bordello/Scripts/game.gd

284 lines
8.0 KiB
GDScript

class_name Game
extends Node2D
signal game_paused
signal game_resumed
signal turn_started
signal round_started
signal shuffle_sync_recieved
enum PlayerType {HUMAN, BOT}
const WORKER_DECK_SAVE_PATH = "user://worker_deck.json"
const CLIENT_DECK_SAVE_PATH = "user://client_deck.json"
@export var worker_deck: Deck
@export var client_deck: Deck
@export var worker_discard: Deck
@export var client_discard: Deck
@export var seat1: Node2D
@export var seat2: Node2D
@export var seat3: Node2D
@export var seat4: Node2D
var networked_controllers: Array[HumanController] = []
var current_player := 0
var players: Array[PlayerController] = []
var player_boards: Array[PlayerBoard] = []
var readied_players: Array[int] = []
var finished_players: Array[int] = []
var round_number := -1
var turn_number := 0
var _worker_scene = preload("res://Scenes/worker_card.tscn")
var _client_scene = preload("res://Scenes/client_card.tscn")
var _player_scene = preload("res://Scenes/player_board.tscn")
var _human_scene = preload("res://Scenes/human_player.tscn")
var _bot_scene = preload("res://Scenes/bot_player.tscn")
func _ready() -> void:
_load_workers()
_load_clients()
func _load_workers():
if !FileAccess.file_exists(WORKER_DECK_SAVE_PATH):
return
var save_game = FileAccess.open(WORKER_DECK_SAVE_PATH, FileAccess.READ)
var card_dict = JSON.parse_string(save_game.get_line())
for key in card_dict:
var value = card_dict[key]
var card_instance = _worker_scene.instantiate()
#JSON only returns floats so we have to get ints out of the dict
var bonuses = []
for x in value.slice(1, value.size()):
bonuses.append(int(x))
card_instance.setup(key, int(value[0]), bonuses)
add_child(card_instance)
worker_deck.place(card_instance)
worker_deck.shuffle()
func _load_clients():
if !FileAccess.file_exists(CLIENT_DECK_SAVE_PATH):
return
var save_game = FileAccess.open(CLIENT_DECK_SAVE_PATH, FileAccess.READ)
var card_dict = JSON.parse_string(save_game.get_line())
for key in card_dict:
var value = card_dict[key]
var card_instance = _client_scene.instantiate()
#JSON only returns floats so we have to get ints out of the dict
var bool_array = []
var int_array = []
for x in value.slice(1, 5):
bool_array.append(bool(x))
for x in value.slice(5, value.size()):
int_array.append(int(x))
add_child(card_instance)
card_instance.setup(key, int(value[0]), bool_array, int_array)
client_deck.place(card_instance)
client_deck.shuffle()
@rpc("reliable") #Called by the network lobby code
func add_player(id: int, username: String, type: PlayerType) -> void:
if players.size() > 4:
return
if type == null:
type = PlayerType.HUMAN
var board = _player_scene.instantiate()
match players.size():
0:
board.global_position = seat1.position
1:
board.global_position = seat2.position
2:
board.global_position = seat3.position
3:
board.global_position = seat4.position
$Players.add_child(board)
var controller
match type:
PlayerType.HUMAN:
controller = _human_scene.instantiate()
networked_controllers.append(controller)
controller.ready_button_pressed.connect(ready_player)
controller.round_finished.connect(finish_player)
controller.chat_message_submitted.connect(message)
controller.workers_discarded.connect(discard_workers)
controller.workers_kept.connect(board.add_to_roster)
var player_info = {}
player_info["id"] = id
player_info["username"] = username
controller.player_info = player_info
board.player_info = player_info
PlayerType.BOT:
controller = _bot_scene.instantiate()
controller.name = str(id)
controller.set_multiplayer_authority(id)
board.add_child(controller)
controller.client_position = board.position
controller.board = board
board.slots[0].clicked.connect(controller.select_workspace)
board.slots[1].clicked.connect(controller.select_workspace)
board.slots[2].clicked.connect(controller.select_workspace)
board.slots[3].clicked.connect(controller.select_workspace)
board.poor_deck.clicked.connect(controller.on_poor_discard_deck_clicked)
board.clients_discarded.connect(discard_clients)
board.name = "board " + str(player_boards.size())
player_boards.append(board)
players.append(controller)
for player in networked_controllers:
player.rpc("update_ready_label", readied_players.size(), players.size())
@rpc("call_local", "any_peer", "reliable") #called from message() by player signals
func relay_chat_message(msg):
for player in networked_controllers:
player.add_chat_line(msg)
func message(msg):
rpc("relay_chat_message", msg)
func finish_player(id):
if not finished_players.has(id):
finished_players.append(id)
func are_all_finished() -> bool:
return finished_players.size() == players.size()
func ready_player(id):
if not readied_players.has(id):
readied_players.append(id)
for player in networked_controllers:
player.rpc("update_ready_label", readied_players.size(), players.size())
if readied_players.size() == players.size() and is_multiplayer_authority():
if round_number < 0:
rpc("start_game")
else:
rpc("start_round")
@rpc("call_local", "reliable")
func start_game():
#Only the host should shuffle the decks
readied_players = []
finished_players = []
round_number += 1
if is_multiplayer_authority():
randomize()
shuffle_and_sync_workers()
shuffle_and_sync_clients()
for player in players:
rpc("draft_workers", player.player_info["username"], 4, 2)
func shuffle_and_sync_workers():
if not is_multiplayer_authority():
await shuffle_sync_recieved
return
for x in worker_discard.cards.size():
worker_deck.append(worker_discard.draw_card())
worker_deck.shuffle()
var deck_order = []
for card in worker_deck.cards:
deck_order.append(card.get_path())
rpc("send_worker_order", deck_order)
func shuffle_and_sync_clients():
if not is_multiplayer_authority():
await shuffle_sync_recieved
return
for x in client_discard.cards.size():
client_deck.append(client_discard.draw_card())
client_deck.shuffle()
var deck_order = []
for card in client_deck.cards:
deck_order.append(card.get_path())
rpc("send_client_order", deck_order)
@rpc("call_local", "reliable")
func start_round():
readied_players = []
finished_players = []
round_number += 1
turn_number = 0
if is_multiplayer_authority():
for player in networked_controllers:
player.rpc("update_ready_label", readied_players.size(), players.size())
for player in players:
rpc("draft_clients", player.player_info["username"])
#await clients_drafted
rpc("start_turn")
@rpc("call_local", "reliable")
func start_turn():
turn_number += 1
for x in players.size():
for other_player in players:
other_player.spectate_player(players[x].get_path())
players[x].start_turn()
await players[x].turn_finished
if is_multiplayer_authority() and not are_all_finished():
rpc("start_turn")
@rpc("reliable")
func send_worker_order(node_paths):
worker_deck.order(node_paths)
shuffle_sync_recieved.emit()
@rpc("reliable")
func send_client_order(node_paths):
client_deck.order(node_paths)
shuffle_sync_recieved.emit()
@rpc("call_local", "reliable")
func draft_workers(player, draw_amount, pick_amount):
var cards = []
for x in draw_amount:
cards.append(worker_deck.draw_card())
for x in players:
if x.player_info["username"] == player:
x.draft(cards, pick_amount)
@rpc("call_local", "reliable")
func discard_workers(node_paths):
for path in node_paths:
var card = get_node(path)
worker_discard.place(card)
@rpc("call_local", "reliable")
func draft_clients(player):
var controller: PlayerController = null
for player_controller in players:
if player_controller.player_info["username"] == player:
controller = player_controller
var cards_to_draw = 4
if controller.reputation_points >= 30:
cards_to_draw += 4
if controller.reputation_points >= 60:
cards_to_draw += 4
for x in cards_to_draw - controller.board.shift_deck.cards.size():
if client_deck.cards.size() == 0:
shuffle_and_sync_clients()
controller.board.shift_deck.place(client_deck.draw_card())
@rpc("call_local", "reliable")
func discard_clients(node_paths):
for path in node_paths:
var card = get_node(path)
client_discard.place(card)