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extends Control
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var port = null # Defined by command-line argument with default
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func _ready():
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if get_tree().is_network_server():
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get_node("LevelSelect").show()
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get_node("Username").connect("text_changed", self, "_send_name")
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get_node("StartGame").connect("pressed", self, "_start_game")
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var spectating = util.args.get_value("-silent")
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get_node("Spectating").pressed = spectating
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#
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get_node("Spectating").connect("toggled", networking, "set_spectating") # TODO
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# get_node("CustomGame/LevelSelect").connect("item_selected", self, "select_level") TODO
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# _send_name()
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func _collect_info():
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var my_id = get_tree().get_network_unique_id()
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var my_info = networking.players[my_id]
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if not "username" in my_info:
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my_info.username = get_node("Username").get_text()
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if not "hero" in my_info:
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my_info.hero = get_node("HeroSelect/Hero").get_selected_id()
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if not "is_right_team" in my_info:
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my_info.is_right_team = false # Server assigns team, wait for that
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func select_hero(hero):
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var description = get_node("HeroSelect").hero_text[hero]
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get_node("HeroDescription").set_text(description)
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var my_id = get_tree().get_network_unique_id()
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networking.players[my_id].hero = hero
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rpc("set_hero", get_tree().get_network_unique_id(), hero)
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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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rpc("_set_name", get_tree().get_network_unique_id(), name)
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sync func _set_name(peer, name):
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networking.players[peer].username = name
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render_player_list()
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func render_player_list():
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if has_node("PlayerSettings"):
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var list = ""
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var hero_names = get_node("HeroSelect").hero_names
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for p in networking.players:
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list += "%-15s" % networking.players[p].username
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list += "%-20s" % hero_names[networking.players[p].hero]
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if networking.players[p].is_right_team:
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list += "Right Team"
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else:
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list += "Left Team"
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list += "\n"
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get_node("JoinedGameLobby/PlayerList").set_text(list)
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sync func assign_team(peer, is_right_team):
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networking.players[peer].is_right_team = is_right_team
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if peer == get_tree().get_network_unique_id():
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if is_right_team:
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get_node("Team").set_text("Right Team")
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else:
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get_node("Team").set_text("Left Team")
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render_player_list()
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func _start_game():
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_collect_info()
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var level = 2 # TODO
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networking.rpc_id(1, "start_game", level)
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