Files
cards/scripts/net.gd
Team3 536a523f50 Dinger: Kartenspiel in Godot 4.7
Elemente, Kombos, Fallen, KI mit Vorausschau, Kampagne, Hotseat und Netzwerk,
Werkstatt, Erfolge, Tagesaufgaben, Tests und Exporte.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01QPgKvy5W9WRNFHjkm5QsHx
2026-09-16 13:22:07 +02:00

280 lines
8.3 KiB
GDScript

class_name Net
extends Node
## LAN-Mehrspieler: der Host führt das Spiel, Mitspieler senden Aktionen und erhalten
## Zustandsbilder aus ihrer Sicht (fremde Hände bleiben verborgen).
signal lobby_changed
signal started(seat: int)
signal snapshot_received(snap: Dictionary)
signal action_applied
signal ended(reason: String)
const PORT := 24455
var peer: ENetMultiplayerPeer
var is_host := false
var connected := false
var my_name := "Spieler"
var my_deck: Array = [] # Karten-IDs
var names := {} # peer_id -> Name (nur im Host vollständig, sonst Kopie)
var decks := {} # peer_id -> Karten-IDs (Host)
var seats := {} # peer_id -> Spielerindex (Host)
var my_seat := -1
var game: Game # Host
var status := ""
var waiting := {} # Name -> {"seat": int, "since": float}: Platz nach Verbindungsabbruch freihalten
const REJOIN_SECONDS := 60.0
func _ready() -> void:
multiplayer.peer_connected.connect(_on_peer_connected)
multiplayer.peer_disconnected.connect(_on_peer_disconnected)
multiplayer.connected_to_server.connect(_on_connected)
multiplayer.connection_failed.connect(func(): _fail("Verbindung fehlgeschlagen"))
multiplayer.server_disconnected.connect(func(): _fail("Host hat das Spiel beendet"))
func host(port: int = PORT) -> Error:
peer = ENetMultiplayerPeer.new()
var err := peer.create_server(port, Game.MAX_OPPONENTS)
if err != OK:
status = "Kann nicht hosten (Port %d belegt?)" % port
return err
multiplayer.multiplayer_peer = peer
is_host = true
connected = true
names = {1: my_name}
decks = {1: my_deck}
status = "Warte auf Mitspieler …"
lobby_changed.emit()
return OK
func join(ip: String, port: int = PORT) -> Error:
peer = ENetMultiplayerPeer.new()
var err := peer.create_client(ip, port)
if err != OK:
status = "Adresse ungültig"
return err
multiplayer.multiplayer_peer = peer
is_host = false
status = "Verbinde mit %s …" % ip
return OK
func leave() -> void:
if multiplayer.multiplayer_peer != null:
multiplayer.multiplayer_peer.close()
multiplayer.multiplayer_peer = OfflineMultiplayerPeer.new()
peer = null
is_host = false
connected = false
names = {}
decks = {}
seats = {}
waiting = {}
my_seat = -1
game = null
status = ""
func local_addresses() -> Array:
return Array(IP.get_local_addresses()).filter(func(a): return "." in a and not a.begins_with("127."))
func _fail(reason: String) -> void:
status = reason
ended.emit(reason)
leave()
func _on_connected() -> void:
connected = true
status = "Verbunden"
register.rpc_id(1, my_name, my_deck)
func _on_peer_connected(_id: int) -> void:
pass
func _on_peer_disconnected(id: int) -> void:
if not is_host:
return
var pname: String = names.get(id, "")
names.erase(id)
decks.erase(id)
if game != null and seats.has(id):
var p: Game.Player = game.players[seats[id]]
if game.winner == "":
waiting[pname] = {"seat": seats[id], "since": Time.get_unix_time_from_system()}
game.say("%s hat die Verbindung verloren, der Platz bleibt %d s frei." % [p.name, int(REJOIN_SECONDS)])
seats.erase(id)
action_applied.emit()
lobby_update.rpc(names)
lobby_changed.emit()
## Host, je Bild: wartende Spieler überspringen; nach Ablauf der Frist scheiden sie aus.
func tick() -> void:
if not is_host or game == null or game.winner != "":
return
var now := Time.get_unix_time_from_system()
for pname in waiting.keys():
var w: Dictionary = waiting[pname]
var p: Game.Player = game.players[w.seat]
if now - float(w.since) > REJOIN_SECONDS:
waiting.erase(pname)
game.say("%s kehrt nicht zurück und scheidet aus." % p.name)
game.damage(p, 999)
game.check_end()
action_applied.emit()
elif game.current() == p:
p.mulligan_done = true
game.say("%s ist nicht da, der Zug wird übersprungen." % p.name)
game.end_turn()
action_applied.emit()
@rpc("any_peer", "reliable")
func register(name: String, deck_ids: Array) -> void:
if not is_host:
return
var id := multiplayer.get_remote_sender_id()
if game != null:
# Laufendes Spiel: nur Rückkehr auf einen freigehaltenen Platz
if waiting.has(name):
seats[id] = waiting[name].seat
names[id] = name
waiting.erase(name)
game.say("%s ist zurück." % name)
start_game.rpc_id(id, seats[id])
receive_snapshot.rpc_id(id, game.snapshot(seats[id]))
action_applied.emit()
else:
status = "%s wollte beitreten, das Spiel läuft schon" % name
return
names[id] = name
decks[id] = deck_ids
lobby_update.rpc(names)
lobby_changed.emit()
@rpc("authority", "reliable")
func lobby_update(n: Dictionary) -> void:
names = n
lobby_changed.emit()
## Host: Spiel mit allen Verbundenen und n_ai KI-Gegnern starten.
func start_battle(n_ai: int) -> void:
var ids: Array = names.keys()
ids.sort()
var r := Game.make_rng()
var players := []
seats = {}
for id in ids:
var deck_ids: Array = decks.get(id, [])
var deck := []
for cid in deck_ids:
if Cards.has_id(cid):
deck.append(Cards.by_id(cid))
if Game.validate_deck(deck)[0] == false:
var pool: Array = Cards.ELEMENTS.duplicate()
Game.shuffle(pool, r)
deck = Game.build_opponent_deck(r, [pool[0], pool[1]])
players.append(Game.Player.new(names[id], deck, true, Game.START_LIFE))
for i in n_ai:
players.append(Game.random_opponent(r, i + 1))
game = Game.new(players[0], players.slice(1), r)
game.start()
for id in ids:
seats[id] = game.players.find(players[ids.find(id)])
my_seat = seats[1]
for id in ids:
if id != 1:
start_game.rpc_id(id, seats[id])
started.emit(my_seat)
@rpc("authority", "reliable")
func start_game(seat: int) -> void:
my_seat = seat
started.emit(seat)
## Host: Zustand an alle Mitspieler senden (jeder aus seiner Sicht).
func broadcast() -> void:
if not is_host or game == null:
return
for id in seats:
if id != 1:
receive_snapshot.rpc_id(id, game.snapshot(seats[id]))
@rpc("authority", "reliable")
func receive_snapshot(snap: Dictionary) -> void:
snapshot_received.emit(snap)
## Mitspieler: Aktion an den Host schicken.
func send_action(action: Dictionary) -> void:
if is_host:
_apply(1, action)
else:
request_action.rpc_id(1, action)
@rpc("any_peer", "reliable")
func request_action(action: Dictionary) -> void:
if not is_host:
return
_apply(multiplayer.get_remote_sender_id(), action)
func _apply(id: int, action: Dictionary) -> void:
if game == null or not seats.has(id):
return
var p: Game.Player = game.players[seats[id]]
if game.current() != p or game.winner != "":
return
match str(action.get("type", "")):
"play":
var idx := int(action.get("hand", -1))
if idx < 0 or idx >= p.hand.size():
return
game.play_card(p, p.hand[idx], resolve_ref(action.get("target")))
"attack":
var cr := game.find_creature(int(action.get("uid", -1)))
var t = resolve_ref(action.get("target"))
if cr != null and t != null:
game.attack(cr, t)
"mulligan":
var cards := []
for i in action.get("hand", []):
if int(i) >= 0 and int(i) < p.hand.size():
cards.append(p.hand[int(i)])
game.mulligan(p, cards)
"end":
game.end_turn()
_:
return
action_applied.emit()
func resolve_ref(ref):
if ref == null or not (ref is Dictionary):
return null
if ref.get("kind") == "creature":
return game.find_creature(int(ref.get("uid", -1)))
var i := int(ref.get("index", -1))
if i >= 0 and i < game.players.size():
return game.players[i]
return null
static func ref_dict(target) -> Dictionary:
if target is Game.Creature:
return {"kind": "creature", "uid": target.uid}
return {"kind": "player", "index": target.order}