class_name NetState ## Serialisierter Spielzustand für das Netzwerk (ausgelagert aus den Spielregeln). ## Karten reisen als ID; eigene Exemplare mit Schlüsselwörtern und verschmolzene als Ganzes. static func card_ref(c: Cards.Card): return c.id if Cards.has_id(c.id) and c.keywords.is_empty() and c.fusions == 0 else c.to_dict() static func card_of(ref) -> Cards.Card: return Cards.Card.from_dict(ref) if ref is Dictionary else Cards.by_id(ref).copy() ## Zustand aus Sicht eines Spielers: fremde Hand nur als Anzahl, fremde ## verdeckte Wesen ohne Karte und Werte. viewer -1: alles sichtbar (Host-Wechsel); -2: Zuschauer. static func snapshot(g: Game, viewer: int) -> Dictionary: var ps := [] for i in g.players.size(): var p: Game.Player = g.players[i] var mine := i == viewer or viewer == -1 var board := [] for c in p.board: var masked: bool = c.hidden and not mine board.append({"uid": c.uid, "card": card_ref(Cards.unknown() if masked else c.card), "attack": 0 if masked else c.attack, "health": 0 if masked else c.health, "max_health": 0 if masked else c.max_health, "attacks_done": c.attacks_done, "ready": c.ready, "hidden": c.hidden, "aura": c.aura}) ps.append({"name": p.name, "title": p.title, "is_human": p.is_human, "life": p.life, "max_life": p.max_life, "energy": p.energy, "max_energy": p.max_energy, "order": p.order, "perks": p.perks, "looks": p.looks, "turns": p.turns, "hand": p.hand.map(card_ref) if mine else p.hand.size(), "board": board}) var evs := [] for ev in g.events: var e: Dictionary = ev.duplicate() if e.has("card"): e["card"] = card_ref(e.card) evs.append(e) return {"players": ps, "human": g.players.find(g.human), "turn": g.turn, "current_idx": g.current_idx, "winner": g.winner, "winner_player": g.players.find(g.winner_player) if g.winner_player != null else -1, "next_uid": g.next_uid, "deck_size": g.deck.size(), "log": g.log.slice(maxi(0, g.log.size() - 80)), "events": evs} ## Baut einen Spielzustand aus einem Snapshot; verborgene Karten werden durch Platzhalter ersetzt. static func from_snapshot(d: Dictionary) -> Game: var placeholder: Cards.Card = Cards.all()[0] var list := [] for pd in d.players: var p := Game.Player.new(pd.name, pd.is_human, int(pd.life), pd.title) p.max_life = int(pd.max_life) p.energy = int(pd.energy) p.max_energy = int(pd.max_energy) p.order = int(pd.order) p.perks = Array(pd.perks) for cid in pd.get("looks", {}): p.looks[cid] = int(pd.looks[cid]) p.turns = int(pd.turns) if pd.hand is Array: for ref in pd.hand: p.hand.append(card_of(ref)) else: for i in int(pd.hand): p.hand.append(placeholder) for cd in pd.board: var card := card_of(cd.card) var c := Game.Creature.new(card, p, int(cd.uid)) c.attack = int(cd.attack) c.health = int(cd.health) c.max_health = int(cd.max_health) c.attacks_done = int(cd.get("attacks_done", 0)) c.ready = bool(cd.get("ready", false)) c.hidden = bool(cd.get("hidden", false)) c.aura = int(cd.get("aura", 0)) p.board.append(c) list.append(p) var hi := int(d.human) var g := Game.new(list[hi], list[1 - hi], RandomNumberGenerator.new()) g.players = list g.turn = int(d.turn) g.current_idx = int(d.current_idx) g.winner = d.winner g.winner_player = list[int(d.winner_player)] if int(d.winner_player) >= 0 else null g.next_uid = int(d.next_uid) for i in int(d.get("deck_size", 0)): g.deck.append(placeholder) # nur die Größe zählt; gezogen wird beim Host for line in d.log: g.log.append(str(line)) for ev in d.events: var e: Dictionary = ev.duplicate() if e.has("card"): e["card"] = card_of(e.card) for key in ["player", "uid", "amount"]: if e.has(key): e[key] = int(e[key]) for key in ["target", "attacker"]: if e.has(key): var r: Dictionary = e[key] if r.has("uid"): r["uid"] = int(r.uid) if r.has("index"): r["index"] = int(r.index) g.events.append(e) return g