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- extends "res://scripts/args.gd"
-
- # class member variables go here, for example:
- # var a = 2
- # var b = "textvar"
- var SERVER_PORT = 2467
- var MAX_PLAYERS = 10
- var SERVER_PLAYING = true
-
- var player_info = {}
- var my_info = {}
-
- func setup_options():
- var opts = Options.new()
- opts.set_banner(('A non-violent MOBA inspired by Overwatch and Zineth'))
- opts.add('-singleplayer', false, 'Whether to run singeplayer, starting immediately')
- opts.add('-server', false, 'Whether to run as server')
- opts.add('-client', false, 'Immediately connect as client')
- opts.add('-silent-server', false, 'If the server is not playing, merely serving')
- opts.add('-hero', 'r', 'Your choice of hero (index)')
- opts.add('-level', 'r', 'Your choice of level (index) - server only!')
- opts.add('-start-game', false, 'Join as a client and immediately start the game')
- opts.add('-h', false, "Print help")
- return opts
-
- func option_sel(button_name, option):
- var button = get_node(button_name)
- print("-->")
- if option == "r":
- option = randi() % button.get_item_count()
- print(randi() % 3)
- else:
- option = int(option)
- button.select(option)
-
- func _ready():
-
- var o = setup_options()
- o.parse()
-
- randomize()
-
- if o.get_value("-silent-server"):
- SERVER_PLAYING = false # TODO: Uncaps :(
- if o.get_value("-hero"):
- option_sel("HeroSelect", o.get_value("-hero"))
- print(get_node("HeroSelect").get_selected_id())
- if o.get_value("-level"):
- option_sel("ServerStart/LevelSelect", o.get_value("-level"))
- if o.get_value("-server"):
- call_deferred("_server_init")
- if o.get_value("-client"):
- call_deferred("_client_init")
- if o.get_value("-start-game"):
- my_info.start_game = true
- call_deferred("_client_init")
- if o.get_value("-singleplayer"):
- call_deferred("_singleplayer_init")
- if o.get_value('-h'):
- o.print_help()
- quit()
-
- # Called every time the node is added to the scene.
- # Initialization here
- get_node("Server").connect("pressed", self, "_server_init")
- get_node("ServerStart").connect("pressed", self, "start_game")
- get_node("Client").connect("pressed", self, "_client_init")
- get_node("Singleplayer").connect("pressed", self, "_singleplayer_init")
-
- get_tree().connect("network_peer_connected", self, "_player_connected")
- get_tree().connect("network_peer_disconnected", self, "_player_disconnected")
- get_tree().connect("connected_to_server", self, "_connected_ok")
-
- get_node("HeroSelect").connect("item_selected", self, "select_hero")
-
- func _client_init():
- collect_info()
- var peer = NetworkedMultiplayerENet.new()
- var server_ip = get_node("IP").get_text()
- peer.create_client(server_ip, SERVER_PORT)
- get_tree().set_network_peer(peer)
- get_node("Client").set_text("Clienting!")
-
- func _singleplayer_init():
- collect_info()
- var peer = NetworkedMultiplayerENet.new()
- peer.create_server(SERVER_PORT, 1)
- get_tree().set_network_peer(peer)
- player_info[1] = my_info
- start_game()
-
- func _server_init():
- collect_info()
- var peer = NetworkedMultiplayerENet.new()
- peer.create_server(SERVER_PORT, MAX_PLAYERS)
- get_tree().set_network_peer(peer)
- get_node("Server").set_text("Serving!")
- get_node("ServerStart").show()
- if SERVER_PLAYING:
- player_info[1] = my_info
-
- func _player_connected(id):
- print("Connect, my friend: " + str(id))
-
- func _player_disconnected(id):
- if get_tree().is_network_server():
- rpc("unregister_player", id)
-
- func _connected_ok():
- rpc("register_player", get_tree().get_network_unique_id(), my_info)
- if "start_game" in my_info and my_info.start_game:
- rpc_id(1, "start_game")
-
- func collect_info():
- if not "username" in my_info:
- my_info.username = get_node("Username").get_text()
- if not "hero" in my_info:
- my_info.hero = get_node("HeroSelect").get_selected_id()
- if not "is_right_team" in my_info:
- my_info.is_right_team = false # Server assigns team, wait for that
- if not "start_game" in my_info:
- my_info.start_game = get_node("ForceStart").pressed
-
- remote func register_player(new_peer, info):
- player_info[new_peer] = info
- render_player_list()
- if (get_tree().is_network_server()):
- var right_team_count = 0
- # Send current players' info to new player
- for old_peer in player_info:
- # Send new player, old player's info
- rpc_id(new_peer, "register_player", old_peer, player_info[old_peer])
- if old_peer != new_peer:
- # We need to assign team later, so count current
- if player_info[old_peer].is_right_team:
- print(right_team_count)
- right_team_count += 1
- # You'd think this part could be met with a simple `rpc(`, but actually it can't
- # My best guess is this is because we haven't registered the names yet, but I'm not sure (TODO)
- if old_peer != 1:
- # Send old player, new player's info (not us, no infinite loop)
- rpc_id(old_peer, "register_player", new_peer, info)
- var assign_right_team = right_team_count * 2 < player_info.size()
- rpc("assign_team", new_peer, assign_right_team)
- if (player_info.size() == MAX_PLAYERS):
- start_game()
-
- sync func unregister_player(peer):
- player_info.erase(peer)
- get_node("/root/Level/Players/%d" % peer).queue_free()
-
- func select_hero(hero):
- rpc("set_hero", get_tree().get_network_unique_id(), hero)
-
- sync func set_hero(peer, hero):
- player_info[peer].hero = hero
- render_player_list()
-
- sync func assign_team(peer, is_right_team):
- player_info[peer].is_right_team = is_right_team
- if peer == get_tree().get_network_unique_id():
- if is_right_team:
- get_node("Team").set_text("Right Team")
- else:
- get_node("Team").set_text("Left Team")
- render_player_list()
-
- func render_player_list():
- var list = ""
- var hero_names = get_node("HeroSelect").hero_names
- for p in player_info:
- list += "%-15s" % player_info[p].username
- list += "%-20s" % hero_names[player_info[p].hero]
- if player_info[p].is_right_team:
- list += "Right Team"
- else:
- list += "Left Team"
- list += "\n"
- get_node("PlayerList").set_text(list)
-
- sync func start_game():
- var level = get_node("ServerStart/LevelSelect").get_selected_id()
- rpc("pre_configure_game", level)
-
- var players_done = []
- remote func done_preconfiguring(who):
- players_done.append(who)
- if (players_done.size() == player_info.size()):
- rpc("post_configure_game")
-
- sync func pre_configure_game(level):
- var self_peer_id = get_tree().get_network_unique_id()
-
- # Remove the interface so as to not fuck with things
- # But we still need the lobby (Control) alive to deal with networking!
- for element in get_node("/root/Control").get_children():
- element.queue_free()
-
- var world = load("res://scenes/levels/%d.tscn" % level).instance()
- get_node("/root").add_child(world)
-
- # Load all players (including self)
- for p in player_info:
- var hero = player_info[p].hero
- var player = load("res://scenes/heroes/" + str(hero) + ".tscn").instance()
- player.set_name(str(p))
- player.set_network_master(p)
- player.player_info = player_info[p]
- get_node("/root/Level/Players").call_deferred("add_child", player)
-
- rpc_id(1, "done_preconfiguring", self_peer_id)
-
- #func _process(delta):
- # # Called every frame. Delta is time since last frame.
- # # Update game logic here.
- # pass
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