feat: 让AI重构了MultiGame.gd

This commit is contained in:
2026-04-02 09:41:12 +08:00
parent 46d5c98b4e
commit 4b45aa19a6
+103 -52
View File
@@ -1,128 +1,179 @@
extends Node extends Node
var peer = ENetMultiplayerPeer.new() var peer: ENetMultiplayerPeer = ENetMultiplayerPeer.new()
var players: Array var players: Array[int] = []
var cards: Array var max_players: int = 0
var my_card: Array var player_cards: Dictionary = {}
var max_players: int var player_turns: Dictionary = {}
var player_cards: Dictionary var player_username: Dictionary = {}
var player_turns: Dictionary var player_hp: Dictionary = {}
var player_username: Dictionary
var player_hp: Dictionary
var server_round: int var cards: Array[String] = []
var client_round: int var my_card: Array[String] = []
func add_player(id: int): var server_round: int = 0
if players.size() < max_players: var client_round: int = 0
var game_started: bool = false
func add_player(id: int) -> void:
if players.size() < max_players and not players.has(id):
players.append(id) players.append(id)
player_cards[id] = [] player_cards[id] = []
if not player_turns.has(id):
player_turns[id] = 0
if not player_hp.has(id):
player_hp[id] = 100
func remove_player(id: int): func remove_player(id: int) -> void:
for i in range(players.size()): var index = players.find(id)
if players[i] == id: if index != -1:
players.pop_at(i) players.remove_at(index)
player_cards.erase(id) player_cards.erase(id)
break player_turns.erase(id)
player_hp.erase(id)
player_username.erase(id)
func create_server(playern: int) -> void: func create_server(playern: int) -> void:
max_players = playern max_players = playern
var error = peer.create_server(8989, playern) var error = peer.create_server(8989, playern)
if error != OK: if error != OK:
printerr(error) push_error("Failed to create server: " + str(error))
return return
multiplayer.multiplayer_peer = peer multiplayer.multiplayer_peer = peer
multiplayer.peer_connected.connect(_on_peer_connected) multiplayer.peer_connected.connect(_on_peer_connected)
multiplayer.peer_disconnected.connect(_on_peer_disconnected) multiplayer.peer_disconnected.connect(_on_peer_disconnected)
add_player(1)
func create_client(ip: String) -> void: func create_client(ip: String) -> void:
peer.create_client(ip, 8989) var error = peer.create_client(ip, 8989)
if error != OK:
push_error("Failed to create client: " + str(error))
return
multiplayer.multiplayer_peer = peer multiplayer.multiplayer_peer = peer
func _on_peer_connected(id: int) -> void: func _on_peer_connected(id: int) -> void:
print("Player connected: ", id)
add_player(id) add_player(id)
sync_players.rpc()
func _on_peer_disconnected(id: int) -> void: func _on_peer_disconnected(id: int) -> void:
print("Player disconnected: ", id)
remove_player(id) remove_player(id)
sync_players.rpc()
func start_game() -> void: func start_game() -> void:
if players.size() != max_players: if not multiplayer.is_server():
push_error("Only the server can start the game")
return return
deal_cards()
if players.size() != max_players:
push_error("Not enough players to start the game")
return
game_started = true
server_round = 1 server_round = 1
remote_variable() deal_cards()
sync_game_state.rpc()
func extract() -> String: func extract() -> String:
if cards.size() == 0: if cards.is_empty():
return "" return ""
var index = randi() % cards.size() var index = randi() % cards.size()
var card = cards[index] var card = cards[index]
cards.pop_at(index) cards.remove_at(index)
return card return card
func deal_cards() -> void: func deal_cards() -> void:
for player in players: for player_id in players:
while player_cards[player].size() < 8: while player_cards[player_id].size() < 8:
var card = extract() var card = extract()
if card != "": if card != "":
player_cards[player].append(card) player_cards[player_id].append(card)
func next_round() -> void: func next_round() -> void:
if not multiplayer.is_server():
push_error("Only the server can advance rounds")
return
settle_round() settle_round()
server_round += 1 server_round += 1
sync_game_state.rpc()
func settle_round() -> void: func settle_round() -> void:
for player in players: for player_id in players:
request_card_draw(player) request_card_draw(player_id)
remote_variable()
func request_card_draw(player_id: int) -> void: func request_card_draw(player_id: int) -> void:
if server_round == 1 and 0 <= player_turns[player_id] <= 1: if not player_cards.has(player_id):
for i in range(3): push_error("Player not found: " + str(player_id))
if player_cards[player_id].size() >= 8: return
break
var card = extract() var cards_to_draw: int = 4
if card != "":
player_cards[player_id].append(card) if server_round == 1 and player_turns.has(player_id) and 0 <= player_turns[player_id] <= 1:
else: cards_to_draw = 3
for i in range(4):
if player_cards[player_id].size() >= 8: for i in range(cards_to_draw):
break if player_cards[player_id].size() >= 8:
var card = extract() break
if card != "": var card = extract()
player_cards[player_id].append(card) if card != "":
remote_variable() player_cards[player_id].append(card)
func get_my_cards() -> void: func get_my_cards() -> void:
request_cards.rpc() request_cards.rpc_id(1)
@rpc("any_peer", "call_remote", "reliable") @rpc("any_peer", "call_remote", "reliable")
func request_cards() -> void: func request_cards() -> void:
var sender_id = multiplayer.get_remote_sender_id() var sender_id = multiplayer.get_remote_sender_id()
var data: Array = player_cards.get(sender_id, [-1]) var data: Array = player_cards.get(sender_id, [])
send_cards.rpc_id(sender_id, data) send_cards.rpc_id(sender_id, data)
@rpc("authority", "call_remote", "reliable") @rpc("authority", "call_remote", "reliable")
func send_cards(data: Array) -> void: func send_cards(data: Array) -> void:
my_card = data my_card = data
func remote_variable() -> void: func sync_game_state() -> void:
if not multiplayer.is_server(): if not multiplayer.is_server():
return return
var data: Dictionary = {} var data: Dictionary = {}
data["cards"] = cards data["cards"] = cards
data["player_cards"] = player_cards data["player_cards"] = player_cards
data["player_turns"] = player_turns data["player_turns"] = player_turns
data["player_hp"] = player_hp data["player_hp"] = player_hp
data["server_round"] = server_round data["server_round"] = server_round
data["game_started"] = game_started
get_remote_variable.rpc(data) sync_game_state_rpc.rpc(data)
@rpc("authority", "call_remote", "reliable") @rpc("authority", "call_remote", "reliable")
func get_remote_variable(data: Dictionary) -> void: func sync_game_state_rpc(data: Dictionary) -> void:
cards = data["cards"] cards = data["cards"]
player_cards = data["player_cards"] player_cards = data["player_cards"]
player_turns = data["player_turns"] player_turns = data["player_turns"]
player_hp = data["player_hp"] player_hp = data["player_hp"]
server_round = data["server_round"] server_round = data["server_round"]
game_started = data["game_started"]
func sync_players() -> void:
if not multiplayer.is_server():
return
var data: Dictionary = {}
data["players"] = players
data["player_username"] = player_username
data["player_hp"] = player_hp
sync_players_rpc.rpc(data)
@rpc("authority", "call_remote", "reliable")
func sync_players_rpc(data: Dictionary) -> void:
players = data["players"]
player_username = data["player_username"]
player_hp = data["player_hp"]