extends Control class_name DemoGame signal own_played_card(card: Card) signal opponent_played_card(card: Card) signal own_played_rts(move: String) signal opponent_played_rts(move: String) @export var player_1_deck: Array[Card] @export var player_2_deck: Array[Card] @onready var match_manager = $MatchManager @onready var own_side = $Own @onready var opponent_side = $Opponent @onready var start_game_btn = $StartGameButton var id_to_card: Dictionary = {} var player_action_queue: Dictionary var player_1_action: Action: get: return player_action_queue.get(MatchManager.PLAYER_1_ID) set(value): player_action_queue[MatchManager.PLAYER_1_ID] = value var player_2_action: Action: get: return player_action_queue.get(MatchManager.PLAYER_2_ID) set(value): player_action_queue[MatchManager.PLAYER_2_ID] = value var id var signal_connected := false func init(player_id: int) -> void: id = player_id id_to_card.clear() var cards = player_1_deck.duplicate() cards.append_array(player_2_deck) for card in cards: if card.id not in id_to_card: id_to_card[card.id] = card match_manager.init({ MatchManager.PLAYER_1_ID: player_1_deck, MatchManager.PLAYER_2_ID: player_2_deck }) own_side.attach(match_manager, player_id == MatchManager.PLAYER_1_ID) opponent_side.attach(match_manager, player_id == MatchManager.PLAYER_2_ID) if !signal_connected: match_manager.state_transitioned.connect(_on_match_manager_state_transitioned) signal_connected = true var transition_history: Array[PhaseTransition] = [] func _on_match_manager_state_transitioned(transition: PhaseTransition): start_game_btn.visible = match_manager.phase == Match.Phase.PREGAME transition_history.append(transition) print("Phase: ", Match.phase_to_str(transition.from), " -> ", Match.phase_to_str(transition.to)) func _on_start_game_button_button_up() -> void: #match_manager.resolve({}) pass func rpc_start_game() -> void: match_manager.resolve({}) func rpc_own_play_card(id: String) -> void: if !id.is_empty(): var card = id_to_card[id] player_1_action = ActionPlayCard.new(card) else: player_1_action = ActionSkipCard.new() print(self.id, " rpc_own_play_card", player_1_action, player_2_action) if player_2_action: match_manager.resolve(player_action_queue) player_action_queue.clear() func _on_own_play_card(card: Card) -> void: if card: player_1_action = ActionPlayCard.new(card) own_played_card.emit(card) else: player_1_action = ActionSkipCard.new() own_played_card.emit(null) print(id, " _on_own_play_card", player_1_action, player_2_action) if player_2_action: match_manager.resolve(player_action_queue) player_action_queue.clear() func rpc_opponent_play_card(id: String) -> void: if !id.is_empty(): var card = id_to_card[id] player_2_action = ActionPlayCard.new(card) else: player_2_action = ActionSkipCard.new() print(self.id , " rpc_opponent_play_card", player_1_action, player_2_action) if player_1_action: match_manager.resolve(player_action_queue) player_action_queue.clear() func _on_opponent_play_card(card: Card) -> void: if card: player_2_action = ActionPlayCard.new(card) opponent_played_card.emit(card) else: player_2_action = ActionSkipCard.new() opponent_played_card.emit(null) print(id, " _on_opponent_play_card", player_1_action, player_2_action) if player_1_action: match_manager.resolve(player_action_queue) player_action_queue.clear() func rpc_own_rps_move(move: String) -> void: player_1_action = ActionRPSMove.new(move) print(id, " rpc_own_rps_move", player_1_action, player_2_action, move) if player_2_action: match_manager.resolve(player_action_queue) player_action_queue.clear() func _on_own_rps_move(move: String) -> void: player_1_action = ActionRPSMove.new(move) own_played_rts.emit(move) print(id, " _on_own_rps_move", player_1_action, player_2_action, move) if player_2_action: match_manager.resolve(player_action_queue) player_action_queue.clear() func rpc_opponent_rps_move(move: String) -> void: player_2_action = ActionRPSMove.new(move) print(id, " rpc_opponent_rps_move", player_1_action, player_2_action, move) if player_1_action: match_manager.resolve(player_action_queue) player_action_queue.clear() func _on_opponent_rps_move(move: String) -> void: player_2_action = ActionRPSMove.new(move) opponent_played_rts.emit(move) print(id, " rpc_opponent_rps_move", player_1_action, player_2_action, move) if player_1_action: match_manager.resolve(player_action_queue) player_action_queue.clear()