refactor: reorganize networking and data bridge scenes
* Move networking scenes under `controllers/networking` * Move data bridge scene under `scenes/data` * Rename the bridge node to `data_bridge` * Update lobby UI scene path * Remove unused lobby RPC node/script
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57
scenes/data/game_state.gd
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57
scenes/data/game_state.gd
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class_name GameState extends Node
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@warning_ignore_start("unused_signal")
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signal update_cue_cam_position
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signal balls_stopped_moving
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signal white_ball_sunk
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signal white_ball_needs_hard_reset
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signal reload_scene
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signal process_ball
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signal reap_ball
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@warning_ignore_restore("unused_signal")
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func _init() -> void:
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Globals.game_state = self
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func load_game_scene(scene_str: String) -> void:
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var scene = load(scene_str).instantiate()
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var target = get_tree().root.get_node("billiards/scene")
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target.add_child(scene)
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func set_game_scene(scene_str: String) -> void:
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var scene = load(scene_str).instantiate()
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var target = get_tree().root.get_node("billiards/scene")
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if "game" in scene_str:
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scene.name = "game"
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elif "lobby" in scene_str:
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scene.name = "lobby_screen"
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elif "start" in scene_str:
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scene.name = "start_screen"
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clear_game_scene(target)
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target.add_child(scene)
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func clear_game_scene(container: Node) -> void:
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for child in container.get_children():
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child.queue_free()
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await get_tree().process_frame
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func switch_active_player() -> void:
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# TODO: Move away from using client ID or mask it with a map ID
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if Globals.multiplayer_data.current_turn_player_id == Globals.game_data.client1:
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Globals.multiplayer_data.rpc(
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"set_active_player_id",
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Globals.game_data.client2
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)
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elif Globals.multiplayer_data.current_turn_player_id == Globals.game_data.client2:
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Globals.multiplayer_data.rpc(
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"set_active_player_id",
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Globals.game_data.client1
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)
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