extends "res://scripts/args.gd" # class member variables go here, for example: # var a = 2 # var b = "textvar" var SERVER_PORT = 2467 var MAX_PLAYERS = 10 var SERVER_PLAYING = true var player_info = {} var my_info = {} var begun = false func setup_options(): var opts = Options.new() opts.set_banner(('A non-violent MOBA inspired by Overwatch and Zineth')) opts.add('-singleplayer', false, 'Whether to run singeplayer, starting immediately') opts.add('-server', false, 'Whether to run as server') opts.add('-client', false, 'Immediately connect as client') opts.add('-silent-server', false, 'If the server is not playing, merely serving') opts.add('-hero', 'r', 'Your choice of hero (index)') opts.add('-level', 'r', 'Your choice of level (index) - server only!') opts.add('-start-game', false, 'Join as a client and immediately start the game') opts.add('-h', false, "Print help") return opts func option_sel(button_name, option): var button = get_node(button_name) print("-->") if option == "r": option = randi() % button.get_item_count() print(randi() % 3) else: option = int(option) button.select(option) func _ready(): var o = setup_options() o.parse() randomize() if o.get_value("-silent-server"): SERVER_PLAYING = false # TODO: Uncaps :( if o.get_value("-hero"): option_sel("HeroSelect", o.get_value("-hero")) print(get_node("HeroSelect").get_selected_id()) if o.get_value("-level"): option_sel("ServerStart/LevelSelect", o.get_value("-level")) if o.get_value("-server"): call_deferred("_server_init") if o.get_value("-client"): call_deferred("_client_init") if o.get_value("-start-game"): my_info.start_game = true call_deferred("_client_init") if o.get_value("-singleplayer"): call_deferred("_singleplayer_init") if o.get_value('-h'): o.print_help() quit() # Called every time the node is added to the scene. # Initialization here get_node("Server").connect("pressed", self, "_server_init") get_node("ServerStart").connect("pressed", self, "start_game") get_node("Client").connect("pressed", self, "_client_init") get_node("Singleplayer").connect("pressed", self, "_singleplayer_init") get_tree().connect("network_peer_connected", self, "_player_connected") get_tree().connect("network_peer_disconnected", self, "_player_disconnected") get_tree().connect("connected_to_server", self, "_connected_ok") get_node("HeroSelect").connect("item_selected", self, "select_hero") func _client_init(): collect_info() var peer = NetworkedMultiplayerENet.new() var server_ip = get_node("IP").get_text() peer.create_client(server_ip, SERVER_PORT) get_tree().set_network_peer(peer) get_node("Client").set_text("Clienting!") func _singleplayer_init(): collect_info() var peer = NetworkedMultiplayerENet.new() peer.create_server(SERVER_PORT, 1) get_tree().set_network_peer(peer) player_info[1] = my_info start_game() func _server_init(): collect_info() var peer = NetworkedMultiplayerENet.new() peer.create_server(SERVER_PORT, MAX_PLAYERS) get_tree().set_network_peer(peer) get_node("Server").set_text("Serving!") get_node("ServerStart").show() if SERVER_PLAYING: player_info[1] = my_info func _player_connected(id): print("Connect, my friend: " + str(id)) func _player_disconnected(id): if get_tree().is_network_server(): rpc("unregister_player", id) func _connected_ok(): rpc("register_player", get_tree().get_network_unique_id(), my_info) if "start_game" in my_info and my_info.start_game: rpc_id(1, "start_game") func collect_info(): if not "username" in my_info: my_info.username = get_node("Username").get_text() if not "hero" in my_info: my_info.hero = get_node("HeroSelect").get_selected_id() if not "is_right_team" in my_info: my_info.is_right_team = false # Server assigns team, wait for that if not "start_game" in my_info: my_info.start_game = get_node("ForceStart").pressed remote func register_player(new_peer, info): player_info[new_peer] = info render_player_list() if (get_tree().is_network_server()): var right_team_count = 0 # Send current players' info to new player for old_peer in player_info: # Send new player, old player's info rpc_id(new_peer, "register_player", old_peer, player_info[old_peer]) if old_peer != new_peer: # We need to assign team later, so count current if player_info[old_peer].is_right_team: print(right_team_count) right_team_count += 1 # You'd think this part could be met with a simple `rpc(`, but actually it can't # My best guess is this is because we haven't registered the names yet, but I'm not sure (TODO) if old_peer != 1: # Send old player, new player's info (not us, no infinite loop) rpc_id(old_peer, "register_player", new_peer, info) var assign_right_team = right_team_count * 2 < player_info.size() rpc("assign_team", new_peer, assign_right_team) if not begun and player_info.size() == MAX_PLAYERS: start_game() if begun: var level = get_node("ServerStart/LevelSelect").get_selected_id() rpc_id(new_peer, "pre_configure_game", level) rpc("spawn_player", new_peer) sync func unregister_player(peer): player_info.erase(peer) get_node("/root/Level/Players/%d" % peer).queue_free() func select_hero(hero): rpc("set_hero", get_tree().get_network_unique_id(), hero) sync func set_hero(peer, hero): player_info[peer].hero = hero render_player_list() sync func assign_team(peer, is_right_team): player_info[peer].is_right_team = is_right_team if peer == get_tree().get_network_unique_id(): if is_right_team: get_node("Team").set_text("Right Team") else: get_node("Team").set_text("Left Team") render_player_list() func render_player_list(): var list = "" var hero_names = get_node("HeroSelect").hero_names for p in player_info: list += "%-15s" % player_info[p].username list += "%-20s" % hero_names[player_info[p].hero] if player_info[p].is_right_team: list += "Right Team" else: list += "Left Team" list += "\n" get_node("PlayerList").set_text(list) sync func start_game(): begun = true var level = get_node("ServerStart/LevelSelect").get_selected_id() rpc("pre_configure_game", level) var players_done = [] remote func done_preconfiguring(who): players_done.append(who) if (players_done.size() == player_info.size()): rpc("post_configure_game") sync func spawn_player(p): var hero = player_info[p].hero var player = load("res://scenes/heroes/" + str(hero) + ".tscn").instance() if "is_ai" in player_info[p] and player_info[p].is_ai: player = load("res://scenes/ai/heroes/" + str(hero) + ".tscn").instance() player.set_name(str(p)) player.set_network_master(p) player.player_info = player_info[p] get_node("/root/Level/Players").call_deferred("add_child", player) sync func pre_configure_game(level): var self_peer_id = get_tree().get_network_unique_id() # Remove the interface so as to not fuck with things # But we still need the lobby (Control) alive to deal with networking! for element in get_node("/root/Control").get_children(): element.queue_free() var world = load("res://scenes/levels/%d.tscn" % level).instance() get_node("/root").add_child(world) # Load all players (including self) for p in player_info: player_info[p].level = level spawn_player(p) rpc_id(1, "done_preconfiguring", self_peer_id) #func _process(delta): # # Called every frame. Delta is time since last frame. # # Update game logic here. # pass