feat: 优化了代码逻辑
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@@ -3,7 +3,8 @@ extends Node
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var peer = ENetMultiplayerPeer.new()
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var players: Array
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var cards: Array
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var player_num
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var my_card: Array
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var max_players
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var player_cards: Dictionary
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var player_turns: Dictionary
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var player_username: Dictionary
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@@ -13,11 +14,19 @@ var server_round: int
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var client_round: int
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func add_player(id: int):
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if players.size() < player_num:
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if players.size() < max_players:
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players.append(id)
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player_cards[id] = []
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func remove_player(id: int):
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for i in range(players.size()):
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if players[i] == id:
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players.pop_at(i)
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player_cards.erase(id)
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break
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func create_server(playern: int) -> void:
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player_num = playern
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max_players = playern
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var error = peer.create_server(8989, playern)
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if error != OK:
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printerr(error)
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@@ -31,58 +40,75 @@ func create_client(ip: String) -> void:
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multiplayer.multiplayer_peer = peer
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func _on_peer_connected(id: int) -> void:
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players.append(id)
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player_cards[id] = []
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add_player(id)
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func _on_peer_disconnected(id: int) -> void:
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for i in range(players.size()):
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if players[i] == id:
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players.pop_at(i)
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player_cards.erase(id)
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break
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remove_player(id)
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func start_game() -> void:
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if players.size() != player_num:
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if players.size() != max_players:
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return
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deal_cards()
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server_round = 1
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func extract() -> String:
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if cards.size() == 0:
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return ""
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var index = randi() % cards.size()
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var card = cards[index]
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cards.pop_at(index)
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return card
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func deal_cards() -> void:
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for i in range(player_num):
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player_cards[players[i]].append(extract())
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for player in players:
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while player_cards[player].size() < 8:
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var card = extract()
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if card != "":
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player_cards[player].append(card)
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func next_round() -> void:
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settle_round()
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server_round += 1
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func settle_round() -> void:
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for player in players:
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begin_round.rpc_id(player, player)
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remote_variable()
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@rpc
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func begin_round() -> void:
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var id = multiplayer.get_remote_sender_id()
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if server_round == 1 and 0 <= player_turns[id] <= 1:
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@rpc("any_peer", "call_remote", "reliable")
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func begin_round(id: int) -> void:
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request_card_draw.rpc(1, id)
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@rpc("any_peer", "call_remote", "reliable")
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func request_card_draw(player_id: int) -> void:
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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[id].size() >= 8:
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if player_cards[player_id].size() >= 8:
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break
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player_cards[id].append(extract())
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var card = extract()
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if card != "":
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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[id].size() >= 8:
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if player_cards[player_id].size() >= 8:
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break
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player_cards[id].append(extract())
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var card = extract()
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if card != "":
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player_cards[player_id].append(card)
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remote_variable()
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@rpc
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func get_cards() -> Array:
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func get_my_cards() -> void:
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request_cards.rpc()
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@rpc("any_peer", "call_remote", "reliable")
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func request_cards() -> void:
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var sender_id = multiplayer.get_remote_sender_id()
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var data: Array = player_cards.get(sender_id, [-1])
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return data
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send_cards.rpc_id(sender_id, data)
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@rpc("authority", "call_remote", "reliable")
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func send_cards(data: Array) -> void:
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my_card = data
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func remote_variable() -> void:
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if not multiplayer.is_server():
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