A team game with an emphasis on movement (with no shooting), inspired by Overwatch and Zineth
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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 player_info = {}
var my_info = {}
var begun = false
var server_playing = true
var global_server_ip = "216.195.175.190"
var players_done = []
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', 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('-ai', true, 'Run this client as AI')
opts.add('-no-record', true, "Don't record this play for AI later")
opts.add('-h', false, "Print help")
return opts
func option_sel(button_name, option):
var button = get_node(button_name)
if option == "r":
option = randi() % button.get_item_count()
else:
option = int(option)
button.select(option)
func _ready():
my_info.version = [0,0,0] # Semantic versioning: [0].[1].[2]
randomize()
get_node("GameBrowser/Play").connect("pressed", self, "connect_global_server")
get_node("PlayerSettings/HeroSelect").connect("item_selected", self, "select_hero")
get_node("PlayerSettings/Username").connect("text_changed", self, "resend_name")
get_node("JoinedGameLobby/StartGame").connect("pressed", self, "start_game")
get_node("CustomGame/Server").connect("pressed", self, "_server_init")
get_node("CustomGame/Client").connect("pressed", self, "_client_init")
get_node("CustomGame/Singleplayer").connect("pressed", self, "_singleplayer_init")
get_node("CustomGame/LevelSelect").connect("item_selected", self, "select_level")
var o = setup_options()
o.parse()
if o.get_value("-silent"):
server_playing = false # TODO: Uncaps :(
if o.get_value("-hero"):
var hero = o.get_value("-hero")
option_sel("PlayerSettings/HeroSelect", hero)
# For some reason, calling option_sel doesn't trigger the actual selection
select_hero(get_node("PlayerSettings/HeroSelect").get_selected_id())
if o.get_value("-level"):
option_sel("CustomGame/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("-ai"):
my_info.is_ai = true
if not o.get_value("-no-record") and not o.get_value("-ai"):
my_info.record = true
if o.get_value('-h'):
o.print_help()
quit()
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")
func connect_global_server():
_client_init(global_server_ip)
func _client_init(ip=null):
collect_info()
var peer = NetworkedMultiplayerENet.new()
if not ip:
ip = get_node("CustomGame/IP").get_text()
peer.create_client(ip, SERVER_PORT)
get_tree().set_network_peer(peer)
get_node("CustomGame/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("CustomGame/Server").set_text("Serving!")
get_node("JoinedGameLobby").show()
if server_playing:
player_info[1] = my_info
func _player_connected(id):
pass
func _player_disconnected(id):
if get_tree().is_network_server():
rpc("unregister_player", id)
call_deferred("render_player_list")
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")
get_node("JoinedGameLobby").show()
func collect_info():
if not "username" in my_info:
my_info.username = get_node("PlayerSettings/Username").get_text()
if not "hero" in my_info:
my_info.hero = get_node("PlayerSettings/HeroSelect").get_selected_id()
if not "is_right_team" in my_info:
my_info.is_right_team = false # Server assigns team, wait for that
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:
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)
if begun:
rpc_id(old_peer, "spawn_player", new_peer)
rpc_id(old_peer, "begin_player_deferred", new_peer) # Spawning is deferred
if not server_playing:
# We didn't catch this in player_info
rpc_id(1, "spawn_player", new_peer)
rpc_id(1, "begin_player_deferred", new_peer) # Spawning is deferred
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:
rpc_id(new_peer, "pre_configure_game", my_info.level)
rpc_id(new_peer, "post_configure_game")
sync func unregister_player(peer):
player_info.erase(peer)
get_node("/root/Level/Players/%d" % peer).queue_free()
func select_hero(hero):
var description = get_node("PlayerSettings/HeroSelect").hero_text[hero]
get_node("PlayerSettings/HeroDescription").set_text(description)
rpc("set_hero", get_tree().get_network_unique_id(), hero)
sync func set_hero(peer, hero):
player_info[peer].hero = hero
render_player_list()
func resend_name():
var name = get_node("PlayerSettings/Username").get_text()
rpc("set_name", get_tree().get_network_unique_id(), name)
sync func set_name(peer, name):
player_info[peer].username = name
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("PlayerSettings/Team").set_text("Right Team")
else:
get_node("PlayerSettings/Team").set_text("Left Team")
render_player_list()
func render_player_list():
if has_node("PlayerSettings"):
var list = ""
var hero_names = get_node("PlayerSettings/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("JoinedGameLobby/PlayerList").set_text(list)
sync func start_game():
my_info.level = get_node("CustomGame/LevelSelect").get_selected_id()
rpc("pre_configure_game", my_info.level)
sync func done_preconfiguring(who):
players_done.append(who)
if players_done.size() == player_info.size():
# We call deferred in case singleplayer has placing the player in queue still
call_deferred("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()
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):
begun = true
my_info.level = level # Remember the level for future player registration
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 alive to deal with networking!
for element in get_node("/root/Lobby").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 begin_player(peer):
get_node("/root/Level/Players/%d" % peer).begin()
remote func begin_player_deferred(peer):
call_deferred("begin_player", peer)
sync func reset_state():
players_done = []
get_node("/root/Level").queue_free()
sync func post_configure_game():
# Begin all players (including self)
for p in player_info:
begin_player_deferred(p)