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

306 lines
10 KiB

  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. var matchmaker_tcp
  16. func setup_options():
  17. var opts = Options.new()
  18. opts.set_banner(('A non-violent MOBA inspired by Overwatch and Zineth'))
  19. opts.add('-singleplayer', false, 'Whether to run singeplayer, starting immediately')
  20. opts.add('-server', false, 'Whether to run as server')
  21. opts.add('-matchmaker', false, 'Whether to be the sole matchmaker')
  22. opts.add('-client', false, 'Immediately connect as client')
  23. opts.add('-silent', false, 'If the server is not playing, merely serving')
  24. opts.add('-port', 54672, 'The port to run a server on or connect to')
  25. opts.add('-hero', 'r', 'Your choice of hero (index)')
  26. opts.add('-level', 'r', 'Your choice of level (index) - server only!')
  27. opts.add('-start-game', false, 'Join as a client and immediately start the game')
  28. opts.add('-ai', true, 'Run this client as AI')
  29. opts.add('-no-record', true, "Don't record this play for AI later")
  30. opts.add('-h', false, "Print help")
  31. return opts
  32. func option_sel(button_name, option):
  33. var button = get_node(button_name)
  34. if option == "r":
  35. option = randi() % button.get_item_count()
  36. else:
  37. option = int(option)
  38. button.select(option)
  39. func _ready():
  40. add_child(matchmaking)
  41. my_info.version = [0,0,0] # Semantic versioning: [0].[1].[2]
  42. randomize()
  43. parse_args()
  44. get_node("GameBrowser/Play").connect("pressed", self, "connect_global_server")
  45. get_node("PlayerSettings/HeroSelect").connect("item_selected", self, "select_hero")
  46. get_node("PlayerSettings/Username").connect("text_changed", self, "resend_name")
  47. get_node("JoinedGameLobby/StartGame").connect("pressed", self, "start_game")
  48. get_node("CustomGame/Server").connect("pressed", self, "_server_init")
  49. get_node("CustomGame/Client").connect("pressed", self, "_client_init")
  50. get_node("CustomGame/Singleplayer").connect("pressed", self, "_singleplayer_init")
  51. get_node("CustomGame/LevelSelect").connect("item_selected", self, "select_level")
  52. get_tree().connect("network_peer_connected", self, "_player_connected")
  53. get_tree().connect("network_peer_disconnected", self, "_player_disconnected")
  54. get_tree().connect("connected_to_server", self, "_connected_ok")
  55. func parse_args():
  56. var o = setup_options()
  57. o.parse()
  58. if o.get_value("-silent"):
  59. server_playing = false # TODO: Uncaps :(
  60. if o.get_value("-hero"):
  61. var hero = o.get_value("-hero")
  62. option_sel("PlayerSettings/HeroSelect", hero)
  63. # For some reason, calling option_sel doesn't trigger the actual selection
  64. select_hero(get_node("PlayerSettings/HeroSelect").get_selected_id())
  65. if o.get_value("-level"):
  66. option_sel("CustomGame/LevelSelect", o.get_value("-level"))
  67. if o.get_value("-server"):
  68. call_deferred("_server_init")
  69. if o.get_value("-matchmaker"):
  70. call_deferred("_matchmaker_init")
  71. if o.get_value("-client"):
  72. call_deferred("_client_init")
  73. if o.get_value("-port"):
  74. port = o.get_value("-port")
  75. if o.get_value("-start-game"):
  76. my_info.start_game = true
  77. if o.get_value("-singleplayer"):
  78. call_deferred("_singleplayer_init")
  79. if o.get_value("-ai"):
  80. my_info.is_ai = true
  81. if not o.get_value("-no-record") and not o.get_value("-ai"):
  82. my_info.record = true
  83. if o.get_value('-h'):
  84. o.print_help()
  85. quit()
  86. func connect_global_server():
  87. ip = global_server_ip
  88. _client_init()
  89. slave func _client_init(given_port=null):
  90. collect_info()
  91. var peer = NetworkedMultiplayerENet.new()
  92. if not ip:
  93. ip = get_node("CustomGame/IP").get_text()
  94. ip = IP.resolve_hostname(ip)
  95. if given_port:
  96. port = given_port
  97. print("Connecting to " + ip + ":" + str(port))
  98. peer.create_client(ip, port)
  99. get_tree().set_network_peer(peer)
  100. get_node("CustomGame/Client").set_text("Clienting!")
  101. func _singleplayer_init():
  102. collect_info()
  103. var peer = NetworkedMultiplayerENet.new()
  104. peer.create_server(port, 1)
  105. get_tree().set_network_peer(peer)
  106. player_info[1] = my_info
  107. start_game()
  108. func _server_init():
  109. collect_info()
  110. var peer = NetworkedMultiplayerENet.new()
  111. print("Starting server on port " + str(port))
  112. peer.create_server(port, matchmaking.GAME_SIZE)
  113. get_tree().set_network_peer(peer)
  114. # As soon as we're listening, let the matchmaker know
  115. var matchmaker_peer = StreamPeerTCP.new()
  116. matchmaker_peer.connect_to_host("127.0.0.1", matchmaking.SERVER_TO_SERVER_PORT)
  117. matchmaker_tcp = PacketPeerStream.new()
  118. matchmaker_tcp.set_stream_peer(matchmaker_peer)
  119. # matchmaker_tcp.put_packet([matchmaking.messages.ready_to_connect, port])
  120. matchmaker_tcp.put_var(matchmaking.messages.ready_to_connect)
  121. matchmaker_tcp.put_var(port)
  122. is_connected = true
  123. get_node("CustomGame/Server").set_text("Serving!")
  124. get_node("JoinedGameLobby").show()
  125. if server_playing:
  126. player_info[1] = my_info
  127. if "start_game" in my_info and my_info.start_game:
  128. start_game()
  129. func _matchmaker_init():
  130. matchmaking.run_matchmaker()
  131. func _player_connected(id):
  132. pass
  133. func _player_disconnected(id):
  134. if get_tree().is_network_server():
  135. rpc("unregister_player", id)
  136. call_deferred("render_player_list")
  137. func _connected_ok():
  138. rpc("register_player", get_tree().get_network_unique_id(), my_info)
  139. if "start_game" in my_info and my_info.start_game:
  140. rpc_id(1, "start_game")
  141. get_node("JoinedGameLobby").show()
  142. is_connected = true
  143. func collect_info():
  144. if not "username" in my_info:
  145. my_info.username = get_node("PlayerSettings/Username").get_text()
  146. if not "hero" in my_info:
  147. my_info.hero = get_node("PlayerSettings/HeroSelect").get_selected_id()
  148. if not "is_right_team" in my_info:
  149. my_info.is_right_team = false # Server assigns team, wait for that
  150. remote func register_player(new_peer, info):
  151. player_info[new_peer] = info
  152. render_player_list()
  153. if (get_tree().is_network_server()):
  154. var right_team_count = 0
  155. # Send current players' info to new player
  156. for old_peer in player_info:
  157. # Send new player, old player's info
  158. rpc_id(new_peer, "register_player", old_peer, player_info[old_peer])
  159. if old_peer != new_peer:
  160. # We need to assign team later, so count current
  161. if player_info[old_peer].is_right_team:
  162. right_team_count += 1
  163. # You'd think this part could be met with a simple `rpc(`, but actually it can't
  164. # My best guess is this is because we haven't registered the names yet, but I'm not sure (TODO)
  165. if old_peer != 1:
  166. # Send old player, new player's info (not us, no infinite loop)
  167. rpc_id(old_peer, "register_player", new_peer, info)
  168. if begun:
  169. rpc_id(old_peer, "spawn_player", new_peer)
  170. rpc_id(old_peer, "begin_player_deferred", new_peer) # Spawning is deferred
  171. if not server_playing:
  172. # We didn't catch this in player_info
  173. rpc_id(1, "spawn_player", new_peer)
  174. rpc_id(1, "begin_player_deferred", new_peer) # Spawning is deferred
  175. var assign_right_team = right_team_count * 2 < player_info.size()
  176. rpc("assign_team", new_peer, assign_right_team)
  177. if not begun and player_info.size() == matchmaking.GAME_SIZE:
  178. start_game()
  179. if begun:
  180. rpc_id(new_peer, "pre_configure_game", my_info.level)
  181. rpc_id(new_peer, "post_configure_game")
  182. sync func unregister_player(peer):
  183. player_info.erase(peer)
  184. get_node("/root/Level/Players/%d" % peer).queue_free()
  185. func select_hero(hero):
  186. var description = get_node("PlayerSettings/HeroSelect").hero_text[hero]
  187. get_node("PlayerSettings/HeroDescription").set_text(description)
  188. if is_connected:
  189. rpc("set_hero", get_tree().get_network_unique_id(), hero)
  190. sync func set_hero(peer, hero):
  191. player_info[peer].hero = hero
  192. render_player_list()
  193. func resend_name():
  194. if is_connected:
  195. var name = get_node("PlayerSettings/Username").get_text()
  196. rpc("set_name", get_tree().get_network_unique_id(), name)
  197. sync func set_name(peer, name):
  198. player_info[peer].username = name
  199. render_player_list()
  200. sync func assign_team(peer, is_right_team):
  201. player_info[peer].is_right_team = is_right_team
  202. if peer == get_tree().get_network_unique_id():
  203. if is_right_team:
  204. get_node("PlayerSettings/Team").set_text("Right Team")
  205. else:
  206. get_node("PlayerSettings/Team").set_text("Left Team")
  207. render_player_list()
  208. func render_player_list():
  209. if has_node("PlayerSettings"):
  210. var list = ""
  211. var hero_names = get_node("PlayerSettings/HeroSelect").hero_names
  212. for p in player_info:
  213. list += "%-15s" % player_info[p].username
  214. list += "%-20s" % hero_names[player_info[p].hero]
  215. if player_info[p].is_right_team:
  216. list += "Right Team"
  217. else:
  218. list += "Left Team"
  219. list += "\n"
  220. get_node("JoinedGameLobby/PlayerList").set_text(list)
  221. sync func start_game():
  222. my_info.level = get_node("CustomGame/LevelSelect").get_selected_id()
  223. rpc("pre_configure_game", my_info.level)
  224. sync func done_preconfiguring(who):
  225. players_done.append(who)
  226. if players_done.size() == player_info.size():
  227. # We call deferred in case singleplayer has placing the player in queue still
  228. call_deferred("rpc", "post_configure_game")
  229. sync func spawn_player(p):
  230. var hero = player_info[p].hero
  231. var player = load("res://scenes/heroes/" + str(hero) + ".tscn").instance()
  232. player.set_name(str(p))
  233. player.set_network_master(p)
  234. player.player_info = player_info[p]
  235. get_node("/root/Level/Players").call_deferred("add_child", player)
  236. sync func pre_configure_game(level):
  237. begun = true
  238. my_info.level = level # Remember the level for future player registration
  239. var self_peer_id = get_tree().get_network_unique_id()
  240. # Remove the interface so as to not fuck with things
  241. # But we still need the lobby alive to deal with networking!
  242. for element in get_node("/root/Lobby").get_children():
  243. element.queue_free()
  244. var world = load("res://scenes/levels/%d.tscn" % level).instance()
  245. get_node("/root").add_child(world)
  246. # Load all players (including self)
  247. for p in player_info:
  248. player_info[p].level = level
  249. spawn_player(p)
  250. rpc_id(1, "done_preconfiguring", self_peer_id)
  251. func begin_player(peer):
  252. get_node("/root/Level/Players/%d" % peer).begin()
  253. remote func begin_player_deferred(peer):
  254. call_deferred("begin_player", peer)
  255. sync func reset_state():
  256. players_done = []
  257. get_node("/root/Level").queue_free()
  258. sync func post_configure_game():
  259. # Begin all players (including self)
  260. for p in player_info:
  261. begin_player_deferred(p)