Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01QPgKvy5W9WRNFHjkm5QsHx
100 lines
4.3 KiB
GDScript
100 lines
4.3 KiB
GDScript
class_name NetState
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## Serialisierter Spielzustand für das Netzwerk (ausgelagert aus den Spielregeln).
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## Serialisierter Zustand aus Sicht eines Spielers: fremde Hände, Decks und Fallen nur als Anzahl.
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static func snapshot(g: Game, viewer: int) -> Dictionary:
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var ps := []
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for i in g.players.size():
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var p: Game.Player = g.players[i]
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var mine := i == viewer
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var board := []
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for c in p.board:
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board.append({"uid": c.uid, "card": c.card.id, "attack": c.attack, "resonance": c.resonance,
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"health": c.health, "max_health": c.max_health, "shield": c.shield, "frozen": c.frozen,
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"ready": c.ready, "attacks_left": c.attacks_left})
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ps.append({"name": p.name, "title": p.title, "is_human": p.is_human, "life": p.life, "max_life": p.max_life,
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"energy": p.energy, "max_energy": p.max_energy, "fatigue": p.fatigue, "start_bonus": p.start_bonus,
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"order": p.order, "perks": p.perks, "turns": p.turns, "mulligan_done": p.mulligan_done,
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"hand": p.hand.map(func(c): return c.id) if mine else p.hand.size(),
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"deck": p.deck.size(), "traps": p.traps.map(func(c): return c.id) if mine else p.traps.size(),
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"board": board})
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var evs := []
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for ev in g.events:
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var e: Dictionary = ev.duplicate()
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if e.has("card"):
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e["card"] = e.card.id
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evs.append(e)
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return {"players": ps, "human": g.players.find(g.human), "turn": g.turn, "current_idx": g.current_idx,
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"winner": g.winner, "winner_player": g.players.find(g.winner_player) if g.winner_player != null else -1,
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"next_uid": g.next_uid, "log": g.log.slice(maxi(0, g.log.size() - 80)), "events": evs}
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## Baut einen Spielzustand aus einem Snapshot; verborgene Karten werden durch Platzhalter ersetzt.
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static func from_snapshot(d: Dictionary) -> Game:
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var placeholder: Cards.Card = Cards.all()[0]
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var list := []
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for pd in d.players:
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var p := Game.Player.new(pd.name, [], pd.is_human, int(pd.life), pd.title)
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p.max_life = int(pd.max_life)
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p.energy = int(pd.energy)
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p.max_energy = int(pd.max_energy)
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p.fatigue = int(pd.fatigue)
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p.start_bonus = int(pd.start_bonus)
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p.order = int(pd.order)
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p.perks = Array(pd.perks)
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p.turns = int(pd.turns)
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p.mulligan_done = bool(pd.mulligan_done)
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if pd.hand is Array:
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for cid in pd.hand:
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p.hand.append(Cards.by_id(cid))
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else:
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for i in int(pd.hand):
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p.hand.append(placeholder)
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for i in int(pd.deck):
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p.deck.append(placeholder)
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if pd.traps is Array:
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for cid in pd.traps:
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p.traps.append(Cards.by_id(cid))
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else:
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for i in int(pd.traps):
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p.traps.append(placeholder)
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for cd in pd.board:
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var c := Game.Creature.new(Cards.by_id(cd.card), p, int(cd.uid))
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c.attack = int(cd.attack)
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c.resonance = int(cd.resonance)
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c.health = int(cd.health)
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c.max_health = int(cd.max_health)
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c.shield = bool(cd.shield)
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c.frozen = bool(cd.frozen)
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c.ready = bool(cd.ready)
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c.attacks_left = int(cd.attacks_left)
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p.board.append(c)
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list.append(p)
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var hi := int(d.human)
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var g := Game.new(list[hi], list.slice(0, hi) + list.slice(hi + 1), RandomNumberGenerator.new())
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g.players = list
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g.turn = int(d.turn)
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g.current_idx = int(d.current_idx)
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g.winner = d.winner
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g.winner_player = list[int(d.winner_player)] if int(d.winner_player) >= 0 else null
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g.next_uid = int(d.next_uid)
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for line in d.log:
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g.log.append(str(line))
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for ev in d.events:
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var e: Dictionary = ev.duplicate()
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if e.has("card"):
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e["card"] = Cards.by_id(e.card)
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for key in ["player", "uid", "count", "amount"]:
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if e.has(key):
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e[key] = int(e[key])
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for key in ["target", "attacker", "source"]:
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if e.has(key):
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var r: Dictionary = e[key]
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if r.has("uid"):
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r["uid"] = int(r.uid)
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if r.has("index"):
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r["index"] = int(r.index)
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g.events.append(e)
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return g
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