bordello/Scripts/game.gd
2023-06-07 01:24:11 +10:00

123 lines
3.4 KiB
GDScript

class_name Game
extends Node2D
signal game_paused
signal game_resumed
signal turn_started
signal round_started
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 players = []
var readied_players = []
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))
card_instance.setup(key, int(value[0]), bool_array, int_array)
add_child(card_instance)
client_deck.place(card_instance)
client_deck.shuffle()
@rpc #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)
PlayerType.BOT:
controller = _bot_scene.instantiate()
controller.name = str(id)
controller.set_multiplayer_authority(id)
controller.own_id = id
controller.game = self as Game
controller.board = board as PlayerBoard
board.add_child(controller)
players.append(id)
for player in networked_controllers:
player.rpc("update_ready_label")
func ready_player(id):
if not readied_players.has(id):
readied_players.append(id)
if readied_players.size() == players.size():
start_game()
for player in networked_controllers:
player.rpc("update_ready_label")
func start_game():
print("Game started!")