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extends Control
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onready var hero_select = get_node("HeroSelect/Hero")
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onready var level_select = get_node("LevelSelect")
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onready var start_game_button = get_node("StartGame")
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onready var ready_button = get_node("Ready")
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func _ready():
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# Connect (to networking)
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get_node("Username").connect("text_changed", self, "_send_name")
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get_node("Spectating").connect("toggled", self, "_set_info_callback", ["spectating"])
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ready_button.connect("toggled", self, "_set_info_callback", ["ready"])
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start_game_button.connect("pressed", networking, "start_game")
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# Connect (from networking)
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networking.connect("info_updated", self, "_render_player_list")
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get_tree().connect("connected_to_server", self, "_connected")
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# Connect (static)
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get_node("Back").connect("pressed", self, "_exit_to_menu")
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var spectating = util.args.get_value("-silent")
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get_node("Spectating").pressed = spectating
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# Shown, maybe, in _check_begun
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start_game_button.hide()
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if get_tree().is_network_server():
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start_game_button.show()
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if get_tree().is_network_server():
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# We put level in our players dict because it's automatically broadcast to other players
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var level = util.args.get_value("-level")
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if level == "r":
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level = randi() % level_select.get_item_count()
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level = int(level)
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_set_level(level)
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level_select.show()
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level_select.select(level)
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level_select.connect("item_selected", self, "_set_level")
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else:
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level_select.hide()
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if get_tree().is_network_server():
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_connected()
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func _connected():
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_send_name()
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networking.set_info_from_server("ready", false)
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networking.set_info_from_server("spectating", util.args.get_value("-silent"))
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networking.set_info_from_server("begun", false)
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if util.args.get_value("-hero") == "r":
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hero_select.random_hero()
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else:
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hero_select.set_hero(int(util.args.get_value("-hero")))
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if util.args.get_value("-start-game"):
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networking.start_game()
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func _set_level(level):
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networking.level = level
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# Because of the annoying way callbacks work (automatic parameter, optional parameter)
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# We need a utility function for making these kinds of callbacks for set_info
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func _set_info_callback(value, key):
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networking.set_info_from_server(key, value)
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sync func set_hero(peer, hero):
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networking.players[peer].hero = hero
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_render_player_list()
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func _send_name():
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var name = get_node("Username").text
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networking.set_info_from_server("username", name)
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func _check_begun():
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if networking.players.has(1) and networking.players[1].has("begun"):
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var game_started = networking.players[1].begun
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if game_started:
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start_game_button.show()
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start_game_button.text = "Join game"
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# The "Ready" toggle doesn't really make sense on a started game
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ready_button.hide()
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func _render_player_list():
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_check_begun()
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var list = ""
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var hero_names = hero_select.hero_names
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for p in networking.players:
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var player = networking.players[p]
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# A spectating server is just a dedicated server, ignore it
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if p and player.has("spectating") and not (player.spectating and p == 1):
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var username = player.username if player.has("username") else "Loading..."
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list += "%-15s " % username
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var hero = hero_names[player.hero] if player.has("hero") else "Loading..."
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list += "%-10s " % hero
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var team = "Loading..."
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if player.has("is_right_team"):
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if player.is_right_team:
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team = "Right Team"
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else:
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team = "Left Team"
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list += "%-11s" % team
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var ready_text = "Ready" if player.has("ready") and player.ready else ""
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list += "%-6s" % ready_text
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if player.has("spectating") and player.spectating:
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list += "Spectating"
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list += "\n"
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get_node("PlayerList").set_text(list)
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func _exit_to_menu():
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get_tree().network_peer.close_connection()
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get_tree().change_scene("res://scenes/menu.tscn")
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