A team game with an emphasis on movement (with no shooting), inspired by Overwatch and Zineth
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274 lines
9.1 KiB

7 years ago
  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 = 54672
  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 = "nv.cosinegaming.com"
  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. randomize()
  36. get_node("GameBrowser/Play").connect("pressed", self, "connect_global_server")
  37. get_node("PlayerSettings/HeroSelect").connect("item_selected", self, "select_hero")
  38. get_node("PlayerSettings/Username").connect("text_changed", self, "resend_name")
  39. get_node("JoinedGameLobby/StartGame").connect("pressed", self, "start_game")
  40. get_node("CustomGame/Server").connect("pressed", self, "_server_init")
  41. get_node("CustomGame/Client").connect("pressed", self, "_client_init")
  42. get_node("CustomGame/Singleplayer").connect("pressed", self, "_singleplayer_init")
  43. get_node("CustomGame/LevelSelect").connect("item_selected", self, "select_level")
  44. var o = setup_options()
  45. o.parse()
  46. if o.get_value("-silent"):
  47. server_playing = false # TODO: Uncaps :(
  48. if o.get_value("-hero"):
  49. var hero = o.get_value("-hero")
  50. option_sel("PlayerSettings/HeroSelect", hero)
  51. # For some reason, calling option_sel doesn't trigger the actual selection
  52. select_hero(get_node("PlayerSettings/HeroSelect").get_selected_id())
  53. if o.get_value("-level"):
  54. option_sel("CustomGame/LevelSelect", o.get_value("-level"))
  55. if o.get_value("-server"):
  56. call_deferred("_server_init")
  57. if o.get_value("-client"):
  58. call_deferred("_client_init")
  59. if o.get_value("-start-game"):
  60. my_info.start_game = true
  61. call_deferred("_client_init")
  62. if o.get_value("-singleplayer"):
  63. call_deferred("_singleplayer_init")
  64. if o.get_value("-ai"):
  65. my_info.is_ai = true
  66. if not o.get_value("-no-record") and not o.get_value("-ai"):
  67. my_info.record = true
  68. if o.get_value('-h'):
  69. o.print_help()
  70. quit()
  71. get_tree().connect("network_peer_connected", self, "_player_connected")
  72. get_tree().connect("network_peer_disconnected", self, "_player_disconnected")
  73. get_tree().connect("connected_to_server", self, "_connected_ok")
  74. func connect_global_server():
  75. _client_init(global_server_ip)
  76. func _client_init(ip=null):
  77. collect_info()
  78. var peer = NetworkedMultiplayerENet.new()
  79. if not ip:
  80. ip = get_node("CustomGame/IP").get_text()
  81. ip = IP.resolve_hostname(ip)
  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. my_info.version = version
  120. remote func register_player(new_peer, info):
  121. var p_version = info.version.split(".")
  122. var version_split = util.version.split(".")
  123. if p_version[0] != version_split[0]:
  124. # TODO: Fail gracefully
  125. return
  126. player_info[new_peer] = info
  127. render_player_list()
  128. if (get_tree().is_network_server()):
  129. var right_team_count = 0
  130. # Send current players' info to new player
  131. for old_peer in player_info:
  132. # Send new player, old player's info
  133. rpc_id(new_peer, "register_player", old_peer, player_info[old_peer])
  134. if old_peer != new_peer:
  135. # We need to assign team later, so count current
  136. if player_info[old_peer].is_right_team:
  137. right_team_count += 1
  138. # You'd think this part could be met with a simple `rpc(`, but actually it can't
  139. # My best guess is this is because we haven't registered the names yet, but I'm not sure (TODO)
  140. if old_peer != 1:
  141. # Send old player, new player's info (not us, no infinite loop)
  142. rpc_id(old_peer, "register_player", new_peer, info)
  143. if begun:
  144. rpc_id(old_peer, "spawn_player", new_peer)
  145. rpc_id(old_peer, "begin_player_deferred", new_peer) # Spawning is deferred
  146. if not server_playing:
  147. # We didn't catch this in player_info
  148. rpc_id(1, "spawn_player", new_peer)
  149. rpc_id(1, "begin_player_deferred", new_peer) # Spawning is deferred
  150. var assign_right_team = right_team_count * 2 < player_info.size()
  151. rpc("assign_team", new_peer, assign_right_team)
  152. if not begun and player_info.size() == MAX_PLAYERS:
  153. start_game()
  154. if begun:
  155. rpc_id(new_peer, "pre_configure_game", my_info.level)
  156. rpc_id(new_peer, "post_configure_game")
  157. sync func unregister_player(peer):
  158. player_info.erase(peer)
  159. get_node("/root/Level/Players/%d" % peer).queue_free()
  160. func select_hero(hero):
  161. var description = get_node("PlayerSettings/HeroSelect").hero_text[hero]
  162. get_node("PlayerSettings/HeroDescription").set_text(description)
  163. rpc("set_hero", get_tree().get_network_unique_id(), hero)
  164. sync func set_hero(peer, hero):
  165. player_info[peer].hero = hero
  166. render_player_list()
  167. func resend_name():
  168. var name = get_node("PlayerSettings/Username").get_text()
  169. rpc("set_name", get_tree().get_network_unique_id(), name)
  170. sync func set_name(peer, name):
  171. player_info[peer].username = name
  172. render_player_list()
  173. sync func assign_team(peer, is_right_team):
  174. player_info[peer].is_right_team = is_right_team
  175. if peer == get_tree().get_network_unique_id():
  176. if is_right_team:
  177. get_node("PlayerSettings/Team").set_text("Right Team")
  178. else:
  179. get_node("PlayerSettings/Team").set_text("Left Team")
  180. render_player_list()
  181. func render_player_list():
  182. if has_node("PlayerSettings"):
  183. var list = ""
  184. var hero_names = get_node("PlayerSettings/HeroSelect").hero_names
  185. for p in player_info:
  186. list += "%-15s" % player_info[p].username
  187. list += "%-20s" % hero_names[player_info[p].hero]
  188. if player_info[p].is_right_team:
  189. list += "Right Team"
  190. else:
  191. list += "Left Team"
  192. list += "\n"
  193. get_node("JoinedGameLobby/PlayerList").set_text(list)
  194. sync func start_game():
  195. my_info.level = get_node("CustomGame/LevelSelect").get_selected_id()
  196. rpc("pre_configure_game", my_info.level)
  197. sync func done_preconfiguring(who):
  198. players_done.append(who)
  199. if players_done.size() == player_info.size():
  200. # We call deferred in case singleplayer has placing the player in queue still
  201. call_deferred("rpc", "post_configure_game")
  202. sync func spawn_player(p):
  203. var hero = player_info[p].hero
  204. var player = load("res://scenes/heroes/" + str(hero) + ".tscn").instance()
  205. player.set_name(str(p))
  206. player.set_network_master(p)
  207. player.player_info = player_info[p]
  208. get_node("/root/Level/Players").call_deferred("add_child", player)
  209. sync func pre_configure_game(level):
  210. begun = true
  211. my_info.level = level # Remember the level for future player registration
  212. var self_peer_id = get_tree().get_network_unique_id()
  213. # Remove the interface so as to not fuck with things
  214. # But we still need the lobby alive to deal with networking!
  215. for element in get_node("/root/Lobby").get_children():
  216. element.queue_free()
  217. var world = load("res://scenes/levels/%d.tscn" % level).instance()
  218. get_node("/root").add_child(world)
  219. # Load all players (including self)
  220. for p in player_info:
  221. player_info[p].level = level
  222. spawn_player(p)
  223. rpc_id(1, "done_preconfiguring", self_peer_id)
  224. func begin_player(peer):
  225. get_node("/root/Level/Players/%d" % peer).begin()
  226. remote func begin_player_deferred(peer):
  227. call_deferred("begin_player", peer)
  228. sync func reset_state():
  229. players_done = []
  230. get_node("/root/Level").queue_free()
  231. sync func post_configure_game():
  232. # Begin all players (including self)
  233. for p in player_info:
  234. begin_player_deferred(p)