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