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extends Control
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var port = null # Defined by command-line argument with default
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var player_info = []
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var my_info = {}
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var server_playing = true
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var global_server_ip = "nv.cosinegaming.com"
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var ip = null
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var players_done = []
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var is_connected = false # Technically this can be done with ENetcetera but it's easier this way
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onready var matchmaking = preload("res://scripts/matchmaking.gd").new()
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onready var networking = preload("res://scripts/networking.gd").new()
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var matchmaker_tcp
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func _ready():
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add_child(matchmaking)
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add_child(networking)
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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, "resend_name")
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get_node("StartGame").connect("pressed", self, "_start_game")
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# get_node("CustomGame/LevelSelect").connect("item_selected", self, "select_level") TODO
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func collect_info():
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if not "username" in my_info:
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my_info.username = get_node("PlayerSettings/Username").get_text()
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if not "hero" in my_info:
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my_info.hero = get_node("PlayerSettings/HeroSelect").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("PlayerSettings/HeroSelect").hero_text[hero]
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get_node("PlayerSettings/HeroDescription").set_text(description)
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if is_connected:
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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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player_info[peer].hero = hero
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render_player_list()
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func resend_name():
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if is_connected:
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var name = get_node("PlayerSettings/Username").get_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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player_info[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("PlayerSettings/HeroSelect").hero_names
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for p in player_info:
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list += "%-15s" % player_info[p].username
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list += "%-20s" % hero_names[player_info[p].hero]
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if player_info[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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player_info[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("PlayerSettings/Team").set_text("Right Team")
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else:
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get_node("PlayerSettings/Team").set_text("Left Team")
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render_player_list()
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func _start_game():
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var level = 2 # TODO
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networking.rpc_id(1, "start_game", level)
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