Files
game/scripts/autoload/MultiGame.gd
T

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GDScript
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extends Node
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var peer = ENetMultiplayerPeer.new()
var players: Array
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var cards: Array
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var my_card: Array
var max_players
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var player_cards: Dictionary
var player_turns: Dictionary
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var player_username: Dictionary
var player_hp: Dictionary
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var server_round: int
var client_round: int
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func add_player(id: int):
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if players.size() < max_players:
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players.append(id)
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player_cards[id] = []
func remove_player(id: int):
for i in range(players.size()):
if players[i] == id:
players.pop_at(i)
player_cards.erase(id)
break
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func create_server(playern: int) -> void:
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max_players = playern
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var error = peer.create_server(8989, playern)
if error != OK:
printerr(error)
return
multiplayer.multiplayer_peer = peer
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multiplayer.peer_connected.connect(_on_peer_connected)
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multiplayer.peer_disconnected.connect(_on_peer_disconnected)
func create_client(ip: String) -> void:
peer.create_client(ip, 8989)
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multiplayer.multiplayer_peer = peer
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func _on_peer_connected(id: int) -> void:
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add_player(id)
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func _on_peer_disconnected(id: int) -> void:
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remove_player(id)
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func start_game() -> void:
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if players.size() != max_players:
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return
deal_cards()
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server_round = 1
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func extract() -> String:
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if cards.size() == 0:
return ""
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var index = randi() % cards.size()
var card = cards[index]
cards.pop_at(index)
return card
func deal_cards() -> void:
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for player in players:
while player_cards[player].size() < 8:
var card = extract()
if card != "":
player_cards[player].append(card)
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func next_round() -> void:
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settle_round()
server_round += 1
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func settle_round() -> void:
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for player in players:
begin_round.rpc_id(player, player)
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remote_variable()
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@rpc("any_peer", "call_remote", "reliable")
func begin_round(id: int) -> void:
request_card_draw.rpc(1, id)
@rpc("any_peer", "call_remote", "reliable")
func request_card_draw(player_id: int) -> void:
if server_round == 1 and 0 <= player_turns[player_id] <= 1:
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for i in range(3):
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if player_cards[player_id].size() >= 8:
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break
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var card = extract()
if card != "":
player_cards[player_id].append(card)
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else:
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for i in range(4):
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if player_cards[player_id].size() >= 8:
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break
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var card = extract()
if card != "":
player_cards[player_id].append(card)
remote_variable()
func get_my_cards() -> void:
request_cards.rpc()
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@rpc("any_peer", "call_remote", "reliable")
func request_cards() -> void:
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var sender_id = multiplayer.get_remote_sender_id()
var data: Array = player_cards.get(sender_id, [-1])
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send_cards.rpc_id(sender_id, data)
@rpc("authority", "call_remote", "reliable")
func send_cards(data: Array) -> void:
my_card = data
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func remote_variable() -> void:
if not multiplayer.is_server():
return
var data: Dictionary = {}
data["cards"] = cards
data["player_cards"] = player_cards
data["player_turns"] = player_turns
data["player_hp"] = player_hp
data["server_round"] = server_round
get_remote_variable.rpc(data)
@rpc("authority", "call_remote", "reliable")
func get_remote_variable(data: Dictionary) -> void:
cards = data["cards"]
player_cards = data["player_cards"]
player_turns = data["player_turns"]
player_hp = data["player_hp"]
server_round = data["server_round"]