123 lines
3.4 KiB
GDScript
123 lines
3.4 KiB
GDScript
class_name Game
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extends Node2D
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signal game_paused
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signal game_resumed
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signal turn_started
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signal round_started
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enum PlayerType {HUMAN, BOT}
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const WORKER_DECK_SAVE_PATH = "user://worker_deck.json"
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const CLIENT_DECK_SAVE_PATH = "user://client_deck.json"
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@export var worker_deck: Deck
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@export var client_deck: Deck
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@export var worker_discard: Deck
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@export var client_discard: Deck
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@export var seat1: Node2D
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@export var seat2: Node2D
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@export var seat3: Node2D
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@export var seat4: Node2D
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var networked_controllers: Array[HumanController] = []
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var players = []
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var readied_players = []
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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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var _player_scene = preload("res://Scenes/player_board.tscn")
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var _human_scene = preload("res://Scenes/human_player.tscn")
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var _bot_scene = preload("res://Scenes/bot_player.tscn")
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func _ready() -> void:
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_load_workers()
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_load_clients()
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func _load_workers():
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if !FileAccess.file_exists(WORKER_DECK_SAVE_PATH):
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return
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var save_game = FileAccess.open(WORKER_DECK_SAVE_PATH, FileAccess.READ)
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var card_dict = JSON.parse_string(save_game.get_line())
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for key in card_dict:
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var value = card_dict[key]
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var card_instance = _worker_scene.instantiate()
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#JSON only returns floats so we have to get ints out of the dict
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var bonuses = []
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for x in value.slice(1, value.size()):
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bonuses.append(int(x))
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card_instance.setup(key, int(value[0]), bonuses)
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add_child(card_instance)
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worker_deck.place(card_instance)
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worker_deck.shuffle()
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func _load_clients():
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if !FileAccess.file_exists(CLIENT_DECK_SAVE_PATH):
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return
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var save_game = FileAccess.open(CLIENT_DECK_SAVE_PATH, FileAccess.READ)
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var card_dict = JSON.parse_string(save_game.get_line())
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for key in card_dict:
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var value = card_dict[key]
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var card_instance = _client_scene.instantiate()
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#JSON only returns floats so we have to get ints out of the dict
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var bool_array = []
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var int_array = []
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for x in value.slice(1, 5):
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bool_array.append(bool(x))
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for x in value.slice(5, value.size()):
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int_array.append(int(x))
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card_instance.setup(key, int(value[0]), bool_array, int_array)
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add_child(card_instance)
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client_deck.place(card_instance)
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client_deck.shuffle()
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@rpc #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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if type == null:
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type = PlayerType.HUMAN
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var board = _player_scene.instantiate()
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match players.size():
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0:
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board.global_position = seat1.position
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1:
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board.global_position = seat2.position
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2:
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board.global_position = seat3.position
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3:
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board.global_position = seat4.position
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$Players.add_child(board)
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var controller
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match type:
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PlayerType.HUMAN:
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controller = _human_scene.instantiate()
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networked_controllers.append(controller)
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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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controller.own_id = id
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controller.game = self as Game
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controller.board = board as PlayerBoard
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board.add_child(controller)
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players.append(id)
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for player in networked_controllers:
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player.rpc("update_ready_label")
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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")
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func start_game():
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print("Game started!")
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