id: int, player_info : Dictionary): if players_container.has_node(str(id)): return var player = player_scene.instantiate() player.name = str(id) player.position = get_spawn_point() players_container.add_child(player, true) var nick = Network.players[id]["nick"] player.nickname.text = nick # player.rpc("change_nick", nick) var skin_enum = player_info["skin"] player.set_player_skin(skin_enum) # rpc("sync_player_skin", id, skin_enum) # rpc("sync_player_position", id, player.position) func get_spawn_point() -> Vector3: var spawn_point = Vector2.from_angle(randf() * 2 * PI) * 10 # spawn radius return Vector3(spawn_point.x, 0, spawn_point.y) func _remove_player(id): if not multiplayer.is_server() or not players_container.has_node(str(id)): return var player_node = players_container.get_node(str(id)) if player_node: player_node.queue_free() # @rpc("any_peer", "call_local") # func sync_player_position(id: int, new_position: Vector3): # var player = players_container.get_node(str(id)) # if player: # player.position = new_position # @rpc("any_peer", "call_local") # func sync_player_skin(id: int, skin_color: Character.SkinColor): # var player = players_container.get_node(str(id)) # if player: # player.set_player_skin(skin_color) func _on_quit_pressed() -> void: get_tree().quit() # ---------- MULTIPLAYER CHAT ---------- func toggle_chat(): if menu.visible: return chat_visible = !chat_visible if chat_visible: multiplayer_chat.show() message.grab_focus() else: multiplayer_chat.hide() get_viewport().set_input_as_handled() func is_chat_visible() -> bool: return chat_visible func _input(event): if event.is_action_pressed("toggle_chat"): toggle_chat() elif event is InputEventKey and event.keycode == KEY_ENTER: _on_send_pressed() func _on_send_pressed() -> void: var trimmed_message = message.text.strip_edges() if trimmed_message == "": return # do not send empty messages var nick = Network.players[multiplayer.get_unique_id()]["nick"] rpc("msg_rpc", nick, trimmed_message) message.text = "" message.grab_focus() @rpc("any_peer", "call_local") func msg_rpc(nick, msg): chat.text += str(nick, " : ", msg, "\n") # ---------- PRESET BUTTONS ---------- func _create_preset_buttons(): # Create a container for preset buttons var preset_container = HBoxContainer.new() preset_container.name = "PresetContainer" var preset_label = Label.new() preset_label.text = "Quick Fill:" preset_container.add_child(preset_label) # Scott button var scott_button = Button.new() scott_button.text = "Scott" scott_button.pressed.connect(_on_scott_preset) preset_container.add_child(scott_button) # Jemz button var jemz_button = Button.new() jemz_button.text = "Jemz" jemz_button.pressed.connect(_on_jemz_preset) preset_container.add_child(jemz_button) # Add to main menu at the top main_menu.add_child(preset_container) main_menu.move_child(preset_container, 0) func _on_scott_preset(): nick_input.text = "Scott" skin_input.text = "Blue" address_input.text = "127.0.0.1" func _on_jemz_preset(): nick_input.text = "Jemz" skin_input.text = "Red" address_input.text = "127.0.0.1" # ---------- WEAPON SPAWNING ---------- ## Spawn a weapon in the world (called from server, syncs to all clients) @rpc("any_peer", "call_local", "reliable") func spawn_world_weapon(weapon_data_path: String, spawn_position: Vector3, initial_velocity: Vector3, weapon_id: int): print("[Client ", multiplayer.get_unique_id(), "] spawn_world_weapon called for weapon_id: ", weapon_id) if not weapons_container: push_error("WeaponsContainer not found in level!") return # Load the weapon data resource var weapon_data = load(weapon_data_path) as WeaponData if not weapon_data: push_error("Failed to load weapon data from: " + weapon_data_path) return # Create WorldWeapon instance var world_weapon = WorldWeapon.new() world_weapon.weapon_data = weapon_data print("[DEBUG] About to set weapon_id. Parameter weapon_id = ", weapon_id) world_weapon.weapon_id = weapon_id # Store the ID print("[DEBUG] After setting weapon_id. world_weapon.weapon_id = ", world_weapon.weapon_id) world_weapon.name = "WorldWeapon_" + str(weapon_id) # Deterministic name print("[DEBUG] Set weapon name to: ", world_weapon.name, " using weapon_id: ", weapon_id) world_weapon.position = spawn_position # Remove existing weapon with same name if it exists (prevents duplicates) var weapon_path = NodePath(world_weapon.name) if weapons_container.has_node(weapon_path): print("[DEBUG] Weapon ", world_weapon.name, " already exists, removing old one first") var old_weapon = weapons_container.get_node(weapon_path) weapons_container.remove_child(old_weapon) old_weapon.queue_free() # Add to weapons container weapons_container.add_child(world_weapon) print("[DEBUG] After add_child, weapon name in tree: ", world_weapon.name, " weapon_id: ", world_weapon.weapon_id) # Track this weapon on the server (AFTER adding to tree so signals work) if multiplayer.is_server(): _active_weapons[weapon_id] = world_weapon print("[Server] Added weapon ", weapon_id, " to _active_weapons. Total: ", _active_weapons.size()) # Connect to the weapon's removal signal world_weapon.tree_exiting.connect(_on_weapon_removed.bind(weapon_id)) print("[Peer ", multiplayer.get_unique_id(), "] Spawned weapon: ", world_weapon.name, " at ", spawn_position) # Apply velocity after physics is ready if initial_velocity != Vector3.ZERO: await get_tree().process_frame world_weapon.linear_velocity = initial_velocity ## Remove a world weapon from all clients (called by WorldWeapon when picked up) func remove_world_weapon(weapon_id: int): print("[Server] remove_world_weapon called for weapon_id: ", weapon_id) if not multiplayer.is_server(): print("[ERROR] remove_world_weapon called on client!") return # Broadcast removal to all clients print("[Server] Broadcasting removal RPC to all clients") rpc("_remove_weapon_on_clients", weapon_id) ## RPC to remove weapon on all clients @rpc("any_peer", "call_local", "reliable") func _remove_weapon_on_clients(weapon_id: int): print("[Peer ", multiplayer.get_unique_id(), "] _remove_weapon_on_clients called for weapon_id: ", weapon_id) var weapon_name = "WorldWeapon_" + str(weapon_id) if weapons_container and weapons_container.has_node(weapon_name): var weapon = weapons_container.get_node(weapon_name) print("[Peer ", multiplayer.get_unique_id(), "] Removing weapon ", weapon_name) weapon.queue_free() else: print("[Peer ", multiplayer.get_unique_id(), "] WARNING: Weapon ", weapon_name, " not found in WeaponsContainer") ## Called when a weapon is removed (picked up or destroyed) func _on_weapon_removed(weapon_id: int): if not multiplayer.is_server(): return # Remove from tracking if _active_weapons.has(weapon_id): _active_weapons.erase(weapon_id) print("Removed weapon ", weapon_id, " from active tracking") ## Client-only spawn (called via rpc_id for late-join sync) @rpc("any_peer", "reliable") func _client_spawn_weapon(weapon_data_path: String, spawn_position: Vector3, initial_velocity: Vector3, weapon_id: int): print("[Client ", multiplayer.get_unique_id(), "] _client_spawn_weapon received for weapon_id: ", weapon_id) # This only runs on clients, not server (no call_local) if multiplayer.is_server(): print("[ERROR] _client_spawn_weapon called on server!") return # Call the regular spawn function to create the weapon print("[Client ", multiplayer.get_unique_id(), "] Calling spawn_world_weapon locally") spawn_world_weapon(weapon_data_path, spawn_position, initial_velocity, weapon_id)