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extends "res://scripts/args.gd"
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# class member variables go here, for example:
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# var a = 2
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# var b = "textvar"
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var SERVER_PORT = 2467
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var MAX_PLAYERS = 10
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var SERVER_PLAYING = true
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var player_info = {}
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var my_info = {}
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func setup_options():
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var opts = Options.new()
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opts.set_banner(('A non-violent MOBA inspired by Overwatch and Zineth'))
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opts.add('-singleplayer', false, 'Whether to run singeplayer, starting immediately')
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opts.add('-server', false, 'Whether to run as server')
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opts.add('-client', false, 'Immediately connect as client')
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opts.add('-silent-server', false, 'If the server is not playing, merely serving')
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opts.add('-hero', 'r', 'Your choice of hero (index)')
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opts.add('-level', 'r', 'Your choice of level (index) - server only!')
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opts.add('-start-game', false, 'Join as a client and immediately start the game')
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opts.add('-h', false, "Print help")
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return opts
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func option_sel(button_name, option):
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var button = get_node(button_name)
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print("-->")
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if option == "r":
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option = randi() % button.get_item_count()
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print(randi() % 3)
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else:
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option = int(option)
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button.select(option)
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func _ready():
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var o = setup_options()
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o.parse()
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randomize()
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if o.get_value("-silent-server"):
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SERVER_PLAYING = false # TODO: Uncaps :(
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if o.get_value("-hero"):
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option_sel("HeroSelect", o.get_value("-hero"))
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print(get_node("HeroSelect").get_selected_id())
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if o.get_value("-level"):
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option_sel("ServerStart/LevelSelect", o.get_value("-level"))
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if o.get_value("-server"):
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call_deferred("_server_init")
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if o.get_value("-client"):
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call_deferred("_client_init")
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if o.get_value("-start-game"):
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my_info.start_game = true
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call_deferred("_client_init")
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if o.get_value("-singleplayer"):
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call_deferred("_singleplayer_init")
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if o.get_value('-h'):
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o.print_help()
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quit()
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# Called every time the node is added to the scene.
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# Initialization here
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get_node("Server").connect("pressed", self, "_server_init")
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get_node("ServerStart").connect("pressed", self, "start_game")
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get_node("Client").connect("pressed", self, "_client_init")
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get_node("Singleplayer").connect("pressed", self, "_singleplayer_init")
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get_tree().connect("network_peer_connected", self, "_player_connected")
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get_tree().connect("connected_to_server", self, "_connected_ok")
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get_node("HeroSelect").connect("item_selected", self, "select_hero")
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func _client_init():
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collect_info()
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var peer = NetworkedMultiplayerENet.new()
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var server_ip = get_node("IP").get_text()
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peer.create_client(server_ip, SERVER_PORT)
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get_tree().set_network_peer(peer)
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get_node("Client").set_text("Clienting!")
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func _singleplayer_init():
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collect_info()
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var peer = NetworkedMultiplayerENet.new()
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peer.create_server(SERVER_PORT, 1)
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get_tree().set_network_peer(peer)
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player_info[1] = my_info
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start_game()
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func _server_init():
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collect_info()
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var peer = NetworkedMultiplayerENet.new()
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peer.create_server(SERVER_PORT, MAX_PLAYERS)
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get_tree().set_network_peer(peer)
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get_node("Server").set_text("Serving!")
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get_node("ServerStart").show()
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if SERVER_PLAYING:
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player_info[1] = my_info
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func _player_connected(id):
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print("Connect, my friend: " + str(id))
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func _connected_ok():
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rpc("register_player", get_tree().get_network_unique_id(), my_info)
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if "start_game" in my_info:
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rpc_id(1, "start_game")
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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("Username").get_text()
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if not "hero" in my_info:
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my_info.hero = get_node("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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remote func register_player(new_peer, info):
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player_info[new_peer] = info
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render_player_list()
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if (get_tree().is_network_server()):
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var right_team_count = 0
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# Send current players' info to new player
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for old_peer in player_info:
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# Send new player, old player's info
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rpc_id(new_peer, "register_player", old_peer, player_info[old_peer])
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if old_peer != new_peer:
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# We need to assign team later, so count current
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if player_info[old_peer].is_right_team:
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print(right_team_count)
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right_team_count += 1
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# You'd think this part could be met with a simple `rpc(`, but actually it can't
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# My best guess is this is because we haven't registered the names yet, but I'm not sure (TODO)
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if old_peer != 1:
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# Send old player, new player's info (not us, no infinite loop)
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rpc_id(old_peer, "register_player", new_peer, info)
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var assign_right_team = right_team_count * 2 < player_info.size()
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rpc("assign_team", new_peer, assign_right_team)
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if (player_info.size() == MAX_PLAYERS):
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start_game()
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func select_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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player_info[peer].hero = hero
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render_player_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("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 render_player_list():
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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 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("PlayerList").set_text(list)
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sync func start_game():
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var level = get_node("ServerStart/LevelSelect").get_selected_id()
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rpc("pre_configure_game", level)
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var players_done = []
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remote func done_preconfiguring(who):
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players_done.append(who)
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if (players_done.size() == player_info.size()):
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rpc("post_configure_game")
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sync func pre_configure_game(level):
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var self_peer_id = get_tree().get_network_unique_id()
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get_node("/root/Control").queue_free()
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var world = load("res://scenes/levels/%d.tscn" % level).instance()
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get_node("/root").add_child(world)
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# Load all players (including self)
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for p in player_info:
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var hero = player_info[p].hero
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var player = load("res://scenes/heroes/" + str(hero) + ".tscn").instance()
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player.set_name(str(p))
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player.set_network_master(p)
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player.player_info = player_info[p]
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get_node("/root/Level/Players").call_deferred("add_child", player)
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rpc_id(1, "done_preconfiguring", self_peer_id)
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#func _process(delta):
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# # Called every frame. Delta is time since last frame.
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# # Update game logic here.
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# pass
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