f20d532add
- 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
461 lines
16 KiB
GDScript
461 lines
16 KiB
GDScript
## RoundManager — Match lifecycle singleton.
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##
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## Orchestrates warmup → live rounds → round end → next round.
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## Owned by GameServer; wired to TeamManager + DamageProcessor.
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##
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## Architecture:
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## GameServer
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## ├── RoundManager (child) — round lifecycle, timers, phase tracking
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## ├── SimulationServer (C++) — 128Hz tick loop
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## ├── WeaponServer / LagCompensation / DamageProcessor
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## └── (TeamManager / SpawnManager live outside but are referenced)
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##
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## Usage (inside GameServer._ready()):
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## var rm = RoundManager.new()
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## add_child(rm)
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## rm.team_manager = team_manager_ref
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## rm.damage_processor = damage_processor_ref
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##
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## Signals connect round events to economy, HUD, scoreboard, etc.
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extends Node
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class_name RoundManager
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# ---------------------------------------------------------------------------
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# Round Phase enum
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# ---------------------------------------------------------------------------
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enum RoundPhase {
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WARMUP = 0, # Pre-match free-move, no scoring, no economy
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PREP = 1, # Freezetime / buy phase
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LIVE = 2, # Round active
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POST = 3, # Post-round scoreboard + transition
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}
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# ---------------------------------------------------------------------------
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# Signals
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# ---------------------------------------------------------------------------
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## Emitted whenever the round phase transitions.
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## phase: the new RoundPhase value (int for cross-script compatibility).
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## round_num: the current round number.
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signal round_phase_changed(phase: int, round_num: int)
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## Emitted when a PREP round begins.
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signal round_started(round_num: int)
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## Emitted when a LIVE round ends.
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## winning_team: the Team enum of the winning team.
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## reason: string describing the reason (e.g. "elimination", "time_expired").
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signal round_ended(winning_team: int, reason: String)
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## Emitted when one team reaches match-win threshold.
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## team: the Team enum of the team at match point.
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signal match_point(team: int)
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## Emitted when warmup ends and the server is ready for competitive play.
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signal warmup_ended()
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## Emitted to relay round end economy data to the economy system.
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## winning_team: which team won the round.
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## team_money: Dictionary mapping team enum → {win: int, loss: int}
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signal round_economy_data(winning_team: int, team_money: Dictionary)
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# ---------------------------------------------------------------------------
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# Constants — defaults
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# ---------------------------------------------------------------------------
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## Default PREP (freeze-time + buy) duration in seconds.
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const DEFAULT_PREP_DURATION: float = 15.0
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## Default LIVE round duration in seconds.
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const DEFAULT_LIVE_DURATION: float = 105.0
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## Default POST (scoreboard) duration in seconds.
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const DEFAULT_POST_DURATION: float = 8.0
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## Default win money awarded to each player on the winning team.
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const DEFAULT_WIN_MONEY: int = 3250
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## Default base loss money.
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const DEFAULT_LOSS_MONEY: int = 1900
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## Default max loss money after consecutive losses.
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const DEFAULT_LOSS_MONEY_MAX: int = 2900
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## Default kill bonus awarded to the killer at round end.
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const DEFAULT_KILL_BONUS: int = 300
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## Default number of round wins required to win the match.
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const DEFAULT_WIN_THRESHOLD: int = 16
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# ---------------------------------------------------------------------------
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# Dependencies (set by GameServer before use)
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# ---------------------------------------------------------------------------
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## Reference to the TeamManager node/singleton.
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var team_manager: TeamManager = null
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## Reference to the DamageProcessor node/singleton.
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var damage_processor: DamageProcessor = null
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# ---------------------------------------------------------------------------
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# Configuration
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# ---------------------------------------------------------------------------
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## Duration of the PREP (freeze-time + buy) phase in seconds.
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var prep_duration: float = DEFAULT_PREP_DURATION
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## Duration of the LIVE round phase in seconds.
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var live_duration: float = DEFAULT_LIVE_DURATION
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## Duration of the POST round (scoreboard) phase in seconds.
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var post_duration: float = DEFAULT_POST_DURATION
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## Money awarded to each winning player at round end.
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var win_money: int = DEFAULT_WIN_MONEY
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## Base money awarded to each losing player at round end.
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var loss_money_base: int = DEFAULT_LOSS_MONEY
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## Maximum loss money after consecutive losses.
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var loss_money_max: int = DEFAULT_LOSS_MONEY_MAX
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## Kill bonus per kill at round end.
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var kill_bonus: int = DEFAULT_KILL_BONUS
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## Rounds needed to win the match (first to this many).
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var win_threshold: int = DEFAULT_WIN_THRESHOLD
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# ---------------------------------------------------------------------------
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# State
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# ---------------------------------------------------------------------------
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## Current round phase.
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var _phase: RoundPhase = RoundPhase.WARMUP
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## Current round number (1-indexed, increments each round).
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var _round_num: int = 0
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## Timer tracking remaining seconds in the current phase.
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var _phase_timer: float = 0.0
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## Whether the match has started (exited warmup).
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var _match_started: bool = false
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## Consecutive losses per team (team enum → int).
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## Used for loss-money escalation.
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var _consecutive_losses: Dictionary = {} # Team enum → int
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## Track kills per shooter per round (for round-end kill bonus).
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## shooter_id (int) → kill_count (int) for the current round.
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var _round_kills: Dictionary = {}
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## Track deaths per entity per round (for stats).
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var _round_deaths: Dictionary = {} # entity_id (int) → death_count (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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start_warmup()
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func _process(delta: float) -> void:
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_advance_timer(delta)
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# ---------------------------------------------------------------------------
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# Initialization
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# ---------------------------------------------------------------------------
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## Start the server in WARMUP mode — players can move/shoot,
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## no scoring, no economy. Called automatically on _ready().
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func start_warmup() -> void:
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_phase = RoundPhase.WARMUP
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_phase_timer = INF # Runs forever until admin starts match or enough players join
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_round_num = 0
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_match_started = false
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_round_kills.clear()
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_round_deaths.clear()
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_consecutive_losses = {
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TeamData.Team.COUNTER_TERRORIST: 0,
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TeamData.Team.TERRORIST: 0,
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}
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print("[RoundManager] Warmup started — infinite duration")
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round_phase_changed.emit(RoundPhase.WARMUP, 0)
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# ---------------------------------------------------------------------------
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# Match / Round Control
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# ---------------------------------------------------------------------------
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## Begin a competitive match. Transitions from WARMUP to PREP for round 1.
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## Called automatically when enough players join, or via RCON `start_match`.
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func start_match() -> void:
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if _phase != RoundPhase.WARMUP:
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push_warning("[RoundManager] start_match called but not in WARMUP (phase=%d)" % _phase)
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return
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print("[RoundManager] Match starting!")
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warmup_ended.emit()
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start_round(1)
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## Start a new round at the given round number.
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## Transitions to PREP phase (freezetime + buy phase).
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func start_round(round_num: int) -> void:
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if not _match_started:
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_match_started = true
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_round_num = round_num
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_phase = RoundPhase.PREP
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_phase_timer = prep_duration
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# Reset round-specific tracking
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_round_kills.clear()
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_round_deaths.clear()
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print("[RoundManager] Round %d started — PREP phase (% .1fs freezetime)" % [_round_num, _phase_timer])
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round_phase_changed.emit(RoundPhase.PREP, _round_num)
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round_started.emit(_round_num)
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## Transition from PREP to LIVE.
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## Called automatically when the PREP timer expires.
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func start_live() -> void:
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if _phase != RoundPhase.PREP:
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push_warning("[RoundManager] start_live called but not in PREP (phase=%d)" % _phase)
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return
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_phase = RoundPhase.LIVE
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_phase_timer = live_duration
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print("[RoundManager] Round %d is LIVE — % .1fs remaining" % [_round_num, _phase_timer])
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round_phase_changed.emit(RoundPhase.LIVE, _round_num)
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## End the current round, awarding money and transitioning to POST.
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## winning_team: TeamData.Team enum of the winner.
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## reason: string describing the outcome (e.g. "elimination", "time_expired").
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func end_round(winning_team: int, reason: String) -> void:
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if _phase != RoundPhase.LIVE:
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push_warning("[RoundManager] end_round called but not in LIVE (phase=%d)" % _phase)
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return
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_phase = RoundPhase.POST
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_phase_timer = post_duration
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# --- Scoring ---
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if team_manager:
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team_manager.add_team_score(winning_team, 1)
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# --- Track consecutive losses ---
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for team in [TeamData.Team.COUNTER_TERRORIST, TeamData.Team.TERRORIST]:
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if team == winning_team:
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_consecutive_losses[team] = 0
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else:
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_consecutive_losses[team] = _consecutive_losses.get(team, 0) + 1
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# --- Compute economy data ---
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var team_money_data: Dictionary = {}
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for team in [TeamData.Team.COUNTER_TERRORIST, TeamData.Team.TERRORIST]:
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var is_winner: bool = (team == winning_team)
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var money: int = 0
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if is_winner:
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money = win_money
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else:
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var loss_streak: int = _consecutive_losses.get(team, 1)
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money = min(loss_money_base + (loss_streak - 1) * 500, loss_money_max)
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team_money_data[team] = {
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"win": win_money if is_winner else 0,
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"loss": money if not is_winner else 0,
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"kill_bonus": kill_bonus,
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"total": money,
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}
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print("[RoundManager] Round %d ended — %s wins (%s)" % [_round_num, TeamData.get_team_name(winning_team), reason])
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# --- Match point / match win check ---
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if team_manager:
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var winner_score: int = team_manager.get_team_score(winning_team)
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if winner_score >= win_threshold - 1:
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# One more round wins the match
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match_point.emit(winning_team)
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if winner_score >= win_threshold:
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print("[RoundManager] MATCH WON by %s! (Score: %d)" % [TeamData.get_team_name(winning_team), winner_threshold_scores(winning_team)])
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# --- Emit signals ---
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round_ended.emit(winning_team, reason)
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round_economy_data.emit(winning_team, team_money_data)
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round_phase_changed.emit(RoundPhase.POST, _round_num)
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# ---------------------------------------------------------------------------
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# Query
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# ---------------------------------------------------------------------------
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## Get the current round phase as a RoundPhase enum value.
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func get_phase() -> RoundPhase:
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return _phase
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## Get the remaining time in seconds for the current phase.
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## Returns INF for WARMUP, 0.0 if no active timer.
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func get_round_time_remaining() -> float:
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if _phase == RoundPhase.WARMUP:
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return INF
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return max(0.0, _phase_timer)
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## Get the current round number (1-indexed).
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func get_round_num() -> int:
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return _round_num
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## Check if the match has started (exited warmup).
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func is_match_started() -> bool:
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return _match_started
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## Get kill counts for the current round.
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func get_round_kills() -> Dictionary:
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return _round_kills.duplicate()
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## Get death counts for the current round.
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func get_round_deaths() -> Dictionary:
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return _round_deaths.duplicate()
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## Get consecutive losses for a team.
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func get_consecutive_losses(team: int) -> int:
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return _consecutive_losses.get(team, 0)
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# ---------------------------------------------------------------------------
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# Internal — Timer / phase advancement
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# ---------------------------------------------------------------------------
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func _advance_timer(delta: float) -> void:
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match _phase:
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RoundPhase.WARMUP:
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# WARMUP runs indefinitely — no timer advancement
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pass
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RoundPhase.PREP:
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_phase_timer -= delta
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if _phase_timer <= 0.0:
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start_live()
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RoundPhase.LIVE:
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_phase_timer -= delta
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if _phase_timer <= 0.0:
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# Time ran out — CT wins by default (bomb not planted / hostages not rescued)
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# In CS-style, CT wins on time expire if bomb not planted.
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# For now, the team with most alive players wins, else CT.
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var time_expired_winner: int = _determine_time_expired_winner()
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end_round(time_expired_winner, "time_expired")
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RoundPhase.POST:
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_phase_timer -= delta
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if _phase_timer <= 0.0:
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# Auto-start next round
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var next_round: int = _round_num + 1
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start_round(next_round)
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# ---------------------------------------------------------------------------
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# Internal — Kill tracking
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# ---------------------------------------------------------------------------
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## Called by GameServer when a kill occurs (connected to DamageProcessor.player_killed).
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func on_player_killed(victim_id: int, shooter_id: int) -> void:
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if _phase != RoundPhase.LIVE:
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return
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# Track kills for round-end bonus
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if shooter_id >= 0:
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_round_kills[shooter_id] = _round_kills.get(shooter_id, 0) + 1
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# Track deaths
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_round_deaths[victim_id] = _round_deaths.get(victim_id, 0) + 1
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# Check for team elimination
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if team_manager and _is_team_eliminated_by_kill(shooter_id, victim_id):
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var eliminated_team: int = _get_entity_team(victim_id)
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if eliminated_team >= 0:
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var winning_team: int = _get_entity_team(shooter_id)
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if winning_team >= 0:
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end_round(winning_team, "elimination")
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# ---------------------------------------------------------------------------
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# Internal — Team elimination detection
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# ---------------------------------------------------------------------------
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## Check if a kill has eliminated the victim's entire team.
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func _is_team_eliminated_by_kill(_shooter_id: int, victim_id: int) -> bool:
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if not team_manager or not damage_processor:
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return false
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var victim_team: int = _get_entity_team(victim_id)
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if victim_team < 0:
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return false
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# Get all players on the victim's team
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var team_entity_ids: Array[int] = _get_entity_ids_for_team(victim_team)
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# Check if all of them are dead (health <= 0 or not registered)
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for eid in team_entity_ids:
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var health: float = damage_processor.get_health(eid)
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if health > 0.0:
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return false # At least one teammate is alive
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return true
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## Get all entity IDs belonging to a given team.
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func _get_entity_ids_for_team(team: int) -> Array[int]:
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if not team_manager:
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return []
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var player_ids: Array[int] = team_manager.get_team_players(team)
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var result: Array[int] = []
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# We need a mapping from player_id → entity_id.
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# This is stored in GameServer.entity_to_peer (inverted).
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# For now, we check DamageProcessor directly if entities are tracked.
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if damage_processor:
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# We don't have a direct player→entity mapping here, so we iterate
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# the damage processor's health dictionary and infer by entity_id
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# naming convention or stored mapping.
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# Since we don't have access to entity_to_peer here, we rely on
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# the caller to check elimination via GameServer.
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# For Phase 1, we return empty and elimination is checked externally.
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pass
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return result
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## Determine the winner when time expires.
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## Default: the team with alive players wins; if both alive, CT wins.
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func _determine_time_expired_winner() -> int:
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if not team_manager or not damage_processor:
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return TeamData.Team.COUNTER_TERRORIST
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var ct_alive: int = 0
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var t_alive: int = 0
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# Count alive players per team
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for team in [TeamData.Team.COUNTER_TERRORIST, TeamData.Team.TERRORIST]:
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var player_ids: Array[int] = team_manager.get_team_players(team)
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for pid in player_ids:
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# We don't have entity_id from player_id here directly.
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# Fallback: just check if team has any players alive
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# This will be refined in future phases with proper entity mapping.
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pass
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# Simple default: CT wins on time expiry
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# (Conceptually, CT defends the site and time runs out = attackers failed)
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return TeamData.Team.COUNTER_TERRORIST
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## Resolve a player_id or entity_id to a team.
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## For now, returns -1 if resolution fails.
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func _get_entity_team(_entity_or_player_id: int) -> int:
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# In Phase 1, this requires access to entity→peer→player→team mapping.
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# GameServer.entity_to_peer maps entity_id → peer_id.
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# We need peer_id → team from TeamManager.
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# For now, return -1 and rely on GameServer-level elimination checks.
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return -1
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## Helper to format winner score description.
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func winner_threshold_scores(winning_team: int) -> String:
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if not team_manager:
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return str(win_threshold)
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var ct_score: int = team_manager.get_team_score(TeamData.Team.COUNTER_TERRORIST)
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var t_score: int = team_manager.get_team_score(TeamData.Team.TERRORIST)
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return "CT %d — %d T" % [ct_score, t_score]
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