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 SERVER_PLAYING = true
  8. var player_info = {}
  9. var my_info = {}
  10. func setup_options():
  11. var opts = Options.new()
  12. opts.set_banner(('A non-violent MOBA inspired by Overwatch and Zineth'))
  13. opts.add('-singleplayer', false, 'Whether to run singeplayer, starting immediately')
  14. opts.add('-server', false, 'Whether to run as server')
  15. opts.add('-client', false, 'Immediately connect as client')
  16. opts.add('-silent-server', false, 'If the server is not playing, merely serving')
  17. opts.add('-hero', 'r', 'Your choice of hero (index)')
  18. opts.add('-level', 'r', 'Your choice of level (index) - server only!')
  19. opts.add('-start-game', false, 'Join as a client and immediately start the game')
  20. opts.add('-h', false, "Print help")
  21. return opts
  22. func option_sel(button_name, option):
  23. var button = get_node(button_name)
  24. print("-->")
  25. if option == "r":
  26. option = randi() % button.get_item_count()
  27. print(randi() % 3)
  28. else:
  29. option = int(option)
  30. button.select(option)
  31. func _ready():
  32. var o = setup_options()
  33. o.parse()
  34. randomize()
  35. if o.get_value("-silent-server"):
  36. SERVER_PLAYING = false # TODO: Uncaps :(
  37. if o.get_value("-hero"):
  38. option_sel("HeroSelect", o.get_value("-hero"))
  39. print(get_node("HeroSelect").get_selected_id())
  40. if o.get_value("-level"):
  41. option_sel("ServerStart/LevelSelect", o.get_value("-level"))
  42. if o.get_value("-server"):
  43. call_deferred("_server_init")
  44. if o.get_value("-client"):
  45. call_deferred("_client_init")
  46. if o.get_value("-start-game"):
  47. my_info.start_game = true
  48. call_deferred("_client_init")
  49. if o.get_value("-singleplayer"):
  50. call_deferred("_singleplayer_init")
  51. if o.get_value('-h'):
  52. o.print_help()
  53. quit()
  54. # Called every time the node is added to the scene.
  55. # Initialization here
  56. get_node("Server").connect("pressed", self, "_server_init")
  57. get_node("ServerStart").connect("pressed", self, "start_game")
  58. get_node("Client").connect("pressed", self, "_client_init")
  59. get_node("Singleplayer").connect("pressed", self, "_singleplayer_init")
  60. get_tree().connect("network_peer_connected", self, "_player_connected")
  61. get_tree().connect("network_peer_disconnected", self, "_player_disconnected")
  62. get_tree().connect("connected_to_server", self, "_connected_ok")
  63. get_node("HeroSelect").connect("item_selected", self, "select_hero")
  64. func _client_init():
  65. collect_info()
  66. var peer = NetworkedMultiplayerENet.new()
  67. var server_ip = get_node("IP").get_text()
  68. peer.create_client(server_ip, SERVER_PORT)
  69. get_tree().set_network_peer(peer)
  70. get_node("Client").set_text("Clienting!")
  71. func _singleplayer_init():
  72. collect_info()
  73. var peer = NetworkedMultiplayerENet.new()
  74. peer.create_server(SERVER_PORT, 1)
  75. get_tree().set_network_peer(peer)
  76. player_info[1] = my_info
  77. start_game()
  78. func _server_init():
  79. collect_info()
  80. var peer = NetworkedMultiplayerENet.new()
  81. peer.create_server(SERVER_PORT, MAX_PLAYERS)
  82. get_tree().set_network_peer(peer)
  83. get_node("Server").set_text("Serving!")
  84. get_node("ServerStart").show()
  85. if SERVER_PLAYING:
  86. player_info[1] = my_info
  87. func _player_connected(id):
  88. print("Connect, my friend: " + str(id))
  89. func _player_disconnected(id):
  90. if get_tree().is_network_server():
  91. rpc("unregister_player", id)
  92. func _connected_ok():
  93. rpc("register_player", get_tree().get_network_unique_id(), my_info)
  94. if "start_game" in my_info and my_info.start_game:
  95. rpc_id(1, "start_game")
  96. func collect_info():
  97. if not "username" in my_info:
  98. my_info.username = get_node("Username").get_text()
  99. if not "hero" in my_info:
  100. my_info.hero = get_node("HeroSelect").get_selected_id()
  101. if not "is_right_team" in my_info:
  102. my_info.is_right_team = false # Server assigns team, wait for that
  103. if not "start_game" in my_info:
  104. my_info.start_game = get_node("ForceStart").pressed
  105. remote func register_player(new_peer, info):
  106. player_info[new_peer] = info
  107. render_player_list()
  108. if (get_tree().is_network_server()):
  109. var right_team_count = 0
  110. # Send current players' info to new player
  111. for old_peer in player_info:
  112. # Send new player, old player's info
  113. rpc_id(new_peer, "register_player", old_peer, player_info[old_peer])
  114. if old_peer != new_peer:
  115. # We need to assign team later, so count current
  116. if player_info[old_peer].is_right_team:
  117. print(right_team_count)
  118. right_team_count += 1
  119. # You'd think this part could be met with a simple `rpc(`, but actually it can't
  120. # My best guess is this is because we haven't registered the names yet, but I'm not sure (TODO)
  121. if old_peer != 1:
  122. # Send old player, new player's info (not us, no infinite loop)
  123. rpc_id(old_peer, "register_player", new_peer, info)
  124. var assign_right_team = right_team_count * 2 < player_info.size()
  125. rpc("assign_team", new_peer, assign_right_team)
  126. if (player_info.size() == MAX_PLAYERS):
  127. start_game()
  128. sync func unregister_player(peer):
  129. player_info.erase(peer)
  130. get_node("/root/Level/Players/%d" % peer).queue_free()
  131. func select_hero(hero):
  132. rpc("set_hero", get_tree().get_network_unique_id(), hero)
  133. sync func set_hero(peer, hero):
  134. player_info[peer].hero = hero
  135. render_player_list()
  136. sync func assign_team(peer, is_right_team):
  137. player_info[peer].is_right_team = is_right_team
  138. if peer == get_tree().get_network_unique_id():
  139. if is_right_team:
  140. get_node("Team").set_text("Right Team")
  141. else:
  142. get_node("Team").set_text("Left Team")
  143. render_player_list()
  144. func render_player_list():
  145. var list = ""
  146. var hero_names = get_node("HeroSelect").hero_names
  147. for p in player_info:
  148. list += "%-15s" % player_info[p].username
  149. list += "%-20s" % hero_names[player_info[p].hero]
  150. if player_info[p].is_right_team:
  151. list += "Right Team"
  152. else:
  153. list += "Left Team"
  154. list += "\n"
  155. get_node("PlayerList").set_text(list)
  156. sync func start_game():
  157. var level = get_node("ServerStart/LevelSelect").get_selected_id()
  158. rpc("pre_configure_game", level)
  159. var players_done = []
  160. remote func done_preconfiguring(who):
  161. players_done.append(who)
  162. if (players_done.size() == player_info.size()):
  163. rpc("post_configure_game")
  164. sync func pre_configure_game(level):
  165. var self_peer_id = get_tree().get_network_unique_id()
  166. # Remove the interface so as to not fuck with things
  167. # But we still need the lobby (Control) alive to deal with networking!
  168. for element in get_node("/root/Control").get_children():
  169. element.queue_free()
  170. var world = load("res://scenes/levels/%d.tscn" % level).instance()
  171. get_node("/root").add_child(world)
  172. # Load all players (including self)
  173. for p in player_info:
  174. var hero = player_info[p].hero
  175. var player = load("res://scenes/heroes/" + str(hero) + ".tscn").instance()
  176. player.set_name(str(p))
  177. player.set_network_master(p)
  178. player.player_info = player_info[p]
  179. get_node("/root/Level/Players").call_deferred("add_child", player)
  180. rpc_id(1, "done_preconfiguring", self_peer_id)
  181. #func _process(delta):
  182. # # Called every frame. Delta is time since last frame.
  183. # # Update game logic here.
  184. # pass