Files
game/scripts/autoload/GameLoopManager.gd
T

185 lines
3.9 KiB
GDScript

extends Node
var PORT: int = 8989
const MAX_HAND_SIZE: int = 8
const INITIAL_HP: int = 4
const DEFAULT_DRAW_COUNT: int = 4
const FIRST_ROUND_DRAW_COUNT: int = 3
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 game_started: bool = false
signal game_end
func _ready() -> void:
game_end.connect(_on_end_game)
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] = INITIAL_HP
func remove_player(id: int) -> void:
if not players.has(id):
return
players.erase(id)
for dict in [player_cards, player_turns, player_hp, player_username]:
dict.erase(id)
func create_server(playern: int) -> void:
max_players = playern
if peer.create_server(PORT, playern) != OK:
return
_setup_multiplayer()
add_player(1)
func create_client(ip: String) -> void:
if peer.create_client(ip, PORT) != OK:
return
_setup_multiplayer()
func _setup_multiplayer() -> void:
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:
add_player(id)
sync_players.rpc()
func _on_peer_disconnected(id: int) -> void:
remove_player(id)
sync_players.rpc()
func start_game() -> void:
if not multiplayer.is_server() or players.size() != max_players:
return
game_started = true
server_round = 1
deal_cards()
sync_game_state.rpc()
func _on_end_game() -> void:
pass
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:
_draw_cards(player_id, MAX_HAND_SIZE)
func next_round() -> void:
if not multiplayer.is_server():
return
settle_round()
server_round += 1
sync_game_state.rpc()
func settle_round() -> void:
for player_id in players:
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 _draw_cards(player_id: int, count: int) -> void:
if not player_cards.has(player_id):
return
var hand: Array = player_cards[player_id]
for i in count:
if hand.size() >= MAX_HAND_SIZE:
break
var card := extract()
if card.is_empty():
break
hand.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