extends Node var peer = ENetMultiplayerPeer.new() var players: Array var cards: Array var my_card: Array var max_players: int var player_cards: Dictionary var player_turns: Dictionary var player_username: Dictionary var player_hp: Dictionary var server_round: int var client_round: int func add_player(id: int): if players.size() < max_players: 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: max_players = playern var error = peer.create_server(8989, playern) if error != OK: printerr(error) return multiplayer.multiplayer_peer = peer multiplayer.peer_connected.connect(_on_peer_connected) multiplayer.peer_disconnected.connect(_on_peer_disconnected) func create_client(ip: String) -> void: peer.create_client(ip, 8989) multiplayer.multiplayer_peer = peer func _on_peer_connected(id: int) -> void: add_player(id) func _on_peer_disconnected(id: int) -> void: remove_player(id) func start_game() -> void: if players.size() != max_players: return deal_cards() server_round = 1 remote_variable() func extract() -> String: if cards.size() == 0: return "" var index = randi() % cards.size() var card = cards[index] cards.pop_at(index) return card func deal_cards() -> void: for player in players: while player_cards[player].size() < 8: var card = extract() if card != "": player_cards[player].append(card) func next_round() -> void: settle_round() server_round += 1 func settle_round() -> void: for player in players: request_card_draw(player) remote_variable() func request_card_draw(player_id: int) -> void: if server_round == 1 and 0 <= player_turns[player_id] <= 1: for i in range(3): if player_cards[player_id].size() >= 8: break var card = extract() if card != "": player_cards[player_id].append(card) else: for i in range(4): if player_cards[player_id].size() >= 8: break var card = extract() if card != "": player_cards[player_id].append(card) remote_variable() func get_my_cards() -> void: request_cards.rpc() @rpc("any_peer", "call_remote", "reliable") func request_cards() -> void: var sender_id = multiplayer.get_remote_sender_id() var data: Array = player_cards.get(sender_id, [-1]) 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: if not multiplayer.is_server(): return var data: Dictionary = {} data["cards"] = cards data["player_cards"] = player_cards data["player_turns"] = player_turns data["player_hp"] = player_hp data["server_round"] = server_round get_remote_variable.rpc(data) @rpc("authority", "call_remote", "reliable") func get_remote_variable(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"]