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 port = null # Defined by command-line argument with default
  6. var player_info = {}
  7. var my_info = {}
  8. var begun = false
  9. var server_playing = true
  10. var global_server_ip = "nv.cosinegaming.com"
  11. var players_done = []
  12. var is_connected = false # Technically this can be done with ENetcetera but it's easier this way
  13. onready var matchmaking = preload("res://scripts/matchmaking.gd").new()
  14. func setup_options():
  15. var opts = Options.new()
  16. opts.set_banner(('A non-violent MOBA inspired by Overwatch and Zineth'))
  17. opts.add('-singleplayer', false, 'Whether to run singeplayer, starting immediately')
  18. opts.add('-server', false, 'Whether to run as server')
  19. opts.add('-matchmaker', false, 'Whether to be the sole matchmaker')
  20. opts.add('-client', false, 'Immediately connect as client')
  21. opts.add('-silent', false, 'If the server is not playing, merely serving')
  22. opts.add('-port', 54672, 'The port to run a server on or connect to')
  23. opts.add('-hero', 'r', 'Your choice of hero (index)')
  24. opts.add('-level', 'r', 'Your choice of level (index) - server only!')
  25. opts.add('-start-game', false, 'Join as a client and immediately start the game')
  26. opts.add('-ai', true, 'Run this client as AI')
  27. opts.add('-no-record', true, "Don't record this play for AI later")
  28. opts.add('-h', false, "Print help")
  29. return opts
  30. func option_sel(button_name, option):
  31. var button = get_node(button_name)
  32. if option == "r":
  33. option = randi() % button.get_item_count()
  34. else:
  35. option = int(option)
  36. button.select(option)
  37. func _ready():
  38. add_child(matchmaking)
  39. my_info.version = [0,0,0] # Semantic versioning: [0].[1].[2]
  40. randomize()
  41. get_node("GameBrowser/Play").connect("pressed", self, "connect_global_server")
  42. get_node("PlayerSettings/HeroSelect").connect("item_selected", self, "select_hero")
  43. get_node("PlayerSettings/Username").connect("text_changed", self, "resend_name")
  44. get_node("JoinedGameLobby/StartGame").connect("pressed", self, "start_game")
  45. get_node("CustomGame/Server").connect("pressed", self, "_server_init")
  46. get_node("CustomGame/Client").connect("pressed", self, "_client_init")
  47. get_node("CustomGame/Singleplayer").connect("pressed", self, "_singleplayer_init")
  48. get_node("CustomGame/LevelSelect").connect("item_selected", self, "select_level")
  49. var o = setup_options()
  50. o.parse()
  51. if o.get_value("-silent"):
  52. server_playing = false # TODO: Uncaps :(
  53. if o.get_value("-hero"):
  54. var hero = o.get_value("-hero")
  55. option_sel("PlayerSettings/HeroSelect", hero)
  56. # For some reason, calling option_sel doesn't trigger the actual selection
  57. select_hero(get_node("PlayerSettings/HeroSelect").get_selected_id())
  58. if o.get_value("-level"):
  59. option_sel("CustomGame/LevelSelect", o.get_value("-level"))
  60. if o.get_value("-server"):
  61. call_deferred("_server_init")
  62. if o.get_value("-matchmaker"):
  63. call_deferred("_matchmaker_init")
  64. if o.get_value("-client"):
  65. call_deferred("_client_init")
  66. if o.get_value("-port"):
  67. port = o.get_value("-port")
  68. if o.get_value("-start-game"):
  69. my_info.start_game = true
  70. call_deferred("_client_init")
  71. if o.get_value("-singleplayer"):
  72. call_deferred("_singleplayer_init")
  73. if o.get_value("-ai"):
  74. my_info.is_ai = true
  75. if not o.get_value("-no-record") and not o.get_value("-ai"):
  76. my_info.record = true
  77. if o.get_value('-h'):
  78. o.print_help()
  79. quit()
  80. get_tree().connect("network_peer_connected", self, "_player_connected")
  81. get_tree().connect("network_peer_disconnected", self, "_player_disconnected")
  82. get_tree().connect("connected_to_server", self, "_connected_ok")
  83. func connect_global_server():
  84. _client_init(global_server_ip)
  85. func _client_init(ip=null):
  86. collect_info()
  87. var peer = NetworkedMultiplayerENet.new()
  88. if not ip:
  89. ip = get_node("CustomGame/IP").get_text()
  90. ip = IP.resolve_hostname(ip)
  91. peer.create_client(ip, port)
  92. get_tree().set_network_peer(peer)
  93. get_node("CustomGame/Client").set_text("Clienting!")
  94. func _singleplayer_init():
  95. collect_info()
  96. var peer = NetworkedMultiplayerENet.new()
  97. peer.create_server(port, 1)
  98. get_tree().set_network_peer(peer)
  99. player_info[1] = my_info
  100. start_game()
  101. func _server_init():
  102. collect_info()
  103. var peer = NetworkedMultiplayerENet.new()
  104. peer.create_server(port, matchmaking.SERVER_SIZE)
  105. get_tree().set_network_peer(peer)
  106. is_connected = true
  107. get_node("CustomGame/Server").set_text("Serving!")
  108. get_node("JoinedGameLobby").show()
  109. if server_playing:
  110. player_info[1] = my_info
  111. func _matchmaker_init():
  112. matchmaking.run_matchmaker()
  113. func _player_connected(id):
  114. pass
  115. func _player_disconnected(id):
  116. if get_tree().is_network_server():
  117. rpc("unregister_player", id)
  118. call_deferred("render_player_list")
  119. func _connected_ok():
  120. rpc("register_player", get_tree().get_network_unique_id(), my_info)
  121. if "start_game" in my_info and my_info.start_game:
  122. rpc_id(1, "start_game")
  123. get_node("JoinedGameLobby").show()
  124. is_connected = true
  125. func collect_info():
  126. if not "username" in my_info:
  127. my_info.username = get_node("PlayerSettings/Username").get_text()
  128. if not "hero" in my_info:
  129. my_info.hero = get_node("PlayerSettings/HeroSelect").get_selected_id()
  130. if not "is_right_team" in my_info:
  131. my_info.is_right_team = false # Server assigns team, wait for that
  132. remote func register_player(new_peer, info):
  133. player_info[new_peer] = info
  134. render_player_list()
  135. if (get_tree().is_network_server()):
  136. var right_team_count = 0
  137. # Send current players' info to new player
  138. for old_peer in player_info:
  139. # Send new player, old player's info
  140. rpc_id(new_peer, "register_player", old_peer, player_info[old_peer])
  141. if old_peer != new_peer:
  142. # We need to assign team later, so count current
  143. if player_info[old_peer].is_right_team:
  144. right_team_count += 1
  145. # You'd think this part could be met with a simple `rpc(`, but actually it can't
  146. # My best guess is this is because we haven't registered the names yet, but I'm not sure (TODO)
  147. if old_peer != 1:
  148. # Send old player, new player's info (not us, no infinite loop)
  149. rpc_id(old_peer, "register_player", new_peer, info)
  150. if begun:
  151. rpc_id(old_peer, "spawn_player", new_peer)
  152. rpc_id(old_peer, "begin_player_deferred", new_peer) # Spawning is deferred
  153. if not server_playing:
  154. # We didn't catch this in player_info
  155. rpc_id(1, "spawn_player", new_peer)
  156. rpc_id(1, "begin_player_deferred", new_peer) # Spawning is deferred
  157. var assign_right_team = right_team_count * 2 < player_info.size()
  158. rpc("assign_team", new_peer, assign_right_team)
  159. if not begun and player_info.size() == matchmaking.SERVER_SIZE:
  160. start_game()
  161. if begun:
  162. rpc_id(new_peer, "pre_configure_game", my_info.level)
  163. rpc_id(new_peer, "post_configure_game")
  164. sync func unregister_player(peer):
  165. player_info.erase(peer)
  166. get_node("/root/Level/Players/%d" % peer).queue_free()
  167. func select_hero(hero):
  168. var description = get_node("PlayerSettings/HeroSelect").hero_text[hero]
  169. get_node("PlayerSettings/HeroDescription").set_text(description)
  170. if is_connected:
  171. rpc("set_hero", get_tree().get_network_unique_id(), hero)
  172. sync func set_hero(peer, hero):
  173. player_info[peer].hero = hero
  174. render_player_list()
  175. func resend_name():
  176. if is_connected:
  177. var name = get_node("PlayerSettings/Username").get_text()
  178. rpc("set_name", get_tree().get_network_unique_id(), name)
  179. sync func set_name(peer, name):
  180. player_info[peer].username = name
  181. render_player_list()
  182. sync func assign_team(peer, is_right_team):
  183. player_info[peer].is_right_team = is_right_team
  184. if peer == get_tree().get_network_unique_id():
  185. if is_right_team:
  186. get_node("PlayerSettings/Team").set_text("Right Team")
  187. else:
  188. get_node("PlayerSettings/Team").set_text("Left Team")
  189. render_player_list()
  190. func render_player_list():
  191. if has_node("PlayerSettings"):
  192. var list = ""
  193. var hero_names = get_node("PlayerSettings/HeroSelect").hero_names
  194. for p in player_info:
  195. list += "%-15s" % player_info[p].username
  196. list += "%-20s" % hero_names[player_info[p].hero]
  197. if player_info[p].is_right_team:
  198. list += "Right Team"
  199. else:
  200. list += "Left Team"
  201. list += "\n"
  202. get_node("JoinedGameLobby/PlayerList").set_text(list)
  203. sync func start_game():
  204. my_info.level = get_node("CustomGame/LevelSelect").get_selected_id()
  205. rpc("pre_configure_game", my_info.level)
  206. sync func done_preconfiguring(who):
  207. players_done.append(who)
  208. if players_done.size() == player_info.size():
  209. # We call deferred in case singleplayer has placing the player in queue still
  210. call_deferred("rpc", "post_configure_game")
  211. sync func spawn_player(p):
  212. var hero = player_info[p].hero
  213. var player = load("res://scenes/heroes/" + str(hero) + ".tscn").instance()
  214. player.set_name(str(p))
  215. player.set_network_master(p)
  216. player.player_info = player_info[p]
  217. get_node("/root/Level/Players").call_deferred("add_child", player)
  218. sync func pre_configure_game(level):
  219. begun = true
  220. my_info.level = level # Remember the level for future player registration
  221. var self_peer_id = get_tree().get_network_unique_id()
  222. # Remove the interface so as to not fuck with things
  223. # But we still need the lobby alive to deal with networking!
  224. for element in get_node("/root/Lobby").get_children():
  225. element.queue_free()
  226. var world = load("res://scenes/levels/%d.tscn" % level).instance()
  227. get_node("/root").add_child(world)
  228. # Load all players (including self)
  229. for p in player_info:
  230. player_info[p].level = level
  231. spawn_player(p)
  232. rpc_id(1, "done_preconfiguring", self_peer_id)
  233. func begin_player(peer):
  234. get_node("/root/Level/Players/%d" % peer).begin()
  235. remote func begin_player_deferred(peer):
  236. call_deferred("begin_player", peer)
  237. sync func reset_state():
  238. players_done = []
  239. get_node("/root/Level").queue_free()
  240. sync func post_configure_game():
  241. # Begin all players (including self)
  242. for p in player_info:
  243. begin_player_deferred(p)