chore: 搭建GameLoopManager架构
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@@ -9,14 +9,19 @@ var players_data: Dictionary[int, Dictionary]
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var reaction_area: Dictionary[int, Array]
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var card_order: Array[int]
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var deck_cards: Dictionary[String, int]
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var deck_cards_keys: Array[String] = deck_cards.keys()
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var max_hp: int
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var game_started: bool
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var game_round: int
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func create_server(playern: int) -> void:
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max_player_num = playern
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player_num = 1
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if peer.create_server(GameManager.port, playern) != OK:
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return
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setup_multiplayer()
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add_player(1)
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func create_client(ip: String) -> void:
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@@ -32,11 +37,13 @@ func setup_multiplayer() -> void:
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func _on_peer_connected(id: int) -> void:
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add_player(id)
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if multiplayer.is_server():
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add_player(id)
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func _on_peer_disconnected(id: int):
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remove_player(id)
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if multiplayer.is_server() and players_data.has(id):
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remove_player(id)
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func add_player(id: int) -> void:
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@@ -64,9 +71,54 @@ func server_start_game() -> void:
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if player_num <= max_player_num:
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return
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if multiplayer.is_server():
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game_round = 1
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client_start_game.rpc()
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@rpc("any_peer", "call_local", "reliable")
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func client_start_game() -> void:
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pass
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func random_card() -> String:
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if deck_cards.size() == 0:
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return ""
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var card: String = deck_cards_keys[randi_range(0, deck_cards_keys.size() - 1)]
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deck_cards[card] -= 1
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if deck_cards[card] <= 0:
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deck_cards.erase(card)
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return card
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func setup_deal_card() -> void:
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for id in players_id:
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for i in range(8):
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var card: String = random_card()
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if card == "": return
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players_data[id]["cards"].append(card)
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func round_deal_card(id: int) -> void:
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if card_order.find(id) == -1: return
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if game_round == 1 and card_order.find(id) <= 2:
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for i in range(3):
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var card: String = random_card()
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if card == "": return
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players_data[id]["cards"].append(card)
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else:
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for i in range(2):
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var card: String = random_card()
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if card == "": return
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players_data[id]["cards"].append(card)
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func reaction_settle(id: int) -> void:
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pass
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func settle_round() -> void:
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game_round += 1
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func is_game_ended() -> bool:
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return false
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