extends Node var peer: ENetMultiplayerPeer = ENetMultiplayerPeer.new() var players: Array[int] = [] var max_players: int = 0 var player_cards: Dictionary = {} var player_turns: Dictionary = {} var player_username: Dictionary = {} var player_hp: Dictionary = {} var cards: Array[String] = [] var my_card: Array[String] = [] var server_round: int = 0 var client_round: int = 0 var game_started: bool = false func add_player(id: int) -> void: if players.size() >= max_players or players.has(id): return players.append(id) player_cards[id] = [] player_turns[id] = 0 player_hp[id] = 100 func remove_player(id: int) -> void: var index = players.find(id) if index == -1: return players.remove_at(index) player_cards.erase(id) player_turns.erase(id) player_hp.erase(id) player_username.erase(id) func create_server(playern: int) -> void: max_players = playern var error = peer.create_server(8989, playern) if error != OK: push_error("Failed to create server: " + str(error)) return multiplayer.multiplayer_peer = peer multiplayer.peer_connected.connect(_on_peer_connected) multiplayer.peer_disconnected.connect(_on_peer_disconnected) add_player(1) func create_client(ip: String) -> void: var error = peer.create_client(ip, 8989) if error != OK: push_error("Failed to create client: " + str(error)) return multiplayer.multiplayer_peer = peer func _on_peer_connected(id: int) -> void: print("Player connected: ", id) add_player(id) sync_players.rpc() func _on_peer_disconnected(id: int) -> void: print("Player disconnected: ", id) remove_player(id) sync_players.rpc() func start_game() -> void: if not multiplayer.is_server(): 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 game_started = true server_round = 1 deal_cards() sync_game_state.rpc() func extract() -> String: if cards.is_empty(): return "" var index = randi() % cards.size() var card = cards[index] cards.remove_at(index) return card func deal_cards() -> void: for player_id in players: while player_cards[player_id].size() < 8: var card = extract() if card.is_empty(): break player_cards[player_id].append(card) func next_round() -> void: if not multiplayer.is_server(): push_error("Only the server can advance rounds") return settle_round() server_round += 1 sync_game_state.rpc() func settle_round() -> void: for player_id in players: request_card_draw(player_id) func request_card_draw(player_id: int) -> void: if not player_cards.has(player_id): push_error("Player not found: " + str(player_id)) return var cards_to_draw := 4 if server_round == 1 and player_turns.get(player_id, -1) <= 1: cards_to_draw = 3 for i in cards_to_draw: if player_cards[player_id].size() >= 8: break var card = extract() if card.is_empty(): break player_cards[player_id].append(card) func get_my_cards() -> void: request_cards.rpc_id(1) @rpc("any_peer", "call_remote", "reliable") func request_cards() -> void: var sender_id = multiplayer.get_remote_sender_id() send_cards.rpc_id(sender_id, player_cards.get(sender_id, [])) @rpc("authority", "call_remote", "reliable") func send_cards(data: Array) -> void: my_card = data func sync_game_state() -> void: if not multiplayer.is_server(): return sync_game_state_rpc.rpc({ "cards": cards, "player_cards": player_cards, "player_turns": player_turns, "player_hp": player_hp, "server_round": server_round, "game_started": game_started }) @rpc("authority", "call_remote", "reliable") func sync_game_state_rpc(data: Dictionary) -> void: cards = data["cards"] player_cards = data["player_cards"] player_turns = data["player_turns"] player_hp = data["player_hp"] server_round = data["server_round"] game_started = data["game_started"] func sync_players() -> void: if not multiplayer.is_server(): return sync_players_rpc.rpc({ "players": players, "player_username": player_username, "player_hp": player_hp }) @rpc("authority", "call_remote", "reliable") func sync_players_rpc(data: Dictionary) -> void: players = data["players"] player_username = data["player_username"] player_hp = data["player_hp"]