extends Control
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var port = null # Defined by command-line argument with default
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onready var hero_select = get_node("HeroSelect/Hero")
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onready var level_select = get_node("LevelSelect")
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func _ready():
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get_node("Username").connect("text_changed", self, "_send_name")
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get_node("StartGame").connect("pressed", networking, "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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get_node("Spectating").connect("toggled", networking, "set_spectating")
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if get_tree().is_network_server():
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# We put level in our players dict because it's automatically broadcast to other players
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var level = util.args.get_value("-level")
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if level == "r":
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level = randi() % level_select.get_item_count()
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_set_level(level)
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level_select.show()
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level_select.select(level)
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level_select.connect("item_selected", self, "_set_level")
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else:
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level_select.hide()
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networking.connect("info_updated", self, "render_player_list")
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get_tree().connect("connected_to_server", self, "_connected")
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if get_tree().is_network_server():
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_connected()
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func _connected():
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_send_name()
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hero_select.random_hero()
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if util.args.get_value("-start-game"):
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networking.start_game()
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func _set_level(level):
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networking.set_info("level", level)
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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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networking.set_info("username", name)
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func render_player_list():
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var list = ""
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var hero_names = hero_select.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("PlayerList").set_text(list)
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