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. var global_server_ip = "216.195.175.190"
  12. func setup_options():
  13. var opts = Options.new()
  14. opts.set_banner(('A non-violent MOBA inspired by Overwatch and Zineth'))
  15. opts.add('-singleplayer', false, 'Whether to run singeplayer, starting immediately')
  16. opts.add('-server', false, 'Whether to run as server')
  17. opts.add('-client', false, 'Immediately connect as client')
  18. opts.add('-silent', false, 'If the server is not playing, merely serving')
  19. opts.add('-hero', 'r', 'Your choice of hero (index)')
  20. opts.add('-level', 'r', 'Your choice of level (index) - server only!')
  21. opts.add('-start-game', false, 'Join as a client and immediately start the game')
  22. opts.add('-ai', true, 'Run this client as AI')
  23. opts.add('-no-record', true, "Don't record this play for AI later")
  24. opts.add('-h', false, "Print help")
  25. return opts
  26. func option_sel(button_name, option):
  27. var button = get_node(button_name)
  28. if option == "r":
  29. option = randi() % button.get_item_count()
  30. else:
  31. option = int(option)
  32. button.select(option)
  33. func _ready():
  34. my_info.version = [0,0,0] # Semantic versioning: [0].[1].[2]
  35. randomize()
  36. get_node("GameBrowser/Play").connect("pressed", self, "connect_global_server")
  37. get_node("PlayerSettings/HeroSelect").connect("item_selected", self, "select_hero")
  38. get_node("PlayerSettings/Username").connect("text_changed", self, "resend_name")
  39. get_node("JoinedGameLobby/StartGame").connect("pressed", self, "start_game")
  40. get_node("CustomGame/Server").connect("pressed", self, "_server_init")
  41. get_node("CustomGame/Client").connect("pressed", self, "_client_init")
  42. get_node("CustomGame/Singleplayer").connect("pressed", self, "_singleplayer_init")
  43. get_node("CustomGame/LevelSelect").connect("item_selected", self, "select_level")
  44. var o = setup_options()
  45. o.parse()
  46. if o.get_value("-silent"):
  47. server_playing = false # TODO: Uncaps :(
  48. if o.get_value("-hero"):
  49. var hero = o.get_value("-hero")
  50. option_sel("PlayerSettings/HeroSelect", hero)
  51. # For some reason, calling option_sel doesn't trigger the actual selection
  52. select_hero(get_node("PlayerSettings/HeroSelect").get_selected_id())
  53. if o.get_value("-level"):
  54. option_sel("CustomGame/LevelSelect", o.get_value("-level"))
  55. if o.get_value("-server"):
  56. call_deferred("_server_init")
  57. if o.get_value("-client"):
  58. call_deferred("_client_init")
  59. if o.get_value("-start-game"):
  60. my_info.start_game = true
  61. call_deferred("_client_init")
  62. if o.get_value("-singleplayer"):
  63. call_deferred("_singleplayer_init")
  64. if o.get_value("-ai"):
  65. my_info.is_ai = true
  66. if not o.get_value("-no-record") and not o.get_value("-ai"):
  67. my_info.record = true
  68. if o.get_value('-h'):
  69. o.print_help()
  70. quit()
  71. get_tree().connect("network_peer_connected", self, "_player_connected")
  72. get_tree().connect("network_peer_disconnected", self, "_player_disconnected")
  73. get_tree().connect("connected_to_server", self, "_connected_ok")
  74. func connect_global_server():
  75. _client_init(global_server_ip)
  76. func _client_init(ip=null):
  77. collect_info()
  78. var peer = NetworkedMultiplayerENet.new()
  79. if not ip:
  80. ip = get_node("CustomGame/IP").get_text()
  81. peer.create_client(ip, SERVER_PORT)
  82. get_tree().set_network_peer(peer)
  83. get_node("CustomGame/Client").set_text("Clienting!")
  84. func _singleplayer_init():
  85. collect_info()
  86. var peer = NetworkedMultiplayerENet.new()
  87. peer.create_server(SERVER_PORT, 1)
  88. get_tree().set_network_peer(peer)
  89. player_info[1] = my_info
  90. start_game()
  91. func _server_init():
  92. collect_info()
  93. var peer = NetworkedMultiplayerENet.new()
  94. peer.create_server(SERVER_PORT, MAX_PLAYERS)
  95. get_tree().set_network_peer(peer)
  96. get_node("CustomGame/Server").set_text("Serving!")
  97. get_node("JoinedGameLobby").show()
  98. if server_playing:
  99. player_info[1] = my_info
  100. func _player_connected(id):
  101. pass
  102. func _player_disconnected(id):
  103. if get_tree().is_network_server():
  104. rpc("unregister_player", id)
  105. func _connected_ok():
  106. rpc("register_player", get_tree().get_network_unique_id(), my_info)
  107. if "start_game" in my_info and my_info.start_game:
  108. rpc_id(1, "start_game")
  109. get_node("JoinedGameLobby").show()
  110. func collect_info():
  111. if not "username" in my_info:
  112. my_info.username = get_node("PlayerSettings/Username").get_text()
  113. if not "hero" in my_info:
  114. my_info.hero = get_node("PlayerSettings/HeroSelect").get_selected_id()
  115. if not "is_right_team" in my_info:
  116. my_info.is_right_team = false # Server assigns team, wait for that
  117. remote func register_player(new_peer, info):
  118. player_info[new_peer] = info
  119. render_player_list()
  120. if (get_tree().is_network_server()):
  121. var right_team_count = 0
  122. # Send current players' info to new player
  123. for old_peer in player_info:
  124. # Send new player, old player's info
  125. rpc_id(new_peer, "register_player", old_peer, player_info[old_peer])
  126. if old_peer != new_peer:
  127. # We need to assign team later, so count current
  128. if player_info[old_peer].is_right_team:
  129. right_team_count += 1
  130. # You'd think this part could be met with a simple `rpc(`, but actually it can't
  131. # My best guess is this is because we haven't registered the names yet, but I'm not sure (TODO)
  132. if old_peer != 1:
  133. # Send old player, new player's info (not us, no infinite loop)
  134. rpc_id(old_peer, "register_player", new_peer, info)
  135. if begun:
  136. rpc_id(old_peer, "spawn_player", new_peer)
  137. rpc_id(old_peer, "begin_player_deferred", new_peer) # Spawning is deferred
  138. var assign_right_team = right_team_count * 2 < player_info.size()
  139. rpc("assign_team", new_peer, assign_right_team)
  140. if not begun and player_info.size() == MAX_PLAYERS:
  141. start_game()
  142. if begun:
  143. rpc_id(new_peer, "pre_configure_game", my_info.level)
  144. rpc_id(new_peer, "post_configure_game")
  145. sync func unregister_player(peer):
  146. player_info.erase(peer)
  147. get_node("/root/Level/Players/%d" % peer).queue_free()
  148. func select_hero(hero):
  149. var description = get_node("PlayerSettings/HeroSelect").hero_text[hero]
  150. get_node("PlayerSettings/HeroDescription").set_text(description)
  151. rpc("set_hero", get_tree().get_network_unique_id(), hero)
  152. sync func set_hero(peer, hero):
  153. player_info[peer].hero = hero
  154. render_player_list()
  155. func resend_name():
  156. var name = get_node("PlayerSettings/Username").get_text()
  157. rpc("set_name", get_tree().get_network_unique_id(), name)
  158. sync func set_name(peer, name):
  159. player_info[peer].username = name
  160. render_player_list()
  161. sync func assign_team(peer, is_right_team):
  162. player_info[peer].is_right_team = is_right_team
  163. if peer == get_tree().get_network_unique_id():
  164. if is_right_team:
  165. get_node("PlayerSettings/Team").set_text("Right Team")
  166. else:
  167. get_node("PlayerSettings/Team").set_text("Left Team")
  168. render_player_list()
  169. func render_player_list():
  170. if has_node("PlayerSettings"):
  171. var list = ""
  172. var hero_names = get_node("PlayerSettings/HeroSelect").hero_names
  173. for p in player_info:
  174. list += "%-15s" % player_info[p].username
  175. list += "%-20s" % hero_names[player_info[p].hero]
  176. if player_info[p].is_right_team:
  177. list += "Right Team"
  178. else:
  179. list += "Left Team"
  180. list += "\n"
  181. get_node("JoinedGameLobby/PlayerList").set_text(list)
  182. sync func start_game():
  183. my_info.level = get_node("CustomGame/LevelSelect").get_selected_id()
  184. rpc("pre_configure_game", my_info.level)
  185. var players_done = []
  186. sync func done_preconfiguring(who):
  187. players_done.append(who)
  188. if players_done.size() == player_info.size():
  189. # We call deferred in case singleplayer has placing the player in queue still
  190. call_deferred("rpc", "post_configure_game")
  191. sync func spawn_player(p):
  192. var hero = player_info[p].hero
  193. var player = load("res://scenes/heroes/" + str(hero) + ".tscn").instance()
  194. player.set_name(str(p))
  195. player.set_network_master(p)
  196. player.player_info = player_info[p]
  197. get_node("/root/Level/Players").call_deferred("add_child", player)
  198. sync func pre_configure_game(level):
  199. begun = true
  200. my_info.level = level # Remember the level for future player registration
  201. var self_peer_id = get_tree().get_network_unique_id()
  202. # Remove the interface so as to not fuck with things
  203. # But we still need the lobby alive to deal with networking!
  204. for element in get_node("/root/Lobby").get_children():
  205. element.queue_free()
  206. var world = load("res://scenes/levels/%d.tscn" % level).instance()
  207. get_node("/root").add_child(world)
  208. # Load all players (including self)
  209. for p in player_info:
  210. player_info[p].level = level
  211. spawn_player(p)
  212. rpc_id(1, "done_preconfiguring", self_peer_id)
  213. func begin_player(peer):
  214. get_node("/root/Level/Players/%d" % peer).begin()
  215. remote func begin_player_deferred(peer):
  216. call_deferred("begin_player", peer)
  217. sync func post_configure_game():
  218. # Begin all players (including self)
  219. for p in player_info:
  220. begin_player_deferred(p)