initial starter deck added. the turn rotation works sometimes
This commit is contained in:
@ -8,6 +8,7 @@ signal chat_message_submitted(String)
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@onready var ready_label = $CanvasLayer/UI/HBoxContainer/LobbyReadyLabel
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@onready var canvas = $CanvasLayer
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@onready var chat_box = $CanvasLayer/UI/VBoxContainer/RichTextLabel
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var game_started = false
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func _ready() -> void:
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@ -17,12 +18,12 @@ func _ready() -> void:
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$Camera2D.make_current()
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@rpc("call_local")
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@rpc("call_local", "reliable")
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func ready_self():
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ready_button_pressed.emit(player_info["id"])
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@rpc("any_peer", "call_local")
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@rpc("any_peer", "call_local", "reliable")
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func update_ready_label(readied_players, total_players):
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if readied_players == total_players:
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ready_label.visible = false
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@ -32,6 +33,7 @@ func update_ready_label(readied_players, total_players):
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func _on_lobby_ready_button_pressed() -> void:
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rpc("ready_self")
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ready_button.visible = false
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rpc("end_turn")
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func add_chat_line(line: String) -> void:
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@ -55,3 +57,18 @@ func select_card(card):
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func _on_confirm_pressed() -> void:
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$CanvasLayer/UI/Confirm.visible = false
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rpc("confirm_draft")
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func start_turn():
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super()
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func select_workspace(workspace):
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super(workspace)
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ready_button.visible = true
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@rpc("call_local", "reliable")
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func confirm_draft():
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super()
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ready_button.visible = true
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@ -3,12 +3,18 @@ extends Node
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signal workers_discarded
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signal workers_kept
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signal turn_finished
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signal round_finished
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var player_info
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@export var hand_position: Node2D
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@export var client_position: Vector2
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var hand = []
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var draft_picked = []
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var draft_pick_amount = 0
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var reputation_points = 0
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var board: PlayerBoard
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var current_client: Client
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func draft(cards, pick):
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@ -32,7 +38,15 @@ func select_card(card):
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card.slide_to_position(card.position.x, card.position.y + 50.0, 0.0, 0.1)
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@rpc("call_local")
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func select_workspace(workspace):
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if current_client == null:
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return
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workspace.add_client(current_client)
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current_client = null
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rpc("end_turn")
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@rpc("call_local", "reliable")
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func confirm_draft():
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var discarded_cards = []
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var kept_cards = []
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@ -41,5 +55,23 @@ func confirm_draft():
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discarded_cards.append(card.get_path())
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else:
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kept_cards.append(card.get_path())
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card.card_clicked.disconnect(select_card)
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workers_discarded.emit(discarded_cards)
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workers_kept.emit(kept_cards)
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draft_picked = []
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hand = []
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draft_pick_amount = 0
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func start_turn():
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current_client = board.shift_deck.draw_card()
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if current_client == null:
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round_finished.emit()
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return
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current_client.slide_to_position(board.global_position.x, board.global_position.y, 0.0, 0.3)
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current_client.turn_front()
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@rpc("call_local", "reliable")
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func end_turn():
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turn_finished.emit()
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@ -1,6 +1,8 @@
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class_name Client
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extends Card
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signal time_slots_selected
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enum difficulties {EASY, MEDIUM, HARD}
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var icon_prefab = preload("res://Scenes/bonus_icon.tscn")
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@ -11,10 +13,12 @@ var turns_left = 4
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var time_slots = [true, true, false, true]
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var icon_list = []
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func _process(delta):
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if sliding:
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slide(delta)
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func setup(_title, _initial_stress, _time_slots, _services):
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if _title != "":
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title = _title
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@ -38,20 +42,20 @@ func setup(_title, _initial_stress, _time_slots, _services):
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difficulty = difficulties.MEDIUM
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6, 7:
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difficulty = difficulties.HARD
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$Background/Slice1.visible = false
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$Background/Slice2.visible = false
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$Background/Slice3.visible = false
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$Background/Slice4.visible = false
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$front/Slice1.visible = false
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$front/Slice2.visible = false
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$front/Slice3.visible = false
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$front/Slice4.visible = false
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if time_slots[0] == true:
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$Background/Slice1.visible = true
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$front/Slice1.visible = true
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if time_slots[1] == true:
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$Background/Slice2.visible = true
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$front/Slice2.visible = true
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if time_slots[2] == true:
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$Background/Slice3.visible = true
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$front/Slice3.visible = true
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if time_slots[3] == true:
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$Background/Slice4.visible = true
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$Background/Title.text = str(title)
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$"Background/Initial Stress".text = str(initial_stress)
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$front/Slice4.visible = true
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$front/Title.text = str(title)
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$"front/Initial Stress".text = str(initial_stress)
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for x in icon_list:
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x.queue_free()
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icon_list = []
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@ -97,18 +101,28 @@ func setup(_title, _initial_stress, _time_slots, _services):
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icon_list[x].set_service(services[x])
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else:
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icon_list[x].visible = false
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func show_time_selector():
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$Control.visible = true
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func update_counter():
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$"Background/Turns Left Counter".text = str(turns_left)
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signal time_slots_selected
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func _on_turn_pressed(num):
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turns_left = num
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update_counter()
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$Control.visible = false
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time_slots_selected.emit()
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func turn_front():
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$back.visible = false
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$front.visible = true
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func turn_back():
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$back.visible = true
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$front.visible = false
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@ -37,6 +37,8 @@ func _on_area_2d_mouse_exited() -> void:
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func draw_card() -> Card:
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if cards.size() == 0:
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return null
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return cards.pop_back()
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@ -23,7 +23,10 @@ const CLIENT_DECK_SAVE_PATH = "user://client_deck.json"
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var networked_controllers: Array[HumanController] = []
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var current_player := 0
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var players: Array[PlayerController] = []
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var player_boards: Array[PlayerBoard] = []
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var readied_players: Array[int] = []
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var round_number := 0
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var turn_number := 0
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var _worker_scene = preload("res://Scenes/worker_card.tscn")
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var _client_scene = preload("res://Scenes/client_card.tscn")
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@ -75,7 +78,7 @@ func _load_clients():
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client_deck.shuffle()
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@rpc #Called by the network lobby code
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@rpc("reliable") #Called by the network lobby code
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func add_player(id: int, username: String, type: PlayerType) -> void:
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if players.size() > 4:
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return
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@ -105,17 +108,26 @@ func add_player(id: int, username: String, type: PlayerType) -> void:
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player_info["id"] = id
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player_info["username"] = username
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controller.player_info = player_info
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board.player_info = player_info
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PlayerType.BOT:
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controller = _bot_scene.instantiate()
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controller.name = str(id)
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controller.set_multiplayer_authority(id)
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board.add_child(controller)
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controller.client_position = board.position
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controller.board = board
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board.slots[0].clicked.connect(controller.select_workspace)
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board.slots[1].clicked.connect(controller.select_workspace)
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board.slots[2].clicked.connect(controller.select_workspace)
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board.slots[3].clicked.connect(controller.select_workspace)
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board.name = "board " + str(player_boards.size())
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player_boards.append(board)
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players.append(controller)
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for player in networked_controllers:
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player.rpc("update_ready_label", readied_players.size(), players.size())
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@rpc("call_local", "any_peer") #called from message() by player signals
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@rpc("call_local", "any_peer", "reliable") #called from message() by player signals
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func relay_chat_message(msg):
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for player in networked_controllers:
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player.add_chat_line(msg)
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@ -128,14 +140,20 @@ func message(msg):
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func ready_player(id):
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if not readied_players.has(id):
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readied_players.append(id)
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if readied_players.size() == players.size():
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start_game()
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for player in networked_controllers:
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player.rpc("update_ready_label", readied_players.size(), players.size())
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if readied_players.size() == players.size() and is_multiplayer_authority():
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if round_number == 0:
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rpc("start_game")
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else:
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rpc("start_round")
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@rpc("call_local", "reliable")
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func start_game():
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#Only the host should shuffle the decks
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readied_players = []
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round_number += 1
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if is_multiplayer_authority():
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randomize()
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var deck_order = []
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@ -148,19 +166,40 @@ func start_game():
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rpc("send_client_order", deck_order)
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for player in players:
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rpc("draft_workers", player.player_info["username"], 4, 2)
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rpc("draft_clients", player.player_info["username"])
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@rpc
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@rpc("call_local", "reliable")
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func start_round():
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readied_players = []
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round_number += 1
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turn_number = 0
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if is_multiplayer_authority():
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rpc("start_turn")
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@rpc("call_local", "reliable")
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func start_turn():
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turn_number += 1
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for x in players.size():
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#players[x].rpc("start_turn")
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players[x].start_turn()
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await players[x].turn_finished
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if is_multiplayer_authority():
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rpc("start_turn")
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@rpc("reliable")
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func send_worker_order(node_paths):
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worker_deck.order(node_paths)
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@rpc
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@rpc("reliable")
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func send_client_order(node_paths):
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client_deck.order(node_paths)
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@rpc("call_local")
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@rpc("call_local", "reliable")
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func draft_workers(player, draw_amount, pick_amount):
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var cards = []
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for x in draw_amount:
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@ -170,8 +209,24 @@ func draft_workers(player, draw_amount, pick_amount):
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x.draft(cards, pick_amount)
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@rpc("call_local")
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@rpc("call_local", "reliable")
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func discard_workers(node_paths):
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for path in node_paths:
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var card = get_node(path)
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worker_discard.place(card)
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@rpc("call_local", "reliable")
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func draft_clients(player):
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var cards = []
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for x in 2 + (2 * round_number):
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cards.append(client_deck.draw_card())
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for x in player_boards:
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if x.player_info["username"] == player:
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for card in cards:
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x.shift_deck.place(card)
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@rpc("call_local", "reliable")
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func discard_clients(_node_paths):
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pass
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@ -13,19 +13,23 @@ var enet_peer = ENetMultiplayerPeer.new()
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var game : Game
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var players_connected = 0
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@export var username_field: LineEdit
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@export var IP_field: LineEdit
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@export var Port_field: LineEdit
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func _ready() -> void:
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game = game_scene.instantiate() as Game
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func host_server() -> void:
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if $UI/Username.text == "":
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if username_field.text == "":
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return
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$UI.visible = false
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$CanvasLayer/Control/UI.visible = false
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enet_peer.create_server(SERVER_PORT, MAX_PLAYERS)
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multiplayer.multiplayer_peer = enet_peer
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add_child(game)
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player_info[1] = $UI/Username.text
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player_info[1] = username_field.text
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add_player(1, player_info[1])
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multiplayer.peer_connected.connect(
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@ -35,15 +39,15 @@ func host_server() -> void:
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func connect_to_server() -> void:
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if $UI/Username.text == "":
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if username_field.text == "":
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return
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$UI.visible = false
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var ip = $UI/IPField.text if $UI/IPField.text != "" else $UI/IPField.placeholder_text
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var port = $UI/PortField.text if $UI/PortField.text != "" else $UI/PortField.placeholder_text
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$CanvasLayer/Control/UI.visible = false
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var ip = IP_field.text if IP_field.text != "" else IP_field.placeholder_text
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var port = Port_field.text if Port_field.text != "" else Port_field.placeholder_text
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enet_peer.create_client(ip, int(port))
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multiplayer.multiplayer_peer = enet_peer
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add_child(game)
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player_info[multiplayer.get_unique_id()] = $UI/Username.text
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player_info[multiplayer.get_unique_id()] = username_field.text
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func add_player(peer_id, username):
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@ -51,12 +55,12 @@ func add_player(peer_id, username):
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game.add_player(peer_id, username, game.PlayerType.HUMAN)
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@rpc("any_peer")
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@rpc("any_peer", "reliable")
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func add_new_player(peer_id, username):
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add_player(peer_id, username)
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@rpc
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@rpc("reliable")
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func add_previous_players(players):
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for key in players:
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if players[key] == player_info[multiplayer.get_unique_id()]:
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@ -1,5 +1,8 @@
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class_name Workspace
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extends Node2D
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signal clicked(Workspace)
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var worker: Worker
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var client: Client
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@ -20,3 +23,8 @@ func add_client(card: Client) -> bool:
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client = card
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client.slide_to_position(_c_pos.x, _c_pos.y, 0, 0.2)
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return true
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func _on_area2d_input_event(_viewport: Node, event: InputEvent, _shape_idx: int) -> void:
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if event is InputEventMouseButton and event.pressed and worker != null:
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emit_signal("clicked", self)
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|
Reference in New Issue
Block a user