A team game with an emphasis on movement (with no shooting), inspired by Overwatch and Zineth
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  1. extends "res://scripts/args.gd"
  2. # class member variables go here, for example:
  3. # var a = 2
  4. # var b = "textvar"
  5. var SERVER_PORT = 2467
  6. var MAX_PLAYERS = 10
  7. var SERVER_PLAYING = true
  8. var player_info = {}
  9. var my_info = {}
  10. var begun = false
  11. func setup_options():
  12. var opts = Options.new()
  13. opts.set_banner(('A non-violent MOBA inspired by Overwatch and Zineth'))
  14. opts.add('-singleplayer', false, 'Whether to run singeplayer, starting immediately')
  15. opts.add('-server', false, 'Whether to run as server')
  16. opts.add('-client', false, 'Immediately connect as client')
  17. opts.add('-silent-server', false, 'If the server is not playing, merely serving')
  18. opts.add('-hero', 'r', 'Your choice of hero (index)')
  19. opts.add('-level', 'r', 'Your choice of level (index) - server only!')
  20. opts.add('-start-game', false, 'Join as a client and immediately start the game')
  21. opts.add('-ai', true, 'Run this client as AI')
  22. opts.add('-no-record', true, "Don't record this play for AI later")
  23. opts.add('-h', false, "Print help")
  24. return opts
  25. func option_sel(button_name, option):
  26. var button = get_node(button_name)
  27. if option == "r":
  28. option = randi() % button.get_item_count()
  29. else:
  30. option = int(option)
  31. button.select(option)
  32. func _ready():
  33. randomize()
  34. get_node("Server").connect("pressed", self, "_server_init")
  35. get_node("ServerStart").connect("pressed", self, "start_game")
  36. get_node("Client").connect("pressed", self, "_client_init")
  37. get_node("Singleplayer").connect("pressed", self, "_singleplayer_init")
  38. get_node("HeroSelect").connect("item_selected", self, "select_hero")
  39. var o = setup_options()
  40. o.parse()
  41. if o.get_value("-silent-server"):
  42. SERVER_PLAYING = false # TODO: Uncaps :(
  43. if o.get_value("-hero"):
  44. var hero = o.get_value("-hero")
  45. option_sel("HeroSelect", hero)
  46. # For some reason, calling option_sel doesn't trigger the actual selection
  47. select_hero(get_node("HeroSelect").get_selected_id())
  48. if o.get_value("-level"):
  49. option_sel("ServerStart/LevelSelect", o.get_value("-level"))
  50. if o.get_value("-server"):
  51. call_deferred("_server_init")
  52. if o.get_value("-client"):
  53. call_deferred("_client_init")
  54. if o.get_value("-start-game"):
  55. my_info.start_game = true
  56. call_deferred("_client_init")
  57. if o.get_value("-singleplayer"):
  58. call_deferred("_singleplayer_init")
  59. if o.get_value("-ai"):
  60. my_info.is_ai = true
  61. if not o.get_value("-no-record") and not o.get_value("-ai"):
  62. my_info.record = true
  63. if o.get_value('-h'):
  64. o.print_help()
  65. quit()
  66. get_tree().connect("network_peer_connected", self, "_player_connected")
  67. get_tree().connect("network_peer_disconnected", self, "_player_disconnected")
  68. get_tree().connect("connected_to_server", self, "_connected_ok")
  69. func _client_init():
  70. collect_info()
  71. var peer = NetworkedMultiplayerENet.new()
  72. var server_ip = get_node("IP").get_text()
  73. peer.create_client(server_ip, SERVER_PORT)
  74. get_tree().set_network_peer(peer)
  75. get_node("Client").set_text("Clienting!")
  76. func _singleplayer_init():
  77. collect_info()
  78. var peer = NetworkedMultiplayerENet.new()
  79. peer.create_server(SERVER_PORT, 1)
  80. get_tree().set_network_peer(peer)
  81. player_info[1] = my_info
  82. start_game()
  83. func _server_init():
  84. collect_info()
  85. var peer = NetworkedMultiplayerENet.new()
  86. peer.create_server(SERVER_PORT, MAX_PLAYERS)
  87. get_tree().set_network_peer(peer)
  88. get_node("Server").set_text("Serving!")
  89. get_node("ServerStart").show()
  90. if SERVER_PLAYING:
  91. player_info[1] = my_info
  92. func _player_connected(id):
  93. pass
  94. func _player_disconnected(id):
  95. if get_tree().is_network_server():
  96. rpc("unregister_player", id)
  97. func _connected_ok():
  98. rpc("register_player", get_tree().get_network_unique_id(), my_info)
  99. if "start_game" in my_info and my_info.start_game:
  100. rpc_id(1, "start_game")
  101. func collect_info():
  102. if not "username" in my_info:
  103. my_info.username = get_node("Username").get_text()
  104. if not "hero" in my_info:
  105. my_info.hero = get_node("HeroSelect").get_selected_id()
  106. if not "is_right_team" in my_info:
  107. my_info.is_right_team = false # Server assigns team, wait for that
  108. if not "start_game" in my_info:
  109. my_info.start_game = get_node("ForceStart").pressed
  110. remote func register_player(new_peer, info):
  111. player_info[new_peer] = info
  112. render_player_list()
  113. if (get_tree().is_network_server()):
  114. var right_team_count = 0
  115. # Send current players' info to new player
  116. for old_peer in player_info:
  117. # Send new player, old player's info
  118. rpc_id(new_peer, "register_player", old_peer, player_info[old_peer])
  119. if old_peer != new_peer:
  120. # We need to assign team later, so count current
  121. if player_info[old_peer].is_right_team:
  122. right_team_count += 1
  123. # You'd think this part could be met with a simple `rpc(`, but actually it can't
  124. # My best guess is this is because we haven't registered the names yet, but I'm not sure (TODO)
  125. if old_peer != 1:
  126. # Send old player, new player's info (not us, no infinite loop)
  127. rpc_id(old_peer, "register_player", new_peer, info)
  128. var assign_right_team = right_team_count * 2 < player_info.size()
  129. rpc("assign_team", new_peer, assign_right_team)
  130. if not begun and player_info.size() == MAX_PLAYERS:
  131. start_game()
  132. if begun:
  133. var level = get_node("ServerStart/LevelSelect").get_selected_id()
  134. rpc_id(new_peer, "pre_configure_game", level)
  135. rpc("spawn_player", new_peer)
  136. sync func unregister_player(peer):
  137. player_info.erase(peer)
  138. get_node("/root/Level/Players/%d" % peer).queue_free()
  139. func select_hero(hero):
  140. var description = get_node("HeroSelect").hero_text[hero]
  141. get_node("HeroDescription").set_text(description)
  142. rpc("set_hero", get_tree().get_network_unique_id(), hero)
  143. sync func set_hero(peer, hero):
  144. player_info[peer].hero = hero
  145. render_player_list()
  146. sync func assign_team(peer, is_right_team):
  147. player_info[peer].is_right_team = is_right_team
  148. if peer == get_tree().get_network_unique_id():
  149. if is_right_team:
  150. get_node("Team").set_text("Right Team")
  151. else:
  152. get_node("Team").set_text("Left Team")
  153. render_player_list()
  154. func render_player_list():
  155. var list = ""
  156. var hero_names = get_node("HeroSelect").hero_names
  157. for p in player_info:
  158. list += "%-15s" % player_info[p].username
  159. list += "%-20s" % hero_names[player_info[p].hero]
  160. if player_info[p].is_right_team:
  161. list += "Right Team"
  162. else:
  163. list += "Left Team"
  164. list += "\n"
  165. get_node("PlayerList").set_text(list)
  166. sync func start_game():
  167. begun = true
  168. var level = get_node("ServerStart/LevelSelect").get_selected_id()
  169. rpc("pre_configure_game", level)
  170. var players_done = []
  171. sync func done_preconfiguring(who):
  172. players_done.append(who)
  173. if players_done.size() == player_info.size():
  174. # We call deferred in case singleplayer has placing the player in queue still
  175. call_deferred("rpc", "post_configure_game")
  176. sync func spawn_player(p):
  177. var hero = player_info[p].hero
  178. var player = load("res://scenes/heroes/" + str(hero) + ".tscn").instance()
  179. player.set_name(str(p))
  180. player.set_network_master(p)
  181. player.player_info = player_info[p]
  182. get_node("/root/Level/Players").call_deferred("add_child", player)
  183. sync func pre_configure_game(level):
  184. var self_peer_id = get_tree().get_network_unique_id()
  185. # Remove the interface so as to not fuck with things
  186. # But we still need the lobby (Control) alive to deal with networking!
  187. for element in get_node("/root/Control").get_children():
  188. element.queue_free()
  189. var world = load("res://scenes/levels/%d.tscn" % level).instance()
  190. get_node("/root").add_child(world)
  191. # Load all players (including self)
  192. for p in player_info:
  193. player_info[p].level = level
  194. spawn_player(p)
  195. rpc_id(1, "done_preconfiguring", self_peer_id)
  196. sync func post_configure_game():
  197. # Begin all players (including self)
  198. for p in player_info:
  199. get_node("/root/Level/Players/%d" % p).begin()