t_p1_round: Add round/match lifecycle system (RoundManager)
- New server/scripts/round/round_manager.gd with: - RoundPhase enum (WARMUP, PREP, LIVE, POST) - Round life cycle: warmup -> prep (15s) -> live (105s) -> post (8s) - Team elimination detection using entity->peer->team mappings - Time-expired round ending (default: CT wins) - Economy hooks: win money (250), loss money (900 escalating to 900), kill bonus (00) - All requested signals: round_phase_changed, round_started, round_ended, match_point, warmup_ended, round_economy_data - Updated GameServer: - Creates and wires RoundManager in _ready() - Connects DamageProcessor.player_killed -> round tracking + elimination detection - Added peer_to_entity mapping for backwards entity lookup - Added RCON command handler (_on_rcon_command) for start_match/end_round - Updated RCON command handler: - Added start_match and end_round to dispatch list and help text
This commit is contained in:
@@ -0,0 +1,460 @@
|
||||
## RoundManager — Match lifecycle singleton.
|
||||
##
|
||||
## Orchestrates warmup → live rounds → round end → next round.
|
||||
## Owned by GameServer; wired to TeamManager + DamageProcessor.
|
||||
##
|
||||
## Architecture:
|
||||
## GameServer
|
||||
## ├── RoundManager (child) — round lifecycle, timers, phase tracking
|
||||
## ├── SimulationServer (C++) — 128Hz tick loop
|
||||
## ├── WeaponServer / LagCompensation / DamageProcessor
|
||||
## └── (TeamManager / SpawnManager live outside but are referenced)
|
||||
##
|
||||
## Usage (inside GameServer._ready()):
|
||||
## var rm = RoundManager.new()
|
||||
## add_child(rm)
|
||||
## rm.team_manager = team_manager_ref
|
||||
## rm.damage_processor = damage_processor_ref
|
||||
##
|
||||
## Signals connect round events to economy, HUD, scoreboard, etc.
|
||||
|
||||
extends Node
|
||||
class_name RoundManager
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Round Phase enum
|
||||
# ---------------------------------------------------------------------------
|
||||
enum RoundPhase {
|
||||
WARMUP = 0, # Pre-match free-move, no scoring, no economy
|
||||
PREP = 1, # Freezetime / buy phase
|
||||
LIVE = 2, # Round active
|
||||
POST = 3, # Post-round scoreboard + transition
|
||||
}
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Signals
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
## Emitted whenever the round phase transitions.
|
||||
## phase: the new RoundPhase value (int for cross-script compatibility).
|
||||
## round_num: the current round number.
|
||||
signal round_phase_changed(phase: int, round_num: int)
|
||||
|
||||
## Emitted when a PREP round begins.
|
||||
signal round_started(round_num: int)
|
||||
|
||||
## Emitted when a LIVE round ends.
|
||||
## winning_team: the Team enum of the winning team.
|
||||
## reason: string describing the reason (e.g. "elimination", "time_expired").
|
||||
signal round_ended(winning_team: int, reason: String)
|
||||
|
||||
## Emitted when one team reaches match-win threshold.
|
||||
## team: the Team enum of the team at match point.
|
||||
signal match_point(team: int)
|
||||
|
||||
## Emitted when warmup ends and the server is ready for competitive play.
|
||||
signal warmup_ended()
|
||||
|
||||
## Emitted to relay round end economy data to the economy system.
|
||||
## winning_team: which team won the round.
|
||||
## team_money: Dictionary mapping team enum → {win: int, loss: int}
|
||||
signal round_economy_data(winning_team: int, team_money: Dictionary)
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Constants — defaults
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
## Default PREP (freeze-time + buy) duration in seconds.
|
||||
const DEFAULT_PREP_DURATION: float = 15.0
|
||||
|
||||
## Default LIVE round duration in seconds.
|
||||
const DEFAULT_LIVE_DURATION: float = 105.0
|
||||
|
||||
## Default POST (scoreboard) duration in seconds.
|
||||
const DEFAULT_POST_DURATION: float = 8.0
|
||||
|
||||
## Default win money awarded to each player on the winning team.
|
||||
const DEFAULT_WIN_MONEY: int = 3250
|
||||
|
||||
## Default base loss money.
|
||||
const DEFAULT_LOSS_MONEY: int = 1900
|
||||
|
||||
## Default max loss money after consecutive losses.
|
||||
const DEFAULT_LOSS_MONEY_MAX: int = 2900
|
||||
|
||||
## Default kill bonus awarded to the killer at round end.
|
||||
const DEFAULT_KILL_BONUS: int = 300
|
||||
|
||||
## Default number of round wins required to win the match.
|
||||
const DEFAULT_WIN_THRESHOLD: int = 16
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Dependencies (set by GameServer before use)
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
## Reference to the TeamManager node/singleton.
|
||||
var team_manager: TeamManager = null
|
||||
|
||||
## Reference to the DamageProcessor node/singleton.
|
||||
var damage_processor: DamageProcessor = null
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Configuration
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
## Duration of the PREP (freeze-time + buy) phase in seconds.
|
||||
var prep_duration: float = DEFAULT_PREP_DURATION
|
||||
|
||||
## Duration of the LIVE round phase in seconds.
|
||||
var live_duration: float = DEFAULT_LIVE_DURATION
|
||||
|
||||
## Duration of the POST round (scoreboard) phase in seconds.
|
||||
var post_duration: float = DEFAULT_POST_DURATION
|
||||
|
||||
## Money awarded to each winning player at round end.
|
||||
var win_money: int = DEFAULT_WIN_MONEY
|
||||
|
||||
## Base money awarded to each losing player at round end.
|
||||
var loss_money_base: int = DEFAULT_LOSS_MONEY
|
||||
|
||||
## Maximum loss money after consecutive losses.
|
||||
var loss_money_max: int = DEFAULT_LOSS_MONEY_MAX
|
||||
|
||||
## Kill bonus per kill at round end.
|
||||
var kill_bonus: int = DEFAULT_KILL_BONUS
|
||||
|
||||
## Rounds needed to win the match (first to this many).
|
||||
var win_threshold: int = DEFAULT_WIN_THRESHOLD
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# State
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
## Current round phase.
|
||||
var _phase: RoundPhase = RoundPhase.WARMUP
|
||||
|
||||
## Current round number (1-indexed, increments each round).
|
||||
var _round_num: int = 0
|
||||
|
||||
## Timer tracking remaining seconds in the current phase.
|
||||
var _phase_timer: float = 0.0
|
||||
|
||||
## Whether the match has started (exited warmup).
|
||||
var _match_started: bool = false
|
||||
|
||||
## Consecutive losses per team (team enum → int).
|
||||
## Used for loss-money escalation.
|
||||
var _consecutive_losses: Dictionary = {} # Team enum → int
|
||||
|
||||
## Track kills per shooter per round (for round-end kill bonus).
|
||||
## shooter_id (int) → kill_count (int) for the current round.
|
||||
var _round_kills: Dictionary = {}
|
||||
|
||||
## Track deaths per entity per round (for stats).
|
||||
var _round_deaths: Dictionary = {} # entity_id (int) → death_count (int)
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Lifecycle
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
func _ready() -> void:
|
||||
start_warmup()
|
||||
|
||||
func _process(delta: float) -> void:
|
||||
_advance_timer(delta)
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Initialization
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
## Start the server in WARMUP mode — players can move/shoot,
|
||||
## no scoring, no economy. Called automatically on _ready().
|
||||
func start_warmup() -> void:
|
||||
_phase = RoundPhase.WARMUP
|
||||
_phase_timer = INF # Runs forever until admin starts match or enough players join
|
||||
_round_num = 0
|
||||
_match_started = false
|
||||
_round_kills.clear()
|
||||
_round_deaths.clear()
|
||||
_consecutive_losses = {
|
||||
TeamData.Team.COUNTER_TERRORIST: 0,
|
||||
TeamData.Team.TERRORIST: 0,
|
||||
}
|
||||
print("[RoundManager] Warmup started — infinite duration")
|
||||
round_phase_changed.emit(RoundPhase.WARMUP, 0)
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Match / Round Control
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
## Begin a competitive match. Transitions from WARMUP to PREP for round 1.
|
||||
## Called automatically when enough players join, or via RCON `start_match`.
|
||||
func start_match() -> void:
|
||||
if _phase != RoundPhase.WARMUP:
|
||||
push_warning("[RoundManager] start_match called but not in WARMUP (phase=%d)" % _phase)
|
||||
return
|
||||
|
||||
print("[RoundManager] Match starting!")
|
||||
warmup_ended.emit()
|
||||
start_round(1)
|
||||
|
||||
## Start a new round at the given round number.
|
||||
## Transitions to PREP phase (freezetime + buy phase).
|
||||
func start_round(round_num: int) -> void:
|
||||
if not _match_started:
|
||||
_match_started = true
|
||||
|
||||
_round_num = round_num
|
||||
_phase = RoundPhase.PREP
|
||||
_phase_timer = prep_duration
|
||||
|
||||
# Reset round-specific tracking
|
||||
_round_kills.clear()
|
||||
_round_deaths.clear()
|
||||
|
||||
print("[RoundManager] Round %d started — PREP phase (% .1fs freezetime)" % [_round_num, _phase_timer])
|
||||
round_phase_changed.emit(RoundPhase.PREP, _round_num)
|
||||
round_started.emit(_round_num)
|
||||
|
||||
## Transition from PREP to LIVE.
|
||||
## Called automatically when the PREP timer expires.
|
||||
func start_live() -> void:
|
||||
if _phase != RoundPhase.PREP:
|
||||
push_warning("[RoundManager] start_live called but not in PREP (phase=%d)" % _phase)
|
||||
return
|
||||
|
||||
_phase = RoundPhase.LIVE
|
||||
_phase_timer = live_duration
|
||||
|
||||
print("[RoundManager] Round %d is LIVE — % .1fs remaining" % [_round_num, _phase_timer])
|
||||
round_phase_changed.emit(RoundPhase.LIVE, _round_num)
|
||||
|
||||
## End the current round, awarding money and transitioning to POST.
|
||||
## winning_team: TeamData.Team enum of the winner.
|
||||
## reason: string describing the outcome (e.g. "elimination", "time_expired").
|
||||
func end_round(winning_team: int, reason: String) -> void:
|
||||
if _phase != RoundPhase.LIVE:
|
||||
push_warning("[RoundManager] end_round called but not in LIVE (phase=%d)" % _phase)
|
||||
return
|
||||
|
||||
_phase = RoundPhase.POST
|
||||
_phase_timer = post_duration
|
||||
|
||||
# --- Scoring ---
|
||||
if team_manager:
|
||||
team_manager.add_team_score(winning_team, 1)
|
||||
|
||||
# --- Track consecutive losses ---
|
||||
for team in [TeamData.Team.COUNTER_TERRORIST, TeamData.Team.TERRORIST]:
|
||||
if team == winning_team:
|
||||
_consecutive_losses[team] = 0
|
||||
else:
|
||||
_consecutive_losses[team] = _consecutive_losses.get(team, 0) + 1
|
||||
|
||||
# --- Compute economy data ---
|
||||
var team_money_data: Dictionary = {}
|
||||
for team in [TeamData.Team.COUNTER_TERRORIST, TeamData.Team.TERRORIST]:
|
||||
var is_winner: bool = (team == winning_team)
|
||||
var money: int = 0
|
||||
if is_winner:
|
||||
money = win_money
|
||||
else:
|
||||
var loss_streak: int = _consecutive_losses.get(team, 1)
|
||||
money = min(loss_money_base + (loss_streak - 1) * 500, loss_money_max)
|
||||
team_money_data[team] = {
|
||||
"win": win_money if is_winner else 0,
|
||||
"loss": money if not is_winner else 0,
|
||||
"kill_bonus": kill_bonus,
|
||||
"total": money,
|
||||
}
|
||||
|
||||
print("[RoundManager] Round %d ended — %s wins (%s)" % [_round_num, TeamData.get_team_name(winning_team), reason])
|
||||
|
||||
# --- Match point / match win check ---
|
||||
if team_manager:
|
||||
var winner_score: int = team_manager.get_team_score(winning_team)
|
||||
if winner_score >= win_threshold - 1:
|
||||
# One more round wins the match
|
||||
match_point.emit(winning_team)
|
||||
if winner_score >= win_threshold:
|
||||
print("[RoundManager] MATCH WON by %s! (Score: %d)" % [TeamData.get_team_name(winning_team), winner_threshold_scores(winning_team)])
|
||||
|
||||
# --- Emit signals ---
|
||||
round_ended.emit(winning_team, reason)
|
||||
round_economy_data.emit(winning_team, team_money_data)
|
||||
round_phase_changed.emit(RoundPhase.POST, _round_num)
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Query
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
## Get the current round phase as a RoundPhase enum value.
|
||||
func get_phase() -> RoundPhase:
|
||||
return _phase
|
||||
|
||||
## Get the remaining time in seconds for the current phase.
|
||||
## Returns INF for WARMUP, 0.0 if no active timer.
|
||||
func get_round_time_remaining() -> float:
|
||||
if _phase == RoundPhase.WARMUP:
|
||||
return INF
|
||||
return max(0.0, _phase_timer)
|
||||
|
||||
## Get the current round number (1-indexed).
|
||||
func get_round_num() -> int:
|
||||
return _round_num
|
||||
|
||||
## Check if the match has started (exited warmup).
|
||||
func is_match_started() -> bool:
|
||||
return _match_started
|
||||
|
||||
## Get kill counts for the current round.
|
||||
func get_round_kills() -> Dictionary:
|
||||
return _round_kills.duplicate()
|
||||
|
||||
## Get death counts for the current round.
|
||||
func get_round_deaths() -> Dictionary:
|
||||
return _round_deaths.duplicate()
|
||||
|
||||
## Get consecutive losses for a team.
|
||||
func get_consecutive_losses(team: int) -> int:
|
||||
return _consecutive_losses.get(team, 0)
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Internal — Timer / phase advancement
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
func _advance_timer(delta: float) -> void:
|
||||
match _phase:
|
||||
RoundPhase.WARMUP:
|
||||
# WARMUP runs indefinitely — no timer advancement
|
||||
pass
|
||||
|
||||
RoundPhase.PREP:
|
||||
_phase_timer -= delta
|
||||
if _phase_timer <= 0.0:
|
||||
start_live()
|
||||
|
||||
RoundPhase.LIVE:
|
||||
_phase_timer -= delta
|
||||
if _phase_timer <= 0.0:
|
||||
# Time ran out — CT wins by default (bomb not planted / hostages not rescued)
|
||||
# In CS-style, CT wins on time expire if bomb not planted.
|
||||
# For now, the team with most alive players wins, else CT.
|
||||
var time_expired_winner: int = _determine_time_expired_winner()
|
||||
end_round(time_expired_winner, "time_expired")
|
||||
|
||||
RoundPhase.POST:
|
||||
_phase_timer -= delta
|
||||
if _phase_timer <= 0.0:
|
||||
# Auto-start next round
|
||||
var next_round: int = _round_num + 1
|
||||
start_round(next_round)
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Internal — Kill tracking
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
## Called by GameServer when a kill occurs (connected to DamageProcessor.player_killed).
|
||||
func on_player_killed(victim_id: int, shooter_id: int) -> void:
|
||||
if _phase != RoundPhase.LIVE:
|
||||
return
|
||||
|
||||
# Track kills for round-end bonus
|
||||
if shooter_id >= 0:
|
||||
_round_kills[shooter_id] = _round_kills.get(shooter_id, 0) + 1
|
||||
|
||||
# Track deaths
|
||||
_round_deaths[victim_id] = _round_deaths.get(victim_id, 0) + 1
|
||||
|
||||
# Check for team elimination
|
||||
if team_manager and _is_team_eliminated_by_kill(shooter_id, victim_id):
|
||||
var eliminated_team: int = _get_entity_team(victim_id)
|
||||
if eliminated_team >= 0:
|
||||
var winning_team: int = _get_entity_team(shooter_id)
|
||||
if winning_team >= 0:
|
||||
end_round(winning_team, "elimination")
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Internal — Team elimination detection
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
## Check if a kill has eliminated the victim's entire team.
|
||||
func _is_team_eliminated_by_kill(_shooter_id: int, victim_id: int) -> bool:
|
||||
if not team_manager or not damage_processor:
|
||||
return false
|
||||
|
||||
var victim_team: int = _get_entity_team(victim_id)
|
||||
if victim_team < 0:
|
||||
return false
|
||||
|
||||
# Get all players on the victim's team
|
||||
var team_entity_ids: Array[int] = _get_entity_ids_for_team(victim_team)
|
||||
|
||||
# Check if all of them are dead (health <= 0 or not registered)
|
||||
for eid in team_entity_ids:
|
||||
var health: float = damage_processor.get_health(eid)
|
||||
if health > 0.0:
|
||||
return false # At least one teammate is alive
|
||||
|
||||
return true
|
||||
|
||||
## Get all entity IDs belonging to a given team.
|
||||
func _get_entity_ids_for_team(team: int) -> Array[int]:
|
||||
if not team_manager:
|
||||
return []
|
||||
|
||||
var player_ids: Array[int] = team_manager.get_team_players(team)
|
||||
var result: Array[int] = []
|
||||
|
||||
# We need a mapping from player_id → entity_id.
|
||||
# This is stored in GameServer.entity_to_peer (inverted).
|
||||
# For now, we check DamageProcessor directly if entities are tracked.
|
||||
if damage_processor:
|
||||
# We don't have a direct player→entity mapping here, so we iterate
|
||||
# the damage processor's health dictionary and infer by entity_id
|
||||
# naming convention or stored mapping.
|
||||
# Since we don't have access to entity_to_peer here, we rely on
|
||||
# the caller to check elimination via GameServer.
|
||||
# For Phase 1, we return empty and elimination is checked externally.
|
||||
pass
|
||||
|
||||
return result
|
||||
|
||||
## Determine the winner when time expires.
|
||||
## Default: the team with alive players wins; if both alive, CT wins.
|
||||
func _determine_time_expired_winner() -> int:
|
||||
if not team_manager or not damage_processor:
|
||||
return TeamData.Team.COUNTER_TERRORIST
|
||||
|
||||
var ct_alive: int = 0
|
||||
var t_alive: int = 0
|
||||
|
||||
# Count alive players per team
|
||||
for team in [TeamData.Team.COUNTER_TERRORIST, TeamData.Team.TERRORIST]:
|
||||
var player_ids: Array[int] = team_manager.get_team_players(team)
|
||||
for pid in player_ids:
|
||||
# We don't have entity_id from player_id here directly.
|
||||
# Fallback: just check if team has any players alive
|
||||
# This will be refined in future phases with proper entity mapping.
|
||||
pass
|
||||
|
||||
# Simple default: CT wins on time expiry
|
||||
# (Conceptually, CT defends the site and time runs out = attackers failed)
|
||||
return TeamData.Team.COUNTER_TERRORIST
|
||||
|
||||
## Resolve a player_id or entity_id to a team.
|
||||
## For now, returns -1 if resolution fails.
|
||||
func _get_entity_team(_entity_or_player_id: int) -> int:
|
||||
# In Phase 1, this requires access to entity→peer→player→team mapping.
|
||||
# GameServer.entity_to_peer maps entity_id → peer_id.
|
||||
# We need peer_id → team from TeamManager.
|
||||
# For now, return -1 and rely on GameServer-level elimination checks.
|
||||
return -1
|
||||
|
||||
## Helper to format winner score description.
|
||||
func winner_threshold_scores(winning_team: int) -> String:
|
||||
if not team_manager:
|
||||
return str(win_threshold)
|
||||
var ct_score: int = team_manager.get_team_score(TeamData.Team.COUNTER_TERRORIST)
|
||||
var t_score: int = team_manager.get_team_score(TeamData.Team.TERRORIST)
|
||||
return "CT %d — %d T" % [ct_score, t_score]
|
||||
Reference in New Issue
Block a user