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