Files
tactical-shooter/server/scripts/round/round_manager.gd
T
shawn e70ce76207 P7.9: fix headless export — resolve Resource class_name ordering + duplicate RoundManager + simulation stub API
- Fix dead code in server_main.gd (unreachable lag compensation print)
- Remove WeaponData type hints from weapon_server.gd (Resource class_name in Node scripts = headless fail)
- Use preload() instead of WeaponData class_name in weapon_definitions.gd for const refs
- Lazy-init WEAPONS dict (const can't reference preload members)
- Remove duplicate class_name RoundManager from server/scripts/round/round_manager.gd
- Remove DamageProcessor type hints from round/round_manager.gd and bomb_objective.gd
- Add start()/stop()/can_tick()/tick()/spawn_entity()/despawn_entity() to simulation_server_stub.gd
- Fix get_world_3d() → get_tree().root.world_3d in weapon_server.gd Node context
- Fix var data := → var data = for untyped WeaponDefinitions.get_weapon() returns
- Clean export cache and verify server starts with zero parse errors
2026-07-02 17:57:09 -04:00

461 lines
16 KiB
GDScript

## 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
const _td_rm = preload("res://scripts/teams/team_data.gd")
# ---------------------------------------------------------------------------
# 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 = null
## Reference to the DamageProcessor node/singleton.
var damage_processor = null # DamageProcessor — untyped for headless compat
# ---------------------------------------------------------------------------
# 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 = {
_td_rm.Team.COUNTER_TERRORIST: 0,
_td_rm.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: int 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 [_td_rm.Team.COUNTER_TERRORIST, _td_rm.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 [_td_rm.Team.COUNTER_TERRORIST, _td_rm.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, _td_rm.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)" % [_td_rm.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 _td_rm.Team.COUNTER_TERRORIST
var ct_alive: int = 0
var t_alive: int = 0
# Count alive players per team
for team in [_td_rm.Team.COUNTER_TERRORIST, _td_rm.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 _td_rm.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(_td_rm.Team.COUNTER_TERRORIST)
var t_score: int = team_manager.get_team_score(_td_rm.Team.TERRORIST)
return "CT %d%d T" % [ct_score, t_score]