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 player_info = {}
  8. var my_info = {}
  9. var begun = false
  10. var server_playing = true
  11. var global_server_ip = "216.195.175.190"
  12. var players_done = []
  13. func setup_options():
  14. var opts = Options.new()
  15. opts.set_banner(('A non-violent MOBA inspired by Overwatch and Zineth'))
  16. opts.add('-singleplayer', false, 'Whether to run singeplayer, starting immediately')
  17. opts.add('-server', false, 'Whether to run as server')
  18. opts.add('-client', false, 'Immediately connect as client')
  19. opts.add('-silent', false, 'If the server is not playing, merely serving')
  20. opts.add('-hero', 'r', 'Your choice of hero (index)')
  21. opts.add('-level', 'r', 'Your choice of level (index) - server only!')
  22. opts.add('-start-game', false, 'Join as a client and immediately start the game')
  23. opts.add('-ai', true, 'Run this client as AI')
  24. opts.add('-no-record', true, "Don't record this play for AI later")
  25. opts.add('-h', false, "Print help")
  26. return opts
  27. func option_sel(button_name, option):
  28. var button = get_node(button_name)
  29. if option == "r":
  30. option = randi() % button.get_item_count()
  31. else:
  32. option = int(option)
  33. button.select(option)
  34. func _ready():
  35. my_info.version = [0,0,0] # Semantic versioning: [0].[1].[2]
  36. randomize()
  37. get_node("GameBrowser/Play").connect("pressed", self, "connect_global_server")
  38. get_node("PlayerSettings/HeroSelect").connect("item_selected", self, "select_hero")
  39. get_node("PlayerSettings/Username").connect("text_changed", self, "resend_name")
  40. get_node("JoinedGameLobby/StartGame").connect("pressed", self, "start_game")
  41. get_node("CustomGame/Server").connect("pressed", self, "_server_init")
  42. get_node("CustomGame/Client").connect("pressed", self, "_client_init")
  43. get_node("CustomGame/Singleplayer").connect("pressed", self, "_singleplayer_init")
  44. get_node("CustomGame/LevelSelect").connect("item_selected", self, "select_level")
  45. var o = setup_options()
  46. o.parse()
  47. if o.get_value("-silent"):
  48. server_playing = false # TODO: Uncaps :(
  49. if o.get_value("-hero"):
  50. var hero = o.get_value("-hero")
  51. option_sel("PlayerSettings/HeroSelect", hero)
  52. # For some reason, calling option_sel doesn't trigger the actual selection
  53. select_hero(get_node("PlayerSettings/HeroSelect").get_selected_id())
  54. if o.get_value("-level"):
  55. option_sel("CustomGame/LevelSelect", o.get_value("-level"))
  56. if o.get_value("-server"):
  57. call_deferred("_server_init")
  58. if o.get_value("-client"):
  59. call_deferred("_client_init")
  60. if o.get_value("-start-game"):
  61. my_info.start_game = true
  62. call_deferred("_client_init")
  63. if o.get_value("-singleplayer"):
  64. call_deferred("_singleplayer_init")
  65. if o.get_value("-ai"):
  66. my_info.is_ai = true
  67. if not o.get_value("-no-record") and not o.get_value("-ai"):
  68. my_info.record = true
  69. if o.get_value('-h'):
  70. o.print_help()
  71. quit()
  72. get_tree().connect("network_peer_connected", self, "_player_connected")
  73. get_tree().connect("network_peer_disconnected", self, "_player_disconnected")
  74. get_tree().connect("connected_to_server", self, "_connected_ok")
  75. func connect_global_server():
  76. _client_init(global_server_ip)
  77. func _client_init(ip=null):
  78. collect_info()
  79. var peer = NetworkedMultiplayerENet.new()
  80. if not ip:
  81. ip = get_node("CustomGame/IP").get_text()
  82. peer.create_client(ip, SERVER_PORT)
  83. get_tree().set_network_peer(peer)
  84. get_node("CustomGame/Client").set_text("Clienting!")
  85. func _singleplayer_init():
  86. collect_info()
  87. var peer = NetworkedMultiplayerENet.new()
  88. peer.create_server(SERVER_PORT, 1)
  89. get_tree().set_network_peer(peer)
  90. player_info[1] = my_info
  91. start_game()
  92. func _server_init():
  93. collect_info()
  94. var peer = NetworkedMultiplayerENet.new()
  95. peer.create_server(SERVER_PORT, MAX_PLAYERS)
  96. get_tree().set_network_peer(peer)
  97. get_node("CustomGame/Server").set_text("Serving!")
  98. get_node("JoinedGameLobby").show()
  99. if server_playing:
  100. player_info[1] = my_info
  101. func _player_connected(id):
  102. pass
  103. func _player_disconnected(id):
  104. if get_tree().is_network_server():
  105. rpc("unregister_player", id)
  106. call_deferred("render_player_list")
  107. func _connected_ok():
  108. rpc("register_player", get_tree().get_network_unique_id(), my_info)
  109. if "start_game" in my_info and my_info.start_game:
  110. rpc_id(1, "start_game")
  111. get_node("JoinedGameLobby").show()
  112. func collect_info():
  113. if not "username" in my_info:
  114. my_info.username = get_node("PlayerSettings/Username").get_text()
  115. if not "hero" in my_info:
  116. my_info.hero = get_node("PlayerSettings/HeroSelect").get_selected_id()
  117. if not "is_right_team" in my_info:
  118. my_info.is_right_team = false # Server assigns team, wait for that
  119. remote func register_player(new_peer, info):
  120. player_info[new_peer] = info
  121. render_player_list()
  122. if (get_tree().is_network_server()):
  123. var right_team_count = 0
  124. # Send current players' info to new player
  125. for old_peer in player_info:
  126. # Send new player, old player's info
  127. rpc_id(new_peer, "register_player", old_peer, player_info[old_peer])
  128. if old_peer != new_peer:
  129. # We need to assign team later, so count current
  130. if player_info[old_peer].is_right_team:
  131. right_team_count += 1
  132. # You'd think this part could be met with a simple `rpc(`, but actually it can't
  133. # My best guess is this is because we haven't registered the names yet, but I'm not sure (TODO)
  134. if old_peer != 1:
  135. # Send old player, new player's info (not us, no infinite loop)
  136. rpc_id(old_peer, "register_player", new_peer, info)
  137. if begun:
  138. rpc_id(old_peer, "spawn_player", new_peer)
  139. rpc_id(old_peer, "begin_player_deferred", new_peer) # Spawning is deferred
  140. if not server_playing:
  141. # We didn't catch this in player_info
  142. rpc_id(1, "spawn_player", new_peer)
  143. rpc_id(1, "begin_player_deferred", new_peer) # Spawning is deferred
  144. var assign_right_team = right_team_count * 2 < player_info.size()
  145. rpc("assign_team", new_peer, assign_right_team)
  146. if not begun and player_info.size() == MAX_PLAYERS:
  147. start_game()
  148. if begun:
  149. rpc_id(new_peer, "pre_configure_game", my_info.level)
  150. rpc_id(new_peer, "post_configure_game")
  151. sync func unregister_player(peer):
  152. player_info.erase(peer)
  153. get_node("/root/Level/Players/%d" % peer).queue_free()
  154. func select_hero(hero):
  155. var description = get_node("PlayerSettings/HeroSelect").hero_text[hero]
  156. get_node("PlayerSettings/HeroDescription").set_text(description)
  157. rpc("set_hero", get_tree().get_network_unique_id(), hero)
  158. sync func set_hero(peer, hero):
  159. player_info[peer].hero = hero
  160. render_player_list()
  161. func resend_name():
  162. var name = get_node("PlayerSettings/Username").get_text()
  163. rpc("set_name", get_tree().get_network_unique_id(), name)
  164. sync func set_name(peer, name):
  165. player_info[peer].username = name
  166. render_player_list()
  167. sync func assign_team(peer, is_right_team):
  168. player_info[peer].is_right_team = is_right_team
  169. if peer == get_tree().get_network_unique_id():
  170. if is_right_team:
  171. get_node("PlayerSettings/Team").set_text("Right Team")
  172. else:
  173. get_node("PlayerSettings/Team").set_text("Left Team")
  174. render_player_list()
  175. func render_player_list():
  176. if has_node("PlayerSettings"):
  177. var list = ""
  178. var hero_names = get_node("PlayerSettings/HeroSelect").hero_names
  179. for p in player_info:
  180. list += "%-15s" % player_info[p].username
  181. list += "%-20s" % hero_names[player_info[p].hero]
  182. if player_info[p].is_right_team:
  183. list += "Right Team"
  184. else:
  185. list += "Left Team"
  186. list += "\n"
  187. get_node("JoinedGameLobby/PlayerList").set_text(list)
  188. sync func start_game():
  189. my_info.level = get_node("CustomGame/LevelSelect").get_selected_id()
  190. rpc("pre_configure_game", my_info.level)
  191. sync func done_preconfiguring(who):
  192. players_done.append(who)
  193. if players_done.size() == player_info.size():
  194. # We call deferred in case singleplayer has placing the player in queue still
  195. call_deferred("rpc", "post_configure_game")
  196. sync func spawn_player(p):
  197. var hero = player_info[p].hero
  198. var player = load("res://scenes/heroes/" + str(hero) + ".tscn").instance()
  199. player.set_name(str(p))
  200. player.set_network_master(p)
  201. player.player_info = player_info[p]
  202. get_node("/root/Level/Players").call_deferred("add_child", player)
  203. sync func pre_configure_game(level):
  204. begun = true
  205. my_info.level = level # Remember the level for future player registration
  206. var self_peer_id = get_tree().get_network_unique_id()
  207. # Remove the interface so as to not fuck with things
  208. # But we still need the lobby alive to deal with networking!
  209. for element in get_node("/root/Lobby").get_children():
  210. element.queue_free()
  211. var world = load("res://scenes/levels/%d.tscn" % level).instance()
  212. get_node("/root").add_child(world)
  213. # Load all players (including self)
  214. for p in player_info:
  215. player_info[p].level = level
  216. spawn_player(p)
  217. rpc_id(1, "done_preconfiguring", self_peer_id)
  218. func begin_player(peer):
  219. get_node("/root/Level/Players/%d" % peer).begin()
  220. remote func begin_player_deferred(peer):
  221. call_deferred("begin_player", peer)
  222. func reset_state():
  223. players_done = []
  224. get_node("/root/Level").queue_free()
  225. sync func post_configure_game():
  226. # Begin all players (including self)
  227. for p in player_info:
  228. begin_player_deferred(p)