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