Files
dauphincraft/scripts/Main.gd
Floppyrj45 5db858527e feat(multiplayer): ENet networking + player/world sync + lobby menu + chat
Add dedicated server / host / client modes via NetworkManager autoload,
PlayerSyncComponent (20 Hz unreliable RPC), WorldSyncComponent (authoritative
block break/place), ChatManager (F2), LobbyMenu scene, updated MainMenu
with Solo/Heberger/Rejoindre/Quitter buttons. Port changed to 7777
(9999 occupied by sntlkeyssrvr on this machine). Mobs disabled in multi
(spawn solo only). Solo mode untouched.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-19 17:48:48 +02:00

249 lines
8.0 KiB
GDScript

extends Node3D
@onready var world: Node3D = $World/ChunkManager
@onready var plankton_follower: Node3D = $PlanktonFollower
var inventory: Inventory = Inventory.new()
var _inventory_ui: CanvasLayer = null
var _pause_menu: Control = null
var _last_chunk_update_pos: Vector3 = Vector3(99999, 99999, 99999)
# Multiplayer state
var _my_dolphin: CharacterBody3D = null
var _peer_dolphins: Dictionary = {} # peer_id -> CharacterBody3D
var _world_sync: Node = null
var _chat_manager: Node = null
# Dolphin scene cached
var _dolphin_scene: PackedScene = preload("res://scenes/Dolphin.tscn")
func _ready() -> void:
add_to_group("main")
# Setup WorldSyncComponent on ChunkManager
_world_sync = load("res://scripts/net/WorldSyncComponent.gd").new()
_world_sync.name = "WorldSyncComponent"
world.add_child(_world_sync)
world.world_seed = 12345
var mode := NetworkManager.current_mode
if NetworkManager.is_solo():
_spawn_local_dolphin()
_spawn_mobs()
elif NetworkManager.is_server():
# HOST or DEDICATED: spawn mobs, connect peer signals, spawn dolphin for existing peers
_spawn_mobs()
NetworkManager.peer_connected.connect(_on_net_peer_connected)
NetworkManager.peer_disconnected.connect(_on_net_peer_disconnected)
if mode == NetworkManager.Mode.HOST:
# Host also plays — spawn own dolphin
_spawn_networked_dolphin(multiplayer.get_unique_id())
# Spawn dolphins for any peers already connected (edge case)
for peer_id in multiplayer.get_peers():
_spawn_networked_dolphin(peer_id)
elif NetworkManager.is_client():
# CLIENT: only dolphin for self, world updates come from server
NetworkManager.peer_disconnected.connect(_on_net_peer_disconnected)
_spawn_networked_dolphin(multiplayer.get_unique_id())
# Chat (all modes except dedicated headless)
if mode != NetworkManager.Mode.DEDICATED or not DisplayServer.get_name() == "headless":
_chat_manager = load("res://scripts/net/ChatManager.gd").new()
_chat_manager.name = "ChatManager"
add_child(_chat_manager)
# Audio
AudioManager.play_ambient_loop("underwater_ambient")
AudioManager.play_music("underwater_theme")
AudioManager.play_whale_call_random()
# Starting inventory
inventory.add_item(2, 10)
inventory.add_item(6, 5)
inventory.add_item(8, 2)
func _spawn_local_dolphin() -> void:
var dolphin: CharacterBody3D = _dolphin_scene.instantiate()
dolphin.name = "Dolphin"
dolphin.position = Vector3(0, 55, 0)
add_child(dolphin)
_my_dolphin = dolphin
_connect_dolphin_signals(dolphin)
var hud: CanvasLayer = dolphin.get_node_or_null("HUD")
if is_instance_valid(hud) and hud.has_method("connect_to_dolphin"):
hud.connect_to_dolphin(dolphin)
dolphin.add_to_group("player")
var ui_scene: PackedScene = load("res://scenes/InventoryUI.tscn")
if ui_scene != null:
_inventory_ui = ui_scene.instantiate() as CanvasLayer
add_child(_inventory_ui)
_inventory_ui.setup(inventory)
else:
push_error("Main: could not load InventoryUI.tscn")
var pause_scene: PackedScene = preload("res://scenes/PauseMenu.tscn")
_pause_menu = pause_scene.instantiate() as Control
add_child(_pause_menu)
_pause_menu.hide()
plankton_follower.global_position = dolphin.position
func _spawn_networked_dolphin(peer_id: int) -> void:
var dolphin: CharacterBody3D = _dolphin_scene.instantiate()
dolphin.name = "Dolphin_%d" % peer_id
dolphin.position = Vector3(0, 55, 0)
add_child(dolphin)
# Attach sync component
var sync_comp: Node = load("res://scripts/net/PlayerSyncComponent.gd").new()
sync_comp.name = "PlayerSyncComponent"
dolphin.add_child(sync_comp)
sync_comp.setup(peer_id)
var my_id := multiplayer.get_unique_id()
if peer_id == my_id:
_my_dolphin = dolphin
_connect_dolphin_signals(dolphin)
dolphin.add_to_group("player")
var hud: CanvasLayer = dolphin.get_node_or_null("HUD")
if is_instance_valid(hud) and hud.has_method("connect_to_dolphin"):
hud.connect_to_dolphin(dolphin)
var ui_scene: PackedScene = load("res://scenes/InventoryUI.tscn")
if ui_scene != null:
_inventory_ui = ui_scene.instantiate() as CanvasLayer
add_child(_inventory_ui)
_inventory_ui.setup(inventory)
var pause_scene: PackedScene = preload("res://scenes/PauseMenu.tscn")
_pause_menu = pause_scene.instantiate() as Control
add_child(_pause_menu)
_pause_menu.hide()
plankton_follower.global_position = dolphin.position
else:
# Remote dolphin: disable input processing
dolphin.set_process_unhandled_input(false)
if dolphin.has_method("set_physics_process"):
# Keep physics but no input
pass
_peer_dolphins[peer_id] = dolphin
func _despawn_peer_dolphin(peer_id: int) -> void:
if _peer_dolphins.has(peer_id):
var d: CharacterBody3D = _peer_dolphins[peer_id]
if is_instance_valid(d):
d.queue_free()
_peer_dolphins.erase(peer_id)
func _spawn_mobs() -> void:
var MobSpawnerScene: PackedScene = load("res://scenes/mobs/MobSpawner.tscn")
if MobSpawnerScene == null:
return
var mob_spawner: Node3D = MobSpawnerScene.instantiate()
add_child(mob_spawner)
if is_instance_valid(_my_dolphin):
mob_spawner.player = mob_spawner.get_path_to(_my_dolphin)
func _connect_dolphin_signals(dolphin: CharacterBody3D) -> void:
if dolphin.has_signal("block_break_requested"):
dolphin.block_break_requested.connect(_on_block_break)
if dolphin.has_signal("block_place_requested"):
dolphin.block_place_requested.connect(_on_block_place)
if dolphin.has_signal("echolocation_triggered"):
dolphin.echolocation_triggered.connect(_on_echolocation)
if dolphin.has_signal("hotbar_scroll"):
dolphin.hotbar_scroll.connect(inventory.scroll_hotbar)
func _on_net_peer_connected(peer_id: int) -> void:
if NetworkManager.is_server():
_spawn_networked_dolphin(peer_id)
func _on_net_peer_disconnected(peer_id: int) -> void:
_despawn_peer_dolphin(peer_id)
func _process(_delta: float) -> void:
if not is_instance_valid(_my_dolphin):
return
if _my_dolphin.global_position.distance_to(_last_chunk_update_pos) > 4.0:
world.update_player_position(_my_dolphin.global_position)
_last_chunk_update_pos = _my_dolphin.global_position
plankton_follower.global_position = _my_dolphin.global_position
func _unhandled_input(event: InputEvent) -> void:
if not event.is_action_pressed("escape"):
return
if _inventory_ui != null and _inventory_ui.get("_is_open"):
_inventory_ui.call("_toggle_inventory")
get_viewport().set_input_as_handled()
return
if is_instance_valid(_pause_menu):
if _pause_menu.visible:
_pause_menu.hide_pause()
else:
_pause_menu.show_pause()
get_viewport().set_input_as_handled()
func _on_block_break(hit_position: Vector3, _normal: Vector3) -> void:
if NetworkManager.is_solo():
var broken_id: int = world.break_block(hit_position)
if broken_id > 0:
inventory.add_item(broken_id, 1)
AudioManager.play_bubble_sfx(hit_position)
else:
_world_sync.server_break_block(hit_position)
AudioManager.play_bubble_sfx(hit_position)
func _on_block_place(hit_position: Vector3, normal: Vector3) -> void:
var selected: Variant = inventory.get_selected_item()
if selected == null:
return
if not ItemDatabase.is_placeable(selected["item_id"]):
return
var place_pos := hit_position + normal * 0.5
var block_coord := Vector3(floor(place_pos.x), floor(place_pos.y), floor(place_pos.z))
var block_center := block_coord + Vector3(0.5, 0.5, 0.5)
if is_instance_valid(_my_dolphin):
var dolphin_pos: Vector3 = _my_dolphin.global_position
var dist := block_center - dolphin_pos
if abs(dist.x) < 1.0 and abs(dist.y) < 1.8 and abs(dist.z) < 1.0:
return
if NetworkManager.is_solo():
if world.place_block(place_pos, selected["item_id"]):
inventory.remove_item_from_slot(inventory.selected_hotbar, 1)
else:
_world_sync.server_place_block(place_pos, selected["item_id"])
inventory.remove_item_from_slot(inventory.selected_hotbar, 1)
func _on_echolocation(position: Vector3, _radius: float) -> void:
AudioManager.play_bubble_sfx(position)
# Called by WorldSyncComponent when server confirms a block was broken by this client
func _on_remote_block_broken(broken_id: int) -> void:
if broken_id > 0:
inventory.add_item(broken_id, 1)