A team game with an emphasis on movement (with no shooting), inspired by Overwatch and Zineth
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164 lines
5.4 KiB

extends Node
func connect_global_server():
ip = global_server_ip
_client_init()
slave func client_init(given_port=null):
collect_info()
var peer = NetworkedMultiplayerENet.new()
if not ip:
ip = get_node("CustomGame/IP").get_text()
ip = IP.resolve_hostname(ip)
if given_port:
port = given_port
print("Connecting to " + ip + ":" + str(port))
peer.create_client(ip, 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(port, 1)
get_tree().set_network_peer(peer)
player_info[1] = my_info
start_game()
func server_init():
collect_info()
var peer = NetworkedMultiplayerENet.new()
print("Starting server on port " + str(port))
peer.create_server(port, matchmaking.GAME_SIZE)
get_tree().set_network_peer(peer)
# As soon as we're listening, let the matchmaker know
var matchmaker_peer = StreamPeerTCP.new()
matchmaker_peer.connect_to_host("127.0.0.1", matchmaking.SERVER_TO_SERVER_PORT)
matchmaker_tcp = PacketPeerStream.new()
matchmaker_tcp.set_stream_peer(matchmaker_peer)
# matchmaker_tcp.put_packet([matchmaking.messages.ready_to_connect, port])
matchmaker_tcp.put_var(matchmaking.messages.ready_to_connect)
matchmaker_tcp.put_var(port)
is_connected = true
get_node("CustomGame/Server").set_text("Serving!")
get_node("JoinedGameLobby").show()
if server_playing:
player_info[1] = my_info
if "start_game" in my_info and my_info.start_game:
start_game()
func matchmaker_init():
matchmaking.run_matchmaker()
func player_disconnected(id):
if get_tree().is_network_server():
rpc("unregister_player", id)
call_deferred("render_player_list")
func player_connected():
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()
is_connected = true
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() == matchmaking.GAME_SIZE:
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()
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()
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)