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