refactor: AI重构MultiGame.gd

This commit is contained in:
2026-04-03 20:59:12 +08:00
parent 0f9297a9e1
commit fe80a3f38d
+52 -61
View File
@@ -1,5 +1,11 @@
extends Node extends Node
const PORT: int = 8989
const MAX_HAND_SIZE: int = 8
const INITIAL_HP: int = 100
const DEFAULT_DRAW_COUNT: int = 4
const FIRST_ROUND_DRAW_COUNT: int = 3
var peer: ENetMultiplayerPeer = ENetMultiplayerPeer.new() var peer: ENetMultiplayerPeer = ENetMultiplayerPeer.new()
var players: Array[int] = [] var players: Array[int] = []
@@ -22,52 +28,42 @@ func add_player(id: int) -> void:
players.append(id) players.append(id)
player_cards[id] = [] player_cards[id] = []
player_turns[id] = 0 player_turns[id] = 0
player_hp[id] = 100 player_hp[id] = INITIAL_HP
func remove_player(id: int) -> void: func remove_player(id: int) -> void:
var index = players.find(id) if not players.has(id):
if index == -1:
return return
players.remove_at(index) players.erase(id)
player_cards.erase(id) for dict in [player_cards, player_turns, player_hp, player_username]:
player_turns.erase(id) dict.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) if peer.create_server(PORT, playern) != OK:
if error != OK:
push_error("Failed to create server: " + str(error))
return return
multiplayer.multiplayer_peer = peer _setup_multiplayer()
multiplayer.peer_connected.connect(_on_peer_connected)
multiplayer.peer_disconnected.connect(_on_peer_disconnected)
add_player(1) add_player(1)
func create_client(ip: String) -> void: func create_client(ip: String) -> void:
var error = peer.create_client(ip, 8989) if peer.create_client(ip, PORT) != OK:
if error != OK:
push_error("Failed to create client: " + str(error))
return return
_setup_multiplayer()
func _setup_multiplayer() -> void:
multiplayer.multiplayer_peer = peer multiplayer.multiplayer_peer = peer
multiplayer.peer_connected.connect(_on_peer_connected)
multiplayer.peer_disconnected.connect(_on_peer_disconnected)
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() 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() sync_players.rpc()
func start_game() -> void: func start_game() -> void:
if not multiplayer.is_server(): if not multiplayer.is_server() or players.size() != max_players:
push_error("Only the server can start the game")
return
if players.size() != max_players:
push_error("Not enough players to start the game")
return return
game_started = true game_started = true
server_round = 1 server_round = 1
@@ -77,22 +73,17 @@ func start_game() -> void:
func extract() -> String: func extract() -> String:
if cards.is_empty(): 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.remove_at(index) cards.remove_at(index)
return card return card
func deal_cards() -> void: func deal_cards() -> void:
for player_id in players: for player_id in players:
while player_cards[player_id].size() < 8: _draw_cards(player_id, MAX_HAND_SIZE)
var card = extract()
if card.is_empty():
break
player_cards[player_id].append(card)
func next_round() -> void: func next_round() -> void:
if not multiplayer.is_server(): if not multiplayer.is_server():
push_error("Only the server can advance rounds")
return return
settle_round() settle_round()
server_round += 1 server_round += 1
@@ -100,29 +91,29 @@ func next_round() -> void:
func settle_round() -> void: func settle_round() -> void:
for player_id in players: for player_id in players:
request_card_draw(player_id) var draw_count := DEFAULT_DRAW_COUNT
if server_round == 1 and player_turns.get(player_id, -1) <= 1:
draw_count = FIRST_ROUND_DRAW_COUNT
_draw_cards(player_id, draw_count)
func request_card_draw(player_id: int) -> void: func _draw_cards(player_id: int, count: int) -> void:
if not player_cards.has(player_id): if not player_cards.has(player_id):
push_error("Player not found: " + str(player_id))
return return
var cards_to_draw := 4 var hand: Array = player_cards[player_id]
if server_round == 1 and player_turns.get(player_id, -1) <= 1: for i in count:
cards_to_draw = 3 if hand.size() >= MAX_HAND_SIZE:
for i in cards_to_draw:
if player_cards[player_id].size() >= 8:
break break
var card = extract() var card := extract()
if card.is_empty(): if card.is_empty():
break break
player_cards[player_id].append(card) hand.append(card)
func get_my_cards() -> void: func get_my_cards() -> void:
request_cards.rpc_id(1) 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()
send_cards.rpc_id(sender_id, player_cards.get(sender_id, [])) send_cards.rpc_id(sender_id, player_cards.get(sender_id, []))
@rpc("authority", "call_remote", "reliable") @rpc("authority", "call_remote", "reliable")
@@ -133,34 +124,34 @@ func sync_game_state() -> void:
if not multiplayer.is_server(): if not multiplayer.is_server():
return return
sync_game_state_rpc.rpc({ sync_game_state_rpc.rpc({
"cards": cards, cards = cards,
"player_cards": player_cards, player_cards = player_cards,
"player_turns": player_turns, player_turns = player_turns,
"player_hp": player_hp, player_hp = player_hp,
"server_round": server_round, server_round = server_round,
"game_started": game_started game_started = game_started
}) })
@rpc("authority", "call_remote", "reliable") @rpc("authority", "call_remote", "reliable")
func sync_game_state_rpc(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"] game_started = data.game_started
func sync_players() -> void: func sync_players() -> void:
if not multiplayer.is_server(): if not multiplayer.is_server():
return return
sync_players_rpc.rpc({ sync_players_rpc.rpc({
"players": players, players = players,
"player_username": player_username, player_username = player_username,
"player_hp": player_hp player_hp = player_hp
}) })
@rpc("authority", "call_remote", "reliable") @rpc("authority", "call_remote", "reliable")
func sync_players_rpc(data: Dictionary) -> void: func sync_players_rpc(data: Dictionary) -> void:
players = data["players"] players = data.players
player_username = data["player_username"] player_username = data.player_username
player_hp = data["player_hp"] player_hp = data.player_hp