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magician/environment_manager.gd
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GDScript

class_name EnvironmentManager
extends Node3D
var hand_associations: Dictionary[String, PlayerHand]
# In gameplay order
#var hand_associations: Dictionary[int, PlayerHandAssociation]
var _own_client_id: String
@export var own_player_hand: PlayerHand
## Positions for hands in 3-player game (starting from player 2).
@export var hand_markers_3: Array[Marker3D]
## Positions for hands in 4-player game (starting from player 2).
@export var hand_markers_4: Array[Marker3D]
## Positions for hands in 5-player game (starting from player 2).
@export var hand_markers_5: Array[Marker3D]
## Positions for hands in 6-player game (starting from player 2).
@export var hand_markers_6: Array[Marker3D]
@export var player_hand_scene: PackedScene
func _on_web_client_tcp_client_order_received(client_ids: Array[String]) -> void:
var marker_positions: Array[Marker3D]
match client_ids.size():
3:
marker_positions = hand_markers_3
4:
marker_positions = hand_markers_4
5:
marker_positions = hand_markers_5
6:
marker_positions = hand_markers_6
var own_index: int = client_ids.find(_own_client_id)
var new_ids: Array[String]
if own_index == 0:
# no change necessary!
new_ids = client_ids
elif own_index == client_ids.size() - 1:
# you are at the end of the array
new_ids = client_ids
# take away own client id
new_ids.erase(_own_client_id)
# add it to the start of the array
new_ids.insert(0, _own_client_id)
else:
# you are somewhere in the middle of the array
# create array with you at the start
new_ids = client_ids.slice(own_index)
# add the rest of the original array
new_ids.append_array(client_ids.slice(0, own_index))
for index in new_ids.size():
var hand: PlayerHand
if client_ids[index] == _own_client_id:
hand = own_player_hand
else:
hand = player_hand_scene.instantiate()
self.add_child(hand)
var reference_marker = marker_positions[index - 1]
hand.global_position = reference_marker.global_position
hand.global_rotation = reference_marker.global_rotation
#hand_associations[index] = PlayerHandAssociation.new(
#client_ids[index],
#hand.get_path(),
#)
hand_associations[client_ids[index]] = hand
func _on_web_client_tcp_received_client_id(client_id: String) -> void:
_own_client_id = client_id
func _on_web_client_tcp_cards_received(cards: Dictionary) -> void:
for client_id in cards.keys():
var card_ids: Array[int]
card_ids.assign(cards[client_id])
hand_associations[client_id].add_cards(card_ids, client_id)