refactor: AI重构MultiGame.gd
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@@ -1,5 +1,11 @@
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extends Node
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const PORT: int = 8989
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const MAX_HAND_SIZE: int = 8
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const INITIAL_HP: int = 100
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const DEFAULT_DRAW_COUNT: int = 4
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const FIRST_ROUND_DRAW_COUNT: int = 3
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var peer: ENetMultiplayerPeer = ENetMultiplayerPeer.new()
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var players: Array[int] = []
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@@ -22,52 +28,42 @@ func add_player(id: int) -> void:
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players.append(id)
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player_cards[id] = []
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player_turns[id] = 0
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player_hp[id] = 100
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player_hp[id] = INITIAL_HP
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func remove_player(id: int) -> void:
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var index = players.find(id)
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if index == -1:
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if not players.has(id):
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return
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players.remove_at(index)
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player_cards.erase(id)
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player_turns.erase(id)
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player_hp.erase(id)
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player_username.erase(id)
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players.erase(id)
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for dict in [player_cards, player_turns, player_hp, player_username]:
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dict.erase(id)
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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)
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if error != OK:
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push_error("Failed to create server: " + str(error))
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if peer.create_server(PORT, playern) != OK:
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return
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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)
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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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var error = peer.create_client(ip, 8989)
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if error != OK:
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push_error("Failed to create client: " + str(error))
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if peer.create_client(ip, PORT) != OK:
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return
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_setup_multiplayer()
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func _setup_multiplayer() -> void:
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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)
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func _on_peer_connected(id: int) -> void:
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print("Player connected: ", id)
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add_player(id)
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sync_players.rpc()
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func _on_peer_disconnected(id: int) -> void:
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print("Player disconnected: ", id)
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remove_player(id)
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sync_players.rpc()
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func start_game() -> void:
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if not multiplayer.is_server():
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push_error("Only the server can start the game")
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return
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if players.size() != max_players:
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push_error("Not enough players to start the game")
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if not multiplayer.is_server() or players.size() != max_players:
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return
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game_started = true
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server_round = 1
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@@ -77,22 +73,17 @@ func start_game() -> void:
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func extract() -> String:
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if cards.is_empty():
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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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var index := randi() % cards.size()
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var card := cards[index]
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cards.remove_at(index)
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return card
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func deal_cards() -> void:
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for player_id in players:
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while player_cards[player_id].size() < 8:
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var card = extract()
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if card.is_empty():
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break
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player_cards[player_id].append(card)
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_draw_cards(player_id, MAX_HAND_SIZE)
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func next_round() -> void:
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if not multiplayer.is_server():
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push_error("Only the server can advance rounds")
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return
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settle_round()
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server_round += 1
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@@ -100,29 +91,29 @@ func next_round() -> void:
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func settle_round() -> void:
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for player_id in players:
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request_card_draw(player_id)
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var draw_count := DEFAULT_DRAW_COUNT
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if server_round == 1 and player_turns.get(player_id, -1) <= 1:
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draw_count = FIRST_ROUND_DRAW_COUNT
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_draw_cards(player_id, draw_count)
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func request_card_draw(player_id: int) -> void:
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func _draw_cards(player_id: int, count: int) -> void:
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if not player_cards.has(player_id):
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push_error("Player not found: " + str(player_id))
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return
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var cards_to_draw := 4
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if server_round == 1 and player_turns.get(player_id, -1) <= 1:
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cards_to_draw = 3
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for i in cards_to_draw:
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if player_cards[player_id].size() >= 8:
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var hand: Array = player_cards[player_id]
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for i in count:
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if hand.size() >= MAX_HAND_SIZE:
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break
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var card = extract()
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var card := extract()
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if card.is_empty():
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break
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player_cards[player_id].append(card)
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hand.append(card)
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func get_my_cards() -> void:
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request_cards.rpc_id(1)
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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 sender_id := multiplayer.get_remote_sender_id()
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send_cards.rpc_id(sender_id, player_cards.get(sender_id, []))
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@rpc("authority", "call_remote", "reliable")
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@@ -133,34 +124,34 @@ func sync_game_state() -> void:
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if not multiplayer.is_server():
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return
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sync_game_state_rpc.rpc({
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"cards": cards,
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"player_cards": player_cards,
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"player_turns": player_turns,
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"player_hp": player_hp,
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"server_round": server_round,
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"game_started": game_started
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cards = cards,
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player_cards = player_cards,
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player_turns = player_turns,
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player_hp = player_hp,
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server_round = server_round,
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game_started = game_started
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})
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@rpc("authority", "call_remote", "reliable")
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func sync_game_state_rpc(data: Dictionary) -> void:
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cards = data["cards"]
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player_cards = data["player_cards"]
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player_turns = data["player_turns"]
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player_hp = data["player_hp"]
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server_round = data["server_round"]
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game_started = data["game_started"]
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cards = data.cards
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player_cards = data.player_cards
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player_turns = data.player_turns
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player_hp = data.player_hp
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server_round = data.server_round
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game_started = data.game_started
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func sync_players() -> void:
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if not multiplayer.is_server():
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return
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sync_players_rpc.rpc({
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"players": players,
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"player_username": player_username,
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"player_hp": player_hp
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players = players,
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player_username = player_username,
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player_hp = player_hp
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})
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@rpc("authority", "call_remote", "reliable")
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func sync_players_rpc(data: Dictionary) -> void:
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players = data["players"]
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player_username = data["player_username"]
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player_hp = data["player_hp"]
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players = data.players
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player_username = data.player_username
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player_hp = data.player_hp
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