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

7 years ago
  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 = 54672
  6. var MAX_PLAYERS = 10
  7. var player_info = {}
  8. var my_info = {}
  9. var begun = false
  10. var server_playing = true
  11. var global_server_ip = "nv.cosinegaming.com"
  12. var players_done = []
  13. var is_connected = false # Technically this can be done with ENetcetera but it's easier this way
  14. func setup_options():
  15. var opts = Options.new()
  16. opts.set_banner(('A non-violent MOBA inspired by Overwatch and Zineth'))
  17. opts.add('-singleplayer', false, 'Whether to run singeplayer, starting immediately')
  18. opts.add('-server', false, 'Whether to run as server')
  19. opts.add('-client', false, 'Immediately connect as client')
  20. opts.add('-silent', false, 'If the server is not playing, merely serving')
  21. opts.add('-hero', 'r', 'Your choice of hero (index)')
  22. opts.add('-level', 'r', 'Your choice of level (index) - server only!')
  23. opts.add('-start-game', false, 'Join as a client and immediately start the game')
  24. opts.add('-ai', true, 'Run this client as AI')
  25. opts.add('-no-record', true, "Don't record this play for AI later")
  26. opts.add('-h', false, "Print help")
  27. return opts
  28. func option_sel(button_name, option):
  29. var button = get_node(button_name)
  30. if option == "r":
  31. option = randi() % button.get_item_count()
  32. else:
  33. option = int(option)
  34. button.select(option)
  35. func _ready():
  36. my_info.version = [0,0,0] # Semantic versioning: [0].[1].[2]
  37. randomize()
  38. get_node("GameBrowser/Play").connect("pressed", self, "connect_global_server")
  39. get_node("PlayerSettings/HeroSelect").connect("item_selected", self, "select_hero")
  40. get_node("PlayerSettings/Username").connect("text_changed", self, "resend_name")
  41. get_node("JoinedGameLobby/StartGame").connect("pressed", self, "start_game")
  42. get_node("CustomGame/Server").connect("pressed", self, "_server_init")
  43. get_node("CustomGame/Client").connect("pressed", self, "_client_init")
  44. get_node("CustomGame/Singleplayer").connect("pressed", self, "_singleplayer_init")
  45. get_node("CustomGame/LevelSelect").connect("item_selected", self, "select_level")
  46. var o = setup_options()
  47. o.parse()
  48. if o.get_value("-silent"):
  49. server_playing = false # TODO: Uncaps :(
  50. if o.get_value("-hero"):
  51. var hero = o.get_value("-hero")
  52. option_sel("PlayerSettings/HeroSelect", hero)
  53. # For some reason, calling option_sel doesn't trigger the actual selection
  54. select_hero(get_node("PlayerSettings/HeroSelect").get_selected_id())
  55. if o.get_value("-level"):
  56. option_sel("CustomGame/LevelSelect", o.get_value("-level"))
  57. if o.get_value("-server"):
  58. call_deferred("_server_init")
  59. if o.get_value("-client"):
  60. call_deferred("_client_init")
  61. if o.get_value("-start-game"):
  62. my_info.start_game = true
  63. call_deferred("_client_init")
  64. if o.get_value("-singleplayer"):
  65. call_deferred("_singleplayer_init")
  66. if o.get_value("-ai"):
  67. my_info.is_ai = true
  68. if not o.get_value("-no-record") and not o.get_value("-ai"):
  69. my_info.record = true
  70. if o.get_value('-h'):
  71. o.print_help()
  72. quit()
  73. get_tree().connect("network_peer_connected", self, "_player_connected")
  74. get_tree().connect("network_peer_disconnected", self, "_player_disconnected")
  75. get_tree().connect("connected_to_server", self, "_connected_ok")
  76. func connect_global_server():
  77. _client_init(global_server_ip)
  78. func _client_init(ip=null):
  79. collect_info()
  80. var peer = NetworkedMultiplayerENet.new()
  81. if not ip:
  82. ip = get_node("CustomGame/IP").get_text()
  83. ip = IP.resolve_hostname(ip)
  84. peer.create_client(ip, SERVER_PORT)
  85. get_tree().set_network_peer(peer)
  86. get_node("CustomGame/Client").set_text("Clienting!")
  87. func _singleplayer_init():
  88. collect_info()
  89. var peer = NetworkedMultiplayerENet.new()
  90. peer.create_server(SERVER_PORT, 1)
  91. get_tree().set_network_peer(peer)
  92. player_info[1] = my_info
  93. start_game()
  94. func _server_init():
  95. collect_info()
  96. var peer = NetworkedMultiplayerENet.new()
  97. peer.create_server(SERVER_PORT, MAX_PLAYERS)
  98. get_tree().set_network_peer(peer)
  99. is_connected = true
  100. get_node("CustomGame/Server").set_text("Serving!")
  101. get_node("JoinedGameLobby").show()
  102. if server_playing:
  103. player_info[1] = my_info
  104. func _player_connected(id):
  105. pass
  106. func _player_disconnected(id):
  107. if get_tree().is_network_server():
  108. rpc("unregister_player", id)
  109. call_deferred("render_player_list")
  110. func _connected_ok():
  111. rpc("register_player", get_tree().get_network_unique_id(), my_info)
  112. if "start_game" in my_info and my_info.start_game:
  113. rpc_id(1, "start_game")
  114. get_node("JoinedGameLobby").show()
  115. is_connected = true
  116. func collect_info():
  117. if not "username" in my_info:
  118. my_info.username = get_node("PlayerSettings/Username").get_text()
  119. if not "hero" in my_info:
  120. my_info.hero = get_node("PlayerSettings/HeroSelect").get_selected_id()
  121. if not "is_right_team" in my_info:
  122. my_info.is_right_team = false # Server assigns team, wait for that
  123. remote func register_player(new_peer, info):
  124. player_info[new_peer] = info
  125. render_player_list()
  126. if (get_tree().is_network_server()):
  127. var right_team_count = 0
  128. # Send current players' info to new player
  129. for old_peer in player_info:
  130. # Send new player, old player's info
  131. rpc_id(new_peer, "register_player", old_peer, player_info[old_peer])
  132. if old_peer != new_peer:
  133. # We need to assign team later, so count current
  134. if player_info[old_peer].is_right_team:
  135. right_team_count += 1
  136. # You'd think this part could be met with a simple `rpc(`, but actually it can't
  137. # My best guess is this is because we haven't registered the names yet, but I'm not sure (TODO)
  138. if old_peer != 1:
  139. # Send old player, new player's info (not us, no infinite loop)
  140. rpc_id(old_peer, "register_player", new_peer, info)
  141. if begun:
  142. rpc_id(old_peer, "spawn_player", new_peer)
  143. rpc_id(old_peer, "begin_player_deferred", new_peer) # Spawning is deferred
  144. if not server_playing:
  145. # We didn't catch this in player_info
  146. rpc_id(1, "spawn_player", new_peer)
  147. rpc_id(1, "begin_player_deferred", new_peer) # Spawning is deferred
  148. var assign_right_team = right_team_count * 2 < player_info.size()
  149. rpc("assign_team", new_peer, assign_right_team)
  150. if not begun and player_info.size() == MAX_PLAYERS:
  151. start_game()
  152. if begun:
  153. rpc_id(new_peer, "pre_configure_game", my_info.level)
  154. rpc_id(new_peer, "post_configure_game")
  155. sync func unregister_player(peer):
  156. player_info.erase(peer)
  157. get_node("/root/Level/Players/%d" % peer).queue_free()
  158. func select_hero(hero):
  159. var description = get_node("PlayerSettings/HeroSelect").hero_text[hero]
  160. get_node("PlayerSettings/HeroDescription").set_text(description)
  161. if is_connected:
  162. rpc("set_hero", get_tree().get_network_unique_id(), hero)
  163. sync func set_hero(peer, hero):
  164. player_info[peer].hero = hero
  165. render_player_list()
  166. func resend_name():
  167. var name = get_node("PlayerSettings/Username").get_text()
  168. rpc("set_name", get_tree().get_network_unique_id(), name)
  169. sync func set_name(peer, name):
  170. player_info[peer].username = name
  171. render_player_list()
  172. sync func assign_team(peer, is_right_team):
  173. player_info[peer].is_right_team = is_right_team
  174. if peer == get_tree().get_network_unique_id():
  175. if is_right_team:
  176. get_node("PlayerSettings/Team").set_text("Right Team")
  177. else:
  178. get_node("PlayerSettings/Team").set_text("Left Team")
  179. render_player_list()
  180. func render_player_list():
  181. if has_node("PlayerSettings"):
  182. var list = ""
  183. var hero_names = get_node("PlayerSettings/HeroSelect").hero_names
  184. for p in player_info:
  185. list += "%-15s" % player_info[p].username
  186. list += "%-20s" % hero_names[player_info[p].hero]
  187. if player_info[p].is_right_team:
  188. list += "Right Team"
  189. else:
  190. list += "Left Team"
  191. list += "\n"
  192. get_node("JoinedGameLobby/PlayerList").set_text(list)
  193. sync func start_game():
  194. my_info.level = get_node("CustomGame/LevelSelect").get_selected_id()
  195. rpc("pre_configure_game", my_info.level)
  196. sync func done_preconfiguring(who):
  197. players_done.append(who)
  198. if players_done.size() == player_info.size():
  199. # We call deferred in case singleplayer has placing the player in queue still
  200. call_deferred("rpc", "post_configure_game")
  201. sync func spawn_player(p):
  202. var hero = player_info[p].hero
  203. var player = load("res://scenes/heroes/" + str(hero) + ".tscn").instance()
  204. player.set_name(str(p))
  205. player.set_network_master(p)
  206. player.player_info = player_info[p]
  207. get_node("/root/Level/Players").call_deferred("add_child", player)
  208. sync func pre_configure_game(level):
  209. begun = true
  210. my_info.level = level # Remember the level for future player registration
  211. var self_peer_id = get_tree().get_network_unique_id()
  212. # Remove the interface so as to not fuck with things
  213. # But we still need the lobby alive to deal with networking!
  214. for element in get_node("/root/Lobby").get_children():
  215. element.queue_free()
  216. var world = load("res://scenes/levels/%d.tscn" % level).instance()
  217. get_node("/root").add_child(world)
  218. # Load all players (including self)
  219. for p in player_info:
  220. player_info[p].level = level
  221. spawn_player(p)
  222. rpc_id(1, "done_preconfiguring", self_peer_id)
  223. func begin_player(peer):
  224. get_node("/root/Level/Players/%d" % peer).begin()
  225. remote func begin_player_deferred(peer):
  226. call_deferred("begin_player", peer)
  227. sync func reset_state():
  228. players_done = []
  229. get_node("/root/Level").queue_free()
  230. sync func post_configure_game():
  231. # Begin all players (including self)
  232. for p in player_info:
  233. begin_player_deferred(p)