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('-h', false, "Print help")
  22. return opts
  23. func option_sel(button_name, option):
  24. var button = get_node(button_name)
  25. print("-->")
  26. if option == "r":
  27. option = randi() % button.get_item_count()
  28. print(randi() % 3)
  29. else:
  30. option = int(option)
  31. button.select(option)
  32. func _ready():
  33. var o = setup_options()
  34. o.parse()
  35. randomize()
  36. if o.get_value("-silent-server"):
  37. SERVER_PLAYING = false # TODO: Uncaps :(
  38. if o.get_value("-hero"):
  39. option_sel("HeroSelect", o.get_value("-hero"))
  40. print(get_node("HeroSelect").get_selected_id())
  41. if o.get_value("-level"):
  42. option_sel("ServerStart/LevelSelect", o.get_value("-level"))
  43. if o.get_value("-server"):
  44. call_deferred("_server_init")
  45. if o.get_value("-client"):
  46. call_deferred("_client_init")
  47. if o.get_value("-start-game"):
  48. my_info.start_game = true
  49. call_deferred("_client_init")
  50. if o.get_value("-singleplayer"):
  51. call_deferred("_singleplayer_init")
  52. if o.get_value('-h'):
  53. o.print_help()
  54. quit()
  55. # Called every time the node is added to the scene.
  56. # Initialization here
  57. get_node("Server").connect("pressed", self, "_server_init")
  58. get_node("ServerStart").connect("pressed", self, "start_game")
  59. get_node("Client").connect("pressed", self, "_client_init")
  60. get_node("Singleplayer").connect("pressed", self, "_singleplayer_init")
  61. get_tree().connect("network_peer_connected", self, "_player_connected")
  62. get_tree().connect("network_peer_disconnected", self, "_player_disconnected")
  63. get_tree().connect("connected_to_server", self, "_connected_ok")
  64. get_node("HeroSelect").connect("item_selected", self, "select_hero")
  65. func _client_init():
  66. collect_info()
  67. var peer = NetworkedMultiplayerENet.new()
  68. var server_ip = get_node("IP").get_text()
  69. peer.create_client(server_ip, SERVER_PORT)
  70. get_tree().set_network_peer(peer)
  71. get_node("Client").set_text("Clienting!")
  72. func _singleplayer_init():
  73. collect_info()
  74. var peer = NetworkedMultiplayerENet.new()
  75. peer.create_server(SERVER_PORT, 1)
  76. get_tree().set_network_peer(peer)
  77. player_info[1] = my_info
  78. start_game()
  79. func _server_init():
  80. collect_info()
  81. var peer = NetworkedMultiplayerENet.new()
  82. peer.create_server(SERVER_PORT, MAX_PLAYERS)
  83. get_tree().set_network_peer(peer)
  84. get_node("Server").set_text("Serving!")
  85. get_node("ServerStart").show()
  86. if SERVER_PLAYING:
  87. player_info[1] = my_info
  88. func _player_connected(id):
  89. print("Connect, my friend: " + str(id))
  90. func _player_disconnected(id):
  91. if get_tree().is_network_server():
  92. rpc("unregister_player", id)
  93. func _connected_ok():
  94. rpc("register_player", get_tree().get_network_unique_id(), my_info)
  95. if "start_game" in my_info and my_info.start_game:
  96. rpc_id(1, "start_game")
  97. func collect_info():
  98. if not "username" in my_info:
  99. my_info.username = get_node("Username").get_text()
  100. if not "hero" in my_info:
  101. my_info.hero = get_node("HeroSelect").get_selected_id()
  102. if not "is_right_team" in my_info:
  103. my_info.is_right_team = false # Server assigns team, wait for that
  104. if not "start_game" in my_info:
  105. my_info.start_game = get_node("ForceStart").pressed
  106. remote func register_player(new_peer, info):
  107. player_info[new_peer] = info
  108. render_player_list()
  109. if (get_tree().is_network_server()):
  110. var right_team_count = 0
  111. # Send current players' info to new player
  112. for old_peer in player_info:
  113. # Send new player, old player's info
  114. rpc_id(new_peer, "register_player", old_peer, player_info[old_peer])
  115. if old_peer != new_peer:
  116. # We need to assign team later, so count current
  117. if player_info[old_peer].is_right_team:
  118. print(right_team_count)
  119. right_team_count += 1
  120. # You'd think this part could be met with a simple `rpc(`, but actually it can't
  121. # My best guess is this is because we haven't registered the names yet, but I'm not sure (TODO)
  122. if old_peer != 1:
  123. # Send old player, new player's info (not us, no infinite loop)
  124. rpc_id(old_peer, "register_player", new_peer, info)
  125. var assign_right_team = right_team_count * 2 < player_info.size()
  126. rpc("assign_team", new_peer, assign_right_team)
  127. if not begun and player_info.size() == MAX_PLAYERS:
  128. start_game()
  129. if begun:
  130. var level = get_node("ServerStart/LevelSelect").get_selected_id()
  131. rpc_id(new_peer, "pre_configure_game", level)
  132. rpc("spawn_player", new_peer)
  133. sync func unregister_player(peer):
  134. player_info.erase(peer)
  135. get_node("/root/Level/Players/%d" % peer).queue_free()
  136. func select_hero(hero):
  137. rpc("set_hero", get_tree().get_network_unique_id(), hero)
  138. sync func set_hero(peer, hero):
  139. player_info[peer].hero = hero
  140. render_player_list()
  141. sync func assign_team(peer, is_right_team):
  142. player_info[peer].is_right_team = is_right_team
  143. if peer == get_tree().get_network_unique_id():
  144. if is_right_team:
  145. get_node("Team").set_text("Right Team")
  146. else:
  147. get_node("Team").set_text("Left Team")
  148. render_player_list()
  149. func render_player_list():
  150. var list = ""
  151. var hero_names = get_node("HeroSelect").hero_names
  152. for p in player_info:
  153. list += "%-15s" % player_info[p].username
  154. list += "%-20s" % hero_names[player_info[p].hero]
  155. if player_info[p].is_right_team:
  156. list += "Right Team"
  157. else:
  158. list += "Left Team"
  159. list += "\n"
  160. get_node("PlayerList").set_text(list)
  161. sync func start_game():
  162. begun = true
  163. var level = get_node("ServerStart/LevelSelect").get_selected_id()
  164. rpc("pre_configure_game", level)
  165. var players_done = []
  166. remote func done_preconfiguring(who):
  167. players_done.append(who)
  168. if (players_done.size() == player_info.size()):
  169. rpc("post_configure_game")
  170. sync func spawn_player(p):
  171. var hero = player_info[p].hero
  172. var player = load("res://scenes/heroes/" + str(hero) + ".tscn").instance()
  173. if "is_ai" in player_info[p] and player_info[p].is_ai:
  174. player = load("res://scenes/ai/heroes/" + str(hero) + ".tscn").instance()
  175. player.set_name(str(p))
  176. player.set_network_master(p)
  177. player.player_info = player_info[p]
  178. get_node("/root/Level/Players").call_deferred("add_child", player)
  179. sync func pre_configure_game(level):
  180. var self_peer_id = get_tree().get_network_unique_id()
  181. # Remove the interface so as to not fuck with things
  182. # But we still need the lobby (Control) alive to deal with networking!
  183. for element in get_node("/root/Control").get_children():
  184. element.queue_free()
  185. var world = load("res://scenes/levels/%d.tscn" % level).instance()
  186. get_node("/root").add_child(world)
  187. # Load all players (including self)
  188. for p in player_info:
  189. player_info[p].level = level
  190. spawn_player(p)
  191. rpc_id(1, "done_preconfiguring", self_peer_id)
  192. #func _process(delta):
  193. # # Called every frame. Delta is time since last frame.
  194. # # Update game logic here.
  195. # pass