class_name PlayerController extends Node signal workers_discarded signal workers_kept signal turn_finished signal round_finished(int) var player_info @export var hand_position: Node2D @export var client_position: Vector2 @export var player_cam: Camera2D var hand = [] var draft_picked = [] var draft_pick_amount = 0 var reputation_points = 0 var money = 40 var money_delta = 0 var board: PlayerBoard var current_client: Client var current_workspace: Workspace func draft(cards, pick): draft_pick_amount = pick var xxx = (250.0 * cards.size()) / 2.0 for x in cards.size(): var card = cards[x] var ratio = float(x) / float(cards.size() - 1) var xx = lerpf(-1 * xxx, xxx, ratio) var h = hand_position.global_position card.slide_to_position(h.x + xx - 125.0, h.y - 175.0, 0.0, 0.2) hand.append(card) card.card_clicked.connect(select_card) func select_card(card): if not is_multiplayer_authority(): return if not draft_picked.has(card) and draft_picked.size() < draft_pick_amount: draft_picked.append(card) rpc("networked_select_card", true, card.get_path()) card.slide_to_position(card.position.x, card.position.y - 50.0, 0.0, 0.1) elif draft_picked.has(card): draft_picked.remove_at(draft_picked.find(card)) rpc("networked_select_card", false, card.get_path()) card.slide_to_position(card.position.x, card.position.y + 50.0, 0.0, 0.1) @rpc("reliable") func networked_select_card(add, card_path): if add: draft_picked.append(get_node(card_path)) else: draft_picked.remove_at(draft_picked.find(get_node(card_path))) func select_workspace(workspace): if not is_multiplayer_authority(): return false if current_client == null or workspace.worker == null: return false if workspace == current_workspace or workspace.client != null: return false if current_workspace != null: current_workspace.remove_client() current_workspace = workspace rpc("networked_select_workspace", workspace.get_path(), current_client.get_path()) current_client.show_time_selector() return true func on_poor_discard_deck_clicked(): if not is_multiplayer_authority() or current_client == null: return rpc("turn_away_client") @rpc("call_local", "reliable") func turn_away_client(): board.poor_deck.place(current_client) current_client.set_satisfaction(0) if current_workspace != null: current_workspace.remove_client() current_workspace = null #current_client = null @rpc("call_local", "reliable") func networked_select_workspace(workspace_path, current_client_path): if board.poor_deck.cards.has(get_node(current_client_path)): board.poor_deck.cards.remove_at(board.poor_deck.cards.find(get_node(current_client_path))) get_node(workspace_path).add_client(get_node(current_client_path)) get_node(workspace_path).evaluate_match() @rpc("call_local", "reliable") func confirm_draft(): var discarded_cards = [] var kept_cards = [] for card in hand: if not draft_picked.has(card): discarded_cards.append(card.get_path()) else: kept_cards.append(card.get_path()) card.card_clicked.disconnect(select_card) workers_discarded.emit(discarded_cards) workers_kept.emit(kept_cards) draft_picked = [] hand = [] draft_pick_amount = 0 func start_turn(): current_client = board.shift_deck.draw_card() current_client.slide_to_position(board.global_position.x, board.global_position.y, 0.0, 0.3) current_client.turn_front() func end_of_round(): board.time_step(true) reputation_points += board.process_decks() if reputation_points < 0: reputation_points = 0 round_finished.emit(player_info["id"]) @rpc("call_local", "reliable") func end_turn(): if current_workspace != null: rpc("networked_select_workspace", current_workspace.get_path(), current_client.get_path()) board.time_step(false) current_client = null current_workspace = null money += money_delta money_delta = 0 if board.shift_deck.cards.size() == 0: end_of_round() turn_finished.emit()