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magician/environment_manager.gd
T

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GDScript

class_name EnvironmentManager
extends Node3D
var hand_associations: Dictionary[String, PlayerHand]
@export var web_client: WebClientTCP
@export var card_stack: CardStack
# 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
@export var card_scene: PackedScene
var _bets: Dictionary[String, Array] # Array[BetResult]
## Cards played in the current play.
var _plays: Array[Play]
var _trump_id: int = -1
func _on_web_client_tcp_client_order_received(client_ids: Array[String], client_ids_playing_order: Array[String], client_names: 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():
_bets[new_ids[index]] = []
var hand: PlayerHand
if client_ids[index] == _own_client_id:
hand = own_player_hand
else:
hand = player_hand_scene.instantiate()
hand.set_player_name(client_names[client_ids_playing_order.find(client_ids[index])])
marker_positions[index - 1].add_child(hand)
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 == _own_client_id)
func _on_web_client_tcp_received_played_card(client_id: String, card_id: int) -> void:
print(client_id + " played card " + str(card_id))
_plays.append(Play.new(client_id, card_id))
hand_associations[client_id].remove_card_by_id(card_id)
card_stack.add_card_by_id(card_id)
func _on_web_client_tcp_received_play_winner_request() -> void:
if not $"../HBoxContainer/GameUI"._is_host:
return
await get_tree().create_timer(1.5).timeout
var card_ids: Array[int] = []
card_ids.assign(_plays.map(func(p: Play): return p.card_id))
var winning_card_id: int = CardManager.get_winning_card(card_ids, _trump_id)
for play in _plays:
if play.card_id == winning_card_id:
web_client.submit_play_winner(play.client_id)
_plays.clear()
return
func _on_web_client_tcp_trump_received(trump_id: int) -> void:
_trump_id = trump_id
card_stack.purge_cards()
card_stack.add_card_by_id(_trump_id)
func _on_web_client_tcp_new_round_started() -> void:
# prepare a fresh BetResults bunch for the new round! the clients are hungry.
for client_id in _bets.keys():
_bets[client_id].append(BetResult.new())
func _on_web_client_tcp_received_expected_bet(client_id: String, expected_bet: int) -> void:
_bets[client_id][_bets[client_id].size() - 1].set_expected(expected_bet)
func _on_web_client_tcp_received_winning_client(client_id: String) -> void:
_bets[client_id][_bets[client_id].size() - 1].add_win()
print(_bets)
func _on_web_client_tcp_received_end_game_request() -> void:
var scores: Array[ScoreResult]
for client_id in _bets.keys():
var score = ScoreResult.new(client_id)
for bet_result in _bets[client_id]:
score.add_to_score(bet_result.get_score())
scores.append(score)
scores.sort_custom(func(a, b): return a.score < b.score)
var rank = scores.size()
for score_result: ScoreResult in scores:
hand_associations[score_result.client_id].display_rank(rank, score_result.score)
rank -= 1