t_p2_buy: add buy menu and economy system
Creates the full buy/economy subsystem for a tactical FPS: - EconomyManager (server/scripts/economy/economy_manager.gd): per-player money tracking with starting 00, kill/round/objective rewards, spending validation, escalating loss bonuses, and money_changed signal. - BuyMenuHandler (server/scripts/economy/buy_menu_handler.gd): server-side RPC validation of purchase requests — checks weapon validity, buy-zone membership (scans BuyZone nodes in scene tree), affordability, then deducts money and grants weapon via WeaponServer.give_weapon(). - BuyMenu (client/characters/weapon/buy_menu.gd): client-side Control UI with styled panel, money display, weapon grid (name/cost/stats), numeric key (1-4) and mouse-click purchase, server-driven affordability, and auto-close after purchase. - GameServer integration: creates EconomyManager + BuyMenuHandler in _ready(), registers players for economy on spawn, awards kill rewards via DamageProcessor.player_killed signal, and unregisters on despawn. Economy rules: win=+,250, loss=,900 (+00/streak, cap ,900), kill=+00, bomb_plant/defuse=+00. Weapon costs: pistol=00, smg=,200, rifle=,700, shotgun=,900.
This commit is contained in:
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## BuyMenuHandler — Server-side buy request validation and processing.
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##
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## Receives buy_request RPCs from clients, validates against buy-zone,
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## phase, and money constraints, then processes valid purchases.
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##
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## Each purchase deducts the weapon cost from the player's balance
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## and calls WeaponServer.give_weapon() to grant the item.
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##
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## Usage (add as child of GameServer):
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## var bmh = BuyMenuHandler.new()
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## add_child(bmh)
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## bmh.initialise(economy_manager, weapon_server, team_manager)
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##
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## RPC protocol:
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## Client → Server: buy_request(weapon_id)
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## Server → Client: _on_buy_confirmed(weapon_id, cost)
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## Server → Client: _on_buy_denied(reason)
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##
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## Signals:
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## purchase_made(player_id, weapon_id, cost)
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## purchase_denied(player_id, weapon_id, reason)
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##
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class_name BuyMenuHandler
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extends Node
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# ---------------------------------------------------------------------------
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# Signals
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# ---------------------------------------------------------------------------
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## Emitted when a purchase is successfully processed.
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signal purchase_made(player_id: int, weapon_id: String, cost: int)
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## Emitted when a purchase is denied (invalid weapon, insufficient funds,
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## not in buy zone, etc.).
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signal purchase_denied(player_id: int, weapon_id: String, reason: String)
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# ---------------------------------------------------------------------------
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# Dependencies (injected via initialise())
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# ---------------------------------------------------------------------------
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var economy_manager: EconomyManager = null
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var weapon_server: WeaponServer = null
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var team_manager: TeamManager = null
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## Cached list of BuyZone nodes found in the current scene.
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var _buy_zones: Array[BuyZone] = []
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## If true, the buy-zone check is skipped (for admin / dev builds).
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var bypass_zone_check: bool = false
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# ---------------------------------------------------------------------------
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# Lifecycle
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# ---------------------------------------------------------------------------
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## Initialise with required subsystem references.
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## Must be called after the node is added to the scene tree.
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func initialise(em: EconomyManager, ws: WeaponServer, tm: TeamManager) -> void:
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economy_manager = em
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weapon_server = ws
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team_manager = tm
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_refresh_buy_zones()
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## Scan the scene tree for all BuyZone instances and cache them.
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## Call this after every map load to pick up the new zone layout.
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func _refresh_buy_zones() -> void:
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_buy_zones.clear()
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if not is_inside_tree():
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return
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var all_nodes: Array[Node] = get_tree().root.find_children("*", "BuyZone", true, false)
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for node in all_nodes:
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if node is BuyZone:
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_buy_zones.append(node)
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print("[BuyMenuHandler] Cached %d buy zone(s)" % _buy_zones.size())
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# ---------------------------------------------------------------------------
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# Buy-zone queries
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# ---------------------------------------------------------------------------
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## Returns true if the player is inside any buy zone that allows their team.
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func is_player_in_buyzone(player_id: int) -> bool:
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if bypass_zone_check:
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return true
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if _buy_zones.is_empty():
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_refresh_buy_zones()
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if _buy_zones.is_empty():
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# No buy zones means players can buy anywhere (dev fallback)
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return true
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var player_team: TeamData.Team = TeamData.Team.SPECTATOR
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if team_manager:
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player_team = team_manager.get_player_team(player_id)
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for bz in _buy_zones:
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if bz.is_in_buyzone(player_id) and bz.is_team_allowed(player_team):
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return true
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return false
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## Return the list of cached BuyZone nodes.
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func get_buy_zones() -> Array[BuyZone]:
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return _buy_zones.duplicate()
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# ---------------------------------------------------------------------------
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# RPC — Client → Server: Buy request
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# ---------------------------------------------------------------------------
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## Client calls this RPC to attempt a weapon purchase.
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## The server validates the request and responds with
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## _on_buy_confirmed or _on_buy_denied.
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@rpc("any_peer", "call_remote", "reliable")
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func buy_request(weapon_id: String) -> void:
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if not multiplayer.is_server():
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return
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var player_id: int = multiplayer.get_remote_sender_id()
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_process_buy_request(player_id, weapon_id)
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## Process a buy request (also callable directly from server-side code).
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func _process_buy_request(player_id: int, weapon_id: String) -> void:
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# ── 1. Validate weapon exists ──
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var weapon_data: WeaponData = WeaponDefinitions.get_weapon(weapon_id)
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if weapon_data == null:
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purchase_denied.emit(player_id, weapon_id, "unknown_weapon")
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_send_buy_denied(player_id, "Unknown weapon: \"%s\"" % weapon_id)
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return
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# ── 2. Validate buy-zone membership ──
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if not is_player_in_buyzone(player_id):
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purchase_denied.emit(player_id, weapon_id, "not_in_buy_zone")
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_send_buy_denied(player_id, "You must be in a buy zone to purchase equipment")
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return
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# ── 3. Validate weapon is purchasable and affordable ──
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var cost: int = EconomyManager.get_weapon_cost(weapon_id)
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if cost < 0:
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purchase_denied.emit(player_id, weapon_id, "not_purchasable")
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_send_buy_denied(player_id, "This weapon cannot be purchased")
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return
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if economy_manager == null or not economy_manager.can_afford(player_id, cost):
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purchase_denied.emit(player_id, weapon_id, "insufficient_funds")
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var balance: int = economy_manager.get_money(player_id) if economy_manager else 0
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_send_buy_denied(player_id, "Insufficient funds — need $%d, have $%d" % [cost, balance])
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return
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# ── 4. Deduct money ──
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if not economy_manager.spend_money(player_id, cost):
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purchase_denied.emit(player_id, weapon_id, "transaction_failed")
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_send_buy_denied(player_id, "Transaction failed")
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return
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# ── 5. Grant the weapon ──
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if weapon_server:
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weapon_server.give_weapon(player_id, weapon_id)
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# ── 6. Confirm purchase ──
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purchase_made.emit(player_id, weapon_id, cost)
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_send_buy_confirmed(player_id, weapon_id, cost)
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print("[BuyMenuHandler] Player %d purchased '%s' for $%d" % [player_id, weapon_id, cost])
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# ---------------------------------------------------------------------------
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# RPC — Server → Client: Purchase result
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# ---------------------------------------------------------------------------
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## Send a purchase confirmation to the requesting client only.
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func _send_buy_confirmed(player_id: int, weapon_id: String, cost: int) -> void:
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rpc_id(player_id, "_on_buy_confirmed", weapon_id, cost)
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## Server-to-client RPC: purchase succeeded.
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@rpc("authority", "call_remote", "reliable")
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func _on_buy_confirmed(weapon_id: String, cost: int) -> void:
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# Handled on the client side by buy_menu.gd
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pass
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## Send a purchase denial to the requesting client only.
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func _send_buy_denied(player_id: int, reason: String) -> void:
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rpc_id(player_id, "_on_buy_denied", reason)
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## Server-to-client RPC: purchase denied with a human-readable reason.
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@rpc("authority", "call_remote", "reliable")
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func _on_buy_denied(reason: String) -> void:
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# Handled on the client side by buy_menu.gd
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pass
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# ---------------------------------------------------------------------------
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# Public API — Query helpers (for UI / RCON)
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# ---------------------------------------------------------------------------
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## Return a list of weapon info dictionaries the player can afford.
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## Each entry: {weapon_id, display_name, cost, damage, fire_rate, mag_size}
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func get_affordable_weapons(player_id: int) -> Array[Dictionary]:
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var affordable: Array[Dictionary] = []
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var money: int = economy_manager.get_money(player_id) if economy_manager else 0
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for wid in EconomyManager.WEAPON_COSTS.keys():
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var cost: int = EconomyManager.WEAPON_COSTS[wid]
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if money >= cost:
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var data: WeaponData = WeaponDefinitions.get_weapon(wid)
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affordable.append({
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"weapon_id": wid,
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"display_name": data.display_name if data else wid,
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"cost": cost,
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"damage": data.damage if data else 0.0,
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"fire_rate": data.fire_rate if data else 0.0,
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"mag_size": data.mag_size if data else 0,
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})
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return affordable
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## Return the player's current money balance.
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func get_player_money(player_id: int) -> int:
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return economy_manager.get_money(player_id) if economy_manager else 0
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@@ -0,0 +1,236 @@
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## EconomyManager — Per-player money tracking and earnings.
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##
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## Tracks each player's money balance, awards income for kills/rounds/objectives,
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## and validates affordability when spending. Supports escalating loss bonuses
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## so losing teams catch up over consecutive round losses.
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##
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## Usage (add as child of GameServer):
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## var em = EconomyManager.new()
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## add_child(em)
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##
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## # Register/unregister as players join/leave
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## em.register_player(player_id)
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##
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## # Award income
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## em.award_kill_reward(player_id)
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## em.award_round_win(team, team_player_ids)
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## em.award_round_loss(team, team_player_ids)
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##
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## # Spend
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## if em.spend_money(player_id, cost):
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## give_weapon(player_id, weapon_id)
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##
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## Signals:
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## money_changed(player_id, old_amount, new_amount, reason)
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##
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class_name EconomyManager
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extends Node
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# ---------------------------------------------------------------------------
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# Weapon costs
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# ---------------------------------------------------------------------------
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## Static mapping of weapon_id → purchase cost in dollars.
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## Used by both EconomyManager and BuyMenuHandler.
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const WEAPON_COSTS: Dictionary = {
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"pistol": 500,
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"smg": 1200,
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"rifle": 2700,
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"shotgun": 1900,
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}
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# ---------------------------------------------------------------------------
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# Economy constants
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# ---------------------------------------------------------------------------
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## Starting money for every player at the beginning of a match or after reset.
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const STARTING_MONEY: int = 800
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## Per-player bonus when their team wins a round.
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const ROUND_WIN_BONUS: int = 3250
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## Base per-player bonus when their team loses a round.
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const ROUND_LOSS_BASE: int = 1900
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## Additional per-consecutive-loss bonus (additive per streak).
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const LOSS_STREAK_BONUS: int = 500
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## Maximum additional loss bonus (cap on loss_streak_bonus × streak).
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## Total loss payout = ROUND_LOSS_BASE + min(LOSS_STREAK_BONUS * streak, MAX_LOSS_BONUS_ADDITIONAL)
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const MAX_LOSS_BONUS_ADDITIONAL: int = 1000 # max total = 1900 + 1000 = 2900
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## Kill reward (awarded to the shooter).
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const KILL_REWARD: int = 300
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## Bomb plant reward (T-side).
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const BOMB_PLANT_REWARD: int = 800
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## Bomb defuse reward (CT-side).
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const BOMB_DEFUSE_REWARD: int = 800
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# ---------------------------------------------------------------------------
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# Signals
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# ---------------------------------------------------------------------------
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## Emitted whenever a player's money balance changes.
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## reason: String describing the cause ("kill", "round_win", "round_loss",
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## "bomb_plant", "bomb_defuse", "spend", "reset", "register", "admin")
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signal money_changed(player_id: int, old_amount: int, new_amount: int, reason: String)
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# ---------------------------------------------------------------------------
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# State
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# ---------------------------------------------------------------------------
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## Per-player money balance indexed by player_id (int).
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var _money: Dictionary = {} # player_id (int) → balance (int)
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## Consecutive round losses per team, used to escalate the loss bonus.
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## Key: TeamData.Team (int), Value: consecutive losses (int)
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var _consecutive_losses: Dictionary = {}
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## Total money ever earned per player (for stats). Not reset on round restart.
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var _total_earned: Dictionary = {} # player_id (int) → total (int)
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# ---------------------------------------------------------------------------
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# Lifecycle
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# ---------------------------------------------------------------------------
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func _ready() -> void:
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_consecutive_losses[TeamData.Team.COUNTER_TERRORIST] = 0
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_consecutive_losses[TeamData.Team.TERRORIST] = 0
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_consecutive_losses[TeamData.Team.SPECTATOR] = 0
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# ---------------------------------------------------------------------------
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# Public API — Money queries
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# ---------------------------------------------------------------------------
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## Return the player's current money balance, or 0 if not tracked.
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func get_money(player_id: int) -> int:
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return _money.get(player_id, 0)
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## Set a player's money directly (admin override / system init).
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## Emits money_changed with the given reason.
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func set_money(player_id: int, amount: int, reason: String = "admin") -> void:
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var clamped: int = maxi(0, amount)
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var old: int = _money.get(player_id, 0)
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_money[player_id] = clamped
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money_changed.emit(player_id, old, clamped, reason)
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## Register a new player with starting money.
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func register_player(player_id: int) -> void:
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var old: int = _money.get(player_id, 0)
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_money[player_id] = STARTING_MONEY
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if not _total_earned.has(player_id):
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_total_earned[player_id] = 0
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money_changed.emit(player_id, old, STARTING_MONEY, "register")
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## Remove a player from money tracking (on disconnect).
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func unregister_player(player_id: int) -> void:
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_money.erase(player_id)
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## Add money to a player's balance.
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func add_money(player_id: int, amount: int, reason: String) -> void:
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if amount <= 0:
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return
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var old: int = _money.get(player_id, 0)
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var new_balance: int = old + amount
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_money[player_id] = new_balance
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_total_earned[player_id] = _total_earned.get(player_id, 0) + amount
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money_changed.emit(player_id, old, new_balance, reason)
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## Deduct money from a player. Returns true if the player could afford it.
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## The purchase is only deducted if the balance is sufficient.
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func spend_money(player_id: int, amount: int) -> bool:
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var current: int = _money.get(player_id, 0)
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if current < amount:
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return false
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var old: int = current
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_money[player_id] = current - amount
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money_changed.emit(player_id, old, _money[player_id], "spend")
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return true
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## Returns true if the player has at least `amount` money.
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func can_afford(player_id: int, amount: int) -> bool:
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return _money.get(player_id, 0) >= amount
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# ---------------------------------------------------------------------------
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# Static helpers — weapon costs
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# ---------------------------------------------------------------------------
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## Return the cost of a weapon by weapon_id. Returns -1 if not purchasable.
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static func get_weapon_cost(weapon_id: String) -> int:
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return WEAPON_COSTS.get(weapon_id, -1)
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## Return a dictionary of weapon_id → cost for all purchasable weapons.
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static func get_purchasable_weapons() -> Dictionary:
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return WEAPON_COSTS.duplicate()
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# ---------------------------------------------------------------------------
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# Public API — Earnings
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# ---------------------------------------------------------------------------
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## Award the kill reward to a player.
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func award_kill_reward(player_id: int) -> void:
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add_money(player_id, KILL_REWARD, "kill")
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## Award the round-win bonus to every player on the winning team.
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## Resets the loss streak for that team.
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func award_round_win(team: TeamData.Team, player_ids: Array[int]) -> void:
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for pid in player_ids:
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add_money(pid, ROUND_WIN_BONUS, "round_win")
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_consecutive_losses[team] = 0
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## Award the round-loss bonus to every player on the losing team.
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## Escalates based on consecutive losses (loss streak).
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func award_round_loss(team: TeamData.Team, player_ids: Array[int]) -> void:
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var streak: int = _consecutive_losses.get(team, 0)
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var bonus: int = mini(streak * LOSS_STREAK_BONUS, MAX_LOSS_BONUS_ADDITIONAL)
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var total_bonus: int = ROUND_LOSS_BASE + bonus
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_consecutive_losses[team] = streak + 1
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for pid in player_ids:
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add_money(pid, total_bonus, "round_loss")
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## Award the bomb-plant reward to the planter.
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func award_bomb_plant(player_id: int) -> void:
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add_money(player_id, BOMB_PLANT_REWARD, "bomb_plant")
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## Award the bomb-defuse reward to the defuser.
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func award_bomb_defuse(player_id: int) -> void:
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add_money(player_id, BOMB_DEFUSE_REWARD, "bomb_defuse")
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## Return the total loss bonus the given team would receive on their
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## next round loss, accounting for the current loss streak.
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func get_loss_bonus_for_team(team: TeamData.Team) -> int:
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var streak: int = _consecutive_losses.get(team, 0)
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var bonus: int = mini(streak * LOSS_STREAK_BONUS, MAX_LOSS_BONUS_ADDITIONAL)
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return ROUND_LOSS_BASE + bonus
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# ---------------------------------------------------------------------------
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# Public API — Stats
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# ---------------------------------------------------------------------------
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## Return the total amount of money a player has ever earned.
|
||||
func get_total_earned(player_id: int) -> int:
|
||||
return _total_earned.get(player_id, 0)
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Public API — Reset
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
## Reset all tracked players' money to STARTING_MONEY.
|
||||
## If player_ids is provided, only resets those players; otherwise resets all.
|
||||
func reset_economy(player_ids: Array[int] = []) -> void:
|
||||
if player_ids.is_empty():
|
||||
for pid in _money.keys():
|
||||
var old: int = _money[pid]
|
||||
_money[pid] = STARTING_MONEY
|
||||
money_changed.emit(pid, old, STARTING_MONEY, "reset")
|
||||
else:
|
||||
for pid in player_ids:
|
||||
var old: int = _money.get(pid, 0)
|
||||
_money[pid] = STARTING_MONEY
|
||||
money_changed.emit(pid, old, STARTING_MONEY, "reset")
|
||||
|
||||
_consecutive_losses[TeamData.Team.COUNTER_TERRORIST] = 0
|
||||
_consecutive_losses[TeamData.Team.TERRORIST] = 0
|
||||
|
||||
## Reset exactly one player's money to STARTING_MONEY.
|
||||
func reset_player_money(player_id: int) -> void:
|
||||
var old: int = _money.get(player_id, 0)
|
||||
_money[player_id] = STARTING_MONEY
|
||||
money_changed.emit(player_id, old, STARTING_MONEY, "reset")
|
||||
@@ -55,6 +55,12 @@ var team_manager: TeamManager = null
|
||||
## RoundManager — match lifecycle (warmup → prep → live → post).
|
||||
var round_manager: RoundManager = null
|
||||
|
||||
## EconomyManager — per-player money tracking and earnings.
|
||||
var economy_manager: EconomyManager = null
|
||||
|
||||
## BuyMenuHandler — server-side buy request validation and processing.
|
||||
var buy_menu_handler: BuyMenuHandler = null
|
||||
|
||||
## Current server tick counter, incremented each time tick() is called.
|
||||
var _current_tick: int = 0
|
||||
|
||||
@@ -122,6 +128,18 @@ func _ready() -> void:
|
||||
round_manager.team_manager = team_manager
|
||||
round_manager.damage_processor = damage_processor
|
||||
|
||||
# --- Economy system ---
|
||||
economy_manager = EconomyManager.new()
|
||||
add_child(economy_manager)
|
||||
|
||||
buy_menu_handler = BuyMenuHandler.new()
|
||||
add_child(buy_menu_handler)
|
||||
buy_menu_handler.initialise(economy_manager, weapon_server, team_manager)
|
||||
|
||||
# Wire kill rewards: when DamageProcessor detects a kill, award money to the shooter
|
||||
# Note: shooter_id is an entity_id; we map it to peer_id for economy lookup.
|
||||
damage_processor.player_killed.connect(_on_kill_for_economy)
|
||||
|
||||
# --- RCON command handling ---
|
||||
var rcon_handler = get_node_or_null("/root/RconServer/RconCommandHandler")
|
||||
if rcon_handler and rcon_handler.has_signal("rcon_command"):
|
||||
@@ -241,6 +259,11 @@ func register_player_node(entity_id: int, node: Node3D, max_health: float = 100.
|
||||
lag_compensation.register_player_node(entity_id, node)
|
||||
if damage_processor:
|
||||
damage_processor.register_player(entity_id, max_health)
|
||||
# Register peer ID for economy tracking
|
||||
var peer_id: int = entity_to_peer.get(entity_id, -1)
|
||||
if peer_id >= 0 and economy_manager:
|
||||
economy_manager.register_player(peer_id)
|
||||
print("[GameServer] Registered player peer=%d with economy manager" % peer_id)
|
||||
print("[GameServer] Registered player node entity=%d with lag compensation + damage processor" % entity_id)
|
||||
|
||||
## Unregister a player node from LagCompensation and DamageProcessor.
|
||||
@@ -249,6 +272,10 @@ func unregister_player_node(entity_id: int) -> void:
|
||||
lag_compensation.unregister_player_node(entity_id)
|
||||
if damage_processor:
|
||||
damage_processor.unregister_player(entity_id)
|
||||
# Unregister from economy tracking
|
||||
var peer_id: int = entity_to_peer.get(entity_id, -1)
|
||||
if peer_id >= 0 and economy_manager:
|
||||
economy_manager.unregister_player(peer_id)
|
||||
print("[GameServer] Unregistered player node entity=%d" % entity_id)
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
@@ -260,6 +287,17 @@ func _on_player_killed(victim_id: int, shooter_id: int) -> void:
|
||||
player_damaged.emit(victim_id, shooter_id, 0.0, true)
|
||||
print("[GameServer] Kill: victim_entity=%d, shooter_entity=%d (peer=%d)" % [victim_id, shooter_id, shooter_peer])
|
||||
|
||||
## Economy kill reward — award money to the shooter when they get a kill.
|
||||
## Connected from DamageProcessor.player_killed in _ready().
|
||||
func _on_kill_for_economy(victim_id: int, shooter_id: int) -> void:
|
||||
if economy_manager == null:
|
||||
return
|
||||
# Map entity_id → peer_id for economy lookup
|
||||
var shooter_peer: int = entity_to_peer.get(shooter_id, -1)
|
||||
if shooter_peer < 0:
|
||||
return
|
||||
economy_manager.award_kill_reward(shooter_peer)
|
||||
|
||||
## Round-level kill handler — tracks kills for round stats and checks elimination.
|
||||
## Connected from DamageProcessor.player_killed.
|
||||
func _on_kill_for_round(victim_id: int, shooter_id: int) -> void:
|
||||
|
||||
Reference in New Issue
Block a user