feat: 优化了代码逻辑

This commit is contained in:
2026-02-23 16:32:11 +08:00
parent 65981e516c
commit 6980dd44b1
+50 -24
View File
@@ -3,7 +3,8 @@ extends Node
var peer = ENetMultiplayerPeer.new() var peer = ENetMultiplayerPeer.new()
var players: Array var players: Array
var cards: Array var cards: Array
var player_num var my_card: Array
var max_players
var player_cards: Dictionary var player_cards: Dictionary
var player_turns: Dictionary var player_turns: Dictionary
var player_username: Dictionary var player_username: Dictionary
@@ -13,11 +14,19 @@ var server_round: int
var client_round: int var client_round: int
func add_player(id: int): func add_player(id: int):
if players.size() < player_num: if players.size() < max_players:
players.append(id) players.append(id)
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
func create_server(playern: int) -> void: func create_server(playern: int) -> void:
player_num = 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) printerr(error)
@@ -31,58 +40,75 @@ func create_client(ip: String) -> void:
multiplayer.multiplayer_peer = peer multiplayer.multiplayer_peer = peer
func _on_peer_connected(id: int) -> void: func _on_peer_connected(id: int) -> void:
players.append(id) add_player(id)
player_cards[id] = []
func _on_peer_disconnected(id: int) -> void: func _on_peer_disconnected(id: int) -> void:
for i in range(players.size()): remove_player(id)
if players[i] == id:
players.pop_at(i)
player_cards.erase(id)
break
func start_game() -> void: func start_game() -> void:
if players.size() != player_num: if players.size() != max_players:
return return
deal_cards() deal_cards()
server_round = 1 server_round = 1
func extract() -> String: func extract() -> String:
if cards.size() == 0:
return ""
var index = randi() % cards.size() var index = randi() % cards.size()
var card = cards[index] var card = cards[index]
cards.pop_at(index) cards.pop_at(index)
return card return card
func deal_cards() -> void: func deal_cards() -> void:
for i in range(player_num): for player in players:
player_cards[players[i]].append(extract()) while player_cards[player].size() < 8:
var card = extract()
if card != "":
player_cards[player].append(card)
func next_round() -> void: func next_round() -> void:
settle_round() settle_round()
server_round += 1 server_round += 1
func settle_round() -> void: func settle_round() -> void:
for player in players:
begin_round.rpc_id(player, player)
remote_variable() remote_variable()
@rpc @rpc("any_peer", "call_remote", "reliable")
func begin_round() -> void: func begin_round(id: int) -> void:
var id = multiplayer.get_remote_sender_id() request_card_draw.rpc(1, id)
if server_round == 1 and 0 <= player_turns[id] <= 1:
@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:
for i in range(3): for i in range(3):
if player_cards[id].size() >= 8: if player_cards[player_id].size() >= 8:
break break
player_cards[id].append(extract()) var card = extract()
if card != "":
player_cards[player_id].append(card)
else: else:
for i in range(4): for i in range(4):
if player_cards[id].size() >= 8: if player_cards[player_id].size() >= 8:
break break
player_cards[id].append(extract()) var card = extract()
if card != "":
player_cards[player_id].append(card)
remote_variable()
@rpc func get_my_cards() -> void:
func get_cards() -> Array: request_cards.rpc()
@rpc("any_peer", "call_remote", "reliable")
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, [-1])
return data send_cards.rpc_id(sender_id, data)
@rpc("authority", "call_remote", "reliable")
func send_cards(data: Array) -> void:
my_card = data
func remote_variable() -> void: func remote_variable() -> void:
if not multiplayer.is_server(): if not multiplayer.is_server():