A team game with an emphasis on movement (with no shooting), inspired by Overwatch and Zineth
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

266 lines
8.9 KiB

7 years ago
  1. extends "res://scripts/args.gd"
  2. var SERVER_PORT = 54672
  3. var MAX_PLAYERS = 50
  4. var player_info = {}
  5. var my_info = {}
  6. var begun = false
  7. var server_playing = true
  8. var global_server_ip = "216.195.175.190"
  9. var players_done = []
  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', 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('-ai', true, 'Run this client as AI')
  21. opts.add('-no-record', true, "Don't record this play for AI later")
  22. opts.add('-h', false, "Print help")
  23. return opts
  24. func option_sel(button_name, option):
  25. var button = get_node(button_name)
  26. if option == "r":
  27. option = randi() % button.get_item_count()
  28. else:
  29. option = int(option)
  30. button.select(option)
  31. func _ready():
  32. my_info.version = [0,0,0] # Semantic versioning: [0].[1].[2]
  33. randomize()
  34. get_node("GameBrowser/Play").connect("pressed", self, "connect_global_server")
  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 connect_global_server():
  73. _client_init(global_server_ip)
  74. func _client_init(ip=null):
  75. collect_info()
  76. var peer = NetworkedMultiplayerENet.new()
  77. if not ip:
  78. ip = get_node("CustomGame/IP").get_text()
  79. peer.create_client(ip, SERVER_PORT)
  80. get_tree().set_network_peer(peer)
  81. get_node("CustomGame/Client").set_text("Clienting!")
  82. func _singleplayer_init():
  83. collect_info()
  84. var peer = NetworkedMultiplayerENet.new()
  85. peer.create_server(SERVER_PORT, 1)
  86. get_tree().set_network_peer(peer)
  87. player_info[1] = my_info
  88. start_game()
  89. func _server_init():
  90. collect_info()
  91. var peer = NetworkedMultiplayerENet.new()
  92. peer.create_server(SERVER_PORT, MAX_PLAYERS)
  93. get_tree().set_network_peer(peer)
  94. get_node("CustomGame/Server").set_text("Serving!")
  95. get_node("JoinedGameLobby").show()
  96. if server_playing:
  97. player_info[1] = my_info
  98. func _player_connected(id):
  99. pass
  100. func _player_disconnected(id):
  101. if get_tree().is_network_server():
  102. rpc("unregister_player", id)
  103. call_deferred("render_player_list")
  104. func _connected_ok():
  105. rpc("register_player", get_tree().get_network_unique_id(), my_info)
  106. if "start_game" in my_info and my_info.start_game:
  107. rpc_id(1, "start_game")
  108. get_node("JoinedGameLobby").show()
  109. func collect_info():
  110. if not "username" in my_info:
  111. my_info.username = get_node("PlayerSettings/Username").get_text()
  112. if not "hero" in my_info:
  113. my_info.hero = get_node("PlayerSettings/HeroSelect").get_selected_id()
  114. if not "is_right_team" in my_info:
  115. my_info.is_right_team = false # Server assigns team, wait for that
  116. remote func register_player(new_peer, info):
  117. player_info[new_peer] = info
  118. render_player_list()
  119. if (get_tree().is_network_server()):
  120. var right_team_count = 0
  121. # Send current players' info to new player
  122. for old_peer in player_info:
  123. # Send new player, old player's info
  124. rpc_id(new_peer, "register_player", old_peer, player_info[old_peer])
  125. if old_peer != new_peer:
  126. # We need to assign team later, so count current
  127. if player_info[old_peer].is_right_team:
  128. right_team_count += 1
  129. # You'd think this part could be met with a simple `rpc(`, but actually it can't
  130. # My best guess is this is because we haven't registered the names yet, but I'm not sure (TODO)
  131. if old_peer != 1:
  132. # Send old player, new player's info (not us, no infinite loop)
  133. rpc_id(old_peer, "register_player", new_peer, info)
  134. if begun:
  135. rpc_id(old_peer, "spawn_player", new_peer)
  136. rpc_id(old_peer, "begin_player_deferred", new_peer) # Spawning is deferred
  137. if not server_playing:
  138. # We didn't catch this in player_info
  139. rpc_id(1, "spawn_player", new_peer)
  140. rpc_id(1, "begin_player_deferred", new_peer) # Spawning is deferred
  141. var assign_right_team = right_team_count * 2 < player_info.size()
  142. rpc("assign_team", new_peer, assign_right_team)
  143. if not begun and player_info.size() == MAX_PLAYERS:
  144. start_game()
  145. if begun:
  146. rpc_id(new_peer, "pre_configure_game", my_info.level)
  147. rpc_id(new_peer, "post_configure_game")
  148. sync func unregister_player(peer):
  149. player_info.erase(peer)
  150. get_node("/root/Level/Players/%d" % peer).queue_free()
  151. func select_hero(hero):
  152. var description = get_node("PlayerSettings/HeroSelect").hero_text[hero]
  153. get_node("PlayerSettings/HeroDescription").set_text(description)
  154. rpc("set_hero", get_tree().get_network_unique_id(), hero)
  155. sync func set_hero(peer, hero):
  156. player_info[peer].hero = hero
  157. render_player_list()
  158. func resend_name():
  159. var name = get_node("PlayerSettings/Username").get_text()
  160. rpc("set_name", get_tree().get_network_unique_id(), name)
  161. sync func set_name(peer, name):
  162. player_info[peer].username = name
  163. render_player_list()
  164. sync func assign_team(peer, is_right_team):
  165. player_info[peer].is_right_team = is_right_team
  166. if peer == get_tree().get_network_unique_id():
  167. if is_right_team:
  168. get_node("PlayerSettings/Team").set_text("Right Team")
  169. else:
  170. get_node("PlayerSettings/Team").set_text("Left Team")
  171. render_player_list()
  172. func render_player_list():
  173. if has_node("PlayerSettings"):
  174. var list = ""
  175. var hero_names = get_node("PlayerSettings/HeroSelect").hero_names
  176. for p in player_info:
  177. list += "%-15s" % player_info[p].username
  178. list += "%-20s" % hero_names[player_info[p].hero]
  179. if player_info[p].is_right_team:
  180. list += "Right Team"
  181. else:
  182. list += "Left Team"
  183. list += "\n"
  184. get_node("JoinedGameLobby/PlayerList").set_text(list)
  185. sync func start_game():
  186. my_info.level = get_node("CustomGame/LevelSelect").get_selected_id()
  187. rpc("pre_configure_game", my_info.level)
  188. sync func done_preconfiguring(who):
  189. players_done.append(who)
  190. if players_done.size() == player_info.size():
  191. # We call deferred in case singleplayer has placing the player in queue still
  192. call_deferred("rpc", "post_configure_game")
  193. sync func spawn_player(p):
  194. var hero = player_info[p].hero
  195. var player = load("res://scenes/heroes/" + str(hero) + ".tscn").instance()
  196. player.set_name(str(p))
  197. player.set_network_master(p)
  198. player.player_info = player_info[p]
  199. get_node("/root/Level/Players").call_deferred("add_child", player)
  200. sync func pre_configure_game(level):
  201. begun = true
  202. my_info.level = level # Remember the level for future player registration
  203. var self_peer_id = get_tree().get_network_unique_id()
  204. # Remove the interface so as to not fuck with things
  205. # But we still need the lobby alive to deal with networking!
  206. for element in get_node("/root/Lobby").get_children():
  207. element.queue_free()
  208. var world = load("res://scenes/levels/%d.tscn" % level).instance()
  209. get_node("/root").add_child(world)
  210. # Load all players (including self)
  211. for p in player_info:
  212. player_info[p].level = level
  213. spawn_player(p)
  214. rpc_id(1, "done_preconfiguring", self_peer_id)
  215. func begin_player(peer):
  216. get_node("/root/Level/Players/%d" % peer).begin()
  217. remote func begin_player_deferred(peer):
  218. call_deferred("begin_player", peer)
  219. sync func reset_state():
  220. players_done = []
  221. get_node("/root/Level").queue_free()
  222. sync func post_configure_game():
  223. # Begin all players (including self)
  224. for p in player_info:
  225. begin_player_deferred(p)