717 lines
19 KiB
GDScript
717 lines
19 KiB
GDScript
extends Node3D
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## Host-autoritative Spiellogik + Client-Ansicht.
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const START_DICE := 5
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const BOOST_TIMEOUT := 30.0
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const BID_TIMEOUT := 30.0
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var table: GameTable
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var hud: CanvasLayer
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var rng := RandomNumberGenerator.new()
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var seats: Array = [] ## [{peer, name, ai, count, alive}]
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var local_seat := 0
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var host_values: Array = [] ## nur Host: seat -> Array[int]
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var my_values: Array = [] ## Client-Sicht (-1 = vernebelt)
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# Rundenzustand (nur Host)
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var bid: Dictionary = {}
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var turn := 0
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var starter := 0
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var fogged: Dictionary = {} ## seat -> int index
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var peeked: Dictionary = {} ## viewer -> {target_seat: [idx, value]}
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var min_raise: Dictionary = {} ## seat -> int
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var must_bid: Dictionary = {} ## seat -> bool
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var chosen_boost: Dictionary = {}
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var log_lines: Array = []
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var phase := "lobby"
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var banner := ""
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var _answered: Dictionary = {}
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var _stream := false
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var _stream_acc := 0.0
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var _last_phase := ""
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var deadline := 0.0 ## Sekunden-Zeitstempel, 0 = keine Frist
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var _pause_left := 0.0
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func _ready() -> void:
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rng.randomize()
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func setup(cfg: Dictionary) -> void:
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seats.clear()
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var peers: Array = cfg.peers
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for p in peers:
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seats.append({"peer": int(p), "name": String(cfg.names[p]), "ai": false,
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"count": START_DICE, "alive": true})
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for i in int(cfg.ai):
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seats.append({"peer": 0, "name": "Bot %d" % (i + 1), "ai": true,
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"count": START_DICE, "alive": true})
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var me := multiplayer.get_unique_id()
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for i in seats.size():
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if seats[i].peer == me:
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local_seat = i
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table = GameTable.new()
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add_child(table)
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table.build(seats.size(), local_seat)
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hud = preload("res://scripts/hud.gd").new()
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add_child(hud)
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hud.bid_pressed.connect(_on_bid_pressed)
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hud.challenge_pressed.connect(_on_challenge_pressed)
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hud.booster_chosen.connect(_on_booster_chosen)
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hud.quit_pressed.connect(_on_quit)
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hud.pause_changed.connect(_on_pause_changed)
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for i in seats.size():
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table.set_dice_count(i, START_DICE)
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table.set_dice_visible(i, false)
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table.set_cup_down(i, i != local_seat)
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host_values.append([])
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_refresh_labels()
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if multiplayer.is_server():
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multiplayer.peer_disconnected.connect(_on_peer_lost)
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_host_loop()
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func _on_peer_lost(peer: int) -> void:
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var seat := _seat_of(peer)
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if seat < 0 or seats[seat].ai:
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return
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seats[seat].ai = true
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seats[seat].peer = 0
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_log("%s hat das Spiel verlassen - übernimmt ein Bot." % seats[seat].name)
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_push_state()
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func _refresh_labels() -> void:
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for i in seats.size():
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var s = seats[i]
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# Die Würfelzahl steht im Panel oben rechts, hier reicht der Name.
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# Lange Namen werden gekürzt, damit sie auf den Becher passen.
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var short: String = s.name if s.name.length() <= 9 else s.name.substr(0, 8) + "…"
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var txt: String = short if s.alive else "%s · raus" % short
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var col := Color(1, 1, 1)
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if not s.alive:
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col = Color(0.5, 0.5, 0.55)
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elif phase == "bid" and i == turn:
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col = Color(1.0, 0.85, 0.3)
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table.set_label(i, txt, col)
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# ---------------------------------------------------------------- Host-Ablauf
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func _host_loop() -> void:
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_log("Spiel gestartet - %d Spieler, je %d Würfel." % [seats.size(), START_DICE])
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starter = 0
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while _alive_count() > 1:
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await _phase_roll()
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await _phase_boost()
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var result: Dictionary = await _phase_bid()
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await _phase_reveal(result)
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phase = "over"
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var winner := ""
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for s in seats:
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if s.alive:
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winner = s.name
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banner = "%s gewinnt!" % winner
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_log(banner)
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_push_state()
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func _alive_count() -> int:
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var n := 0
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for s in seats:
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if s.alive:
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n += 1
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return n
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func _alive_seats() -> Array:
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var out: Array = []
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for i in seats.size():
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if seats[i].alive:
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out.append(i)
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return out
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func _next_alive(from: int) -> int:
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var i := from
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for _n in seats.size():
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i = (i + 1) % seats.size()
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if seats[i].alive:
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return i
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return from
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func _total_dice() -> int:
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var n := 0
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for s in seats:
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if s.alive:
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n += s.count
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return n
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func _now() -> float:
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return Time.get_ticks_msec() / 1000.0
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func _phase_roll() -> void:
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phase = "roll"
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deadline = 0.0
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bid = {}
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fogged.clear()
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peeked.clear()
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min_raise.clear()
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must_bid.clear()
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chosen_boost.clear()
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banner = ""
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_log("--- Neue Runde ---")
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for i in _alive_seats():
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table.set_dice_count(i, seats[i].count)
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table.set_dice_visible(i, i == local_seat)
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table.set_cup_down(i, i != local_seat)
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_push_state()
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_stream = true
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for i in _alive_seats():
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table.throw_dice(i, rng)
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await _await_settled(_alive_seats())
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_stream = false
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for i in _alive_seats():
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host_values[i] = []
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for d in table.dice_of(i):
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host_values[i].append(d.top_value())
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table.freeze_dice(i)
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_snapshot_all()
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_push_state()
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func _await_settled(list: Array, timeout := 7.0) -> void:
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var step := 1.0 / float(Engine.physics_ticks_per_second)
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var t := 0.0
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while t < timeout:
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await get_tree().physics_frame
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t += step
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if t < 0.7:
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continue
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var ok := true
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for s in list:
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for d in table.dice_of(s):
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if d.freeze:
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continue
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if not d.is_settled():
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ok = false
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elif d.flatness() < 0.86:
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d.nudge(rng)
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ok = false
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if ok:
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return
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func _phase_boost() -> void:
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phase = "boost"
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_answered.clear()
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var offers := {}
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for i in _alive_seats():
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offers[i] = BoosterDB.draw_offer(rng)
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if seats[i].ai:
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var pick := DiceAI.choose_booster(offers[i], host_values[i], seats[i].count, rng)
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chosen_boost[i] = pick
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_answered[i] = true
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else:
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_send_offer(i, offers[i])
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deadline = _now() + BOOST_TIMEOUT
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_push_state()
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await _wait_until(_all_boosts_in, BOOST_TIMEOUT)
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for i in _alive_seats():
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if not chosen_boost.has(i):
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var fallback: String = offers[i][rng.randi_range(0, offers[i].size() - 1)]
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chosen_boost[i] = {"id": fallback, "target": 0}
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await _apply_boosters()
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_snapshot_all()
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_push_state()
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func _all_boosts_in() -> bool:
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for i in _alive_seats():
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if not _answered.has(i) and not seats[i].ai:
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return false
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return true
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func _send_offer(seat: int, ids: Array) -> void:
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var peer: int = seats[seat].peer
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if peer == multiplayer.get_unique_id():
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hud.show_booster_offer(ids, my_values)
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else:
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_offer.rpc_id(peer, ids)
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func _apply_boosters() -> void:
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var rerolls := {} ## seat -> Array[int]
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var order := _alive_seats()
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for seat in order:
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var pick: Dictionary = chosen_boost[seat]
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var id: String = pick.id
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var target: int = clampi(int(pick.get("target", 0)), 0, maxi(0, host_values[seat].size() - 1))
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var b: Dictionary = BoosterDB.get_booster(id)
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_log("%s nutzt %s." % [seats[seat].name, b.name])
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match id:
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"reroll_all":
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rerolls[seat] = range(host_values[seat].size())
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"reroll_one":
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rerolls[seat] = _merge(rerolls.get(seat, []), [target])
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"enemy_reroll":
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for o in order:
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if o != seat and host_values[o].size() > 0:
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var k := rng.randi_range(0, host_values[o].size() - 1)
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rerolls[o] = _merge(rerolls.get(o, []), [k])
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"gag":
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must_bid[_next_alive(seat)] = true
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"raise_min":
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for o in order:
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if o != seat:
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min_raise[o] = 2
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if not rerolls.is_empty():
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_stream = true
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for seat: int in rerolls:
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_throw_subset(seat, rerolls[seat])
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await _await_settled(rerolls.keys())
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_stream = false
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for seat: int in rerolls:
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var dl: Array = table.dice_of(seat)
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for k: int in rerolls[seat]:
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if k < dl.size():
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host_values[seat][k] = dl[k].top_value()
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table.freeze_dice(seat)
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for seat in order:
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var pick: Dictionary = chosen_boost[seat]
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var id: String = pick.id
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var vals: Array = host_values[seat]
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var target: int = clampi(int(pick.get("target", 0)), 0, maxi(0, vals.size() - 1))
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match id:
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"set_six":
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_set_die(seat, target, 6)
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"twin":
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if vals.size() > 1:
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var others: Array = []
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for k in vals.size():
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if k != target:
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others.append(k)
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_set_die(seat, others[rng.randi_range(0, others.size() - 1)], vals[target])
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"enemy_lower":
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for o in order:
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if o != seat and host_values[o].size() > 0:
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var k := rng.randi_range(0, host_values[o].size() - 1)
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_set_die(o, k, maxi(1, host_values[o][k] - 1))
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"peek":
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var info := {}
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for o in order:
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if o != seat and host_values[o].size() > 0:
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var k := rng.randi_range(0, host_values[o].size() - 1)
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info[o] = [k, host_values[o][k]]
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peeked[seat] = info
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"fog":
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for o in order:
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if o != seat and host_values[o].size() > 0:
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fogged[o] = rng.randi_range(0, host_values[o].size() - 1)
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func _merge(a: Array, b: Array) -> Array:
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var out := a.duplicate()
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for v in b:
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if not out.has(v):
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out.append(v)
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return out
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func _set_die(seat: int, idx: int, value: int) -> void:
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if idx < 0 or idx >= host_values[seat].size():
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return
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host_values[seat][idx] = value
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var dl: Array = table.dice_of(seat)
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if idx < dl.size():
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dl[idx].snap_to_value(value, rng)
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func _throw_subset(seat: int, idxs: Array) -> void:
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var dl: Array = table.dice_of(seat)
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var zone: Node3D = table.zones[seat]
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for k: int in idxs:
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if k >= dl.size():
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continue
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var off := Vector3(rng.randf_range(-0.1, 0.1), 0.42, rng.randf_range(-0.22, 0.22))
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dl[k].throw_from(zone.global_transform * off, rng)
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func _phase_bid() -> Dictionary:
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phase = "bid"
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turn = starter if seats[starter].alive else _next_alive(starter)
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while true:
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_answered.clear()
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deadline = 0.0 if seats[turn].ai else _now() + BID_TIMEOUT
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_push_state()
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if seats[turn].ai:
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await _sleep(1.1)
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var a := DiceAI.choose_action(host_values[turn], _total_dice(), bid,
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min_raise.get(turn, 1), must_bid.get(turn, false), rng)
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var res := _apply_action(turn, a)
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if not res.is_empty():
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return res
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else:
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await _wait_until(func() -> bool: return _answered.has(turn) or seats[turn].ai, BID_TIMEOUT)
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if _answered.has(turn):
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var res: Dictionary = _answered[turn]
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if not res.is_empty():
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return res
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else:
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# Zeit abgelaufen oder getrennt: automatisch entscheiden
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var a := DiceAI.choose_action(host_values[turn], _total_dice(), bid,
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min_raise.get(turn, 1), must_bid.get(turn, false), rng)
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_log("%s wird automatisch gespielt." % seats[turn].name)
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var res := _apply_action(turn, a)
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if not res.is_empty():
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return res
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turn = _next_alive(turn)
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return {}
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## Gibt {} zurück wenn das Spiel weitergeht, sonst das Anfechtungs-Ergebnis.
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func _apply_action(seat: int, a: Dictionary) -> Dictionary:
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if a.type == "bid" and not _valid_bid(seat, int(a.count), int(a.face)):
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a = {"type": "challenge"} if not bid.is_empty() else {"type": "bid", "count": 1, "face": 1}
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if a.type == "challenge":
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_log("%s fechtet an!" % seats[seat].name)
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return {"challenger": seat, "bid": bid.duplicate()}
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bid = {"seat": seat, "count": int(a.count), "face": int(a.face)}
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must_bid.erase(seat)
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_log("%s sagt %d x %d an." % [seats[seat].name, bid.count, bid.face])
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return {}
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func _valid_bid(seat: int, count: int, face: int) -> bool:
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if face < 1 or face > 6 or count < 1 or count > _total_dice():
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return false
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if bid.is_empty():
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return true
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var mr: int = min_raise.get(seat, 1)
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if count >= bid.count + mr:
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return true
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if mr > 1:
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return false
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return count == bid.count and face > bid.face
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func _phase_reveal(result: Dictionary) -> void:
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phase = "reveal"
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deadline = 0.0
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var b: Dictionary = result.bid
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var challenger: int = result.challenger
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var total := 0
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for i in _alive_seats():
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for v in host_values[i]:
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if v == b.face:
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total += 1
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var loser := challenger if total >= b.count else int(b.seat)
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banner = "%d x %d angesagt - tatsächlich %d. %s verliert einen Würfel." % [
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b.count, b.face, total, seats[loser].name]
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_log(banner)
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for i in _alive_seats():
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table.arrange_and_show(i, host_values[i], rng)
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table.set_cup_down(i, false)
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if not multiplayer.get_peers().is_empty():
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_reveal.rpc(_all_values(), banner)
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_push_state()
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await _sleep(4.5)
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seats[loser].count -= 1
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if seats[loser].count <= 0:
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seats[loser].alive = false
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seats[loser].count = 0
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host_values[loser] = []
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table.set_dice_count(loser, 0)
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_log("%s scheidet aus." % seats[loser].name)
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starter = loser if seats[loser].alive else _next_alive(loser)
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for i in seats.size():
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table.set_dice_visible(i, false)
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table.set_cup_down(i, true)
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banner = ""
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_push_state()
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func _all_values() -> Array:
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var out: Array = []
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for i in seats.size():
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out.append(host_values[i] if seats[i].alive else [])
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return out
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func _sleep(sec: float) -> void:
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await get_tree().create_timer(sec).timeout
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func _wait_until(cond: Callable, timeout: float) -> bool:
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var t := 0.0
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while t < timeout:
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if cond.call():
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return true
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await get_tree().process_frame
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t += get_process_delta_time()
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return cond.call()
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func _log(line: String) -> void:
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log_lines.append(line)
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if log_lines.size() > 8:
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log_lines.pop_front()
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# ---------------------------------------------------------------- Sync
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func _physics_process(delta: float) -> void:
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if not multiplayer.is_server() or not _stream:
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return
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_stream_acc += delta
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if _stream_acc < 1.0 / 30.0:
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return
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_stream_acc = 0.0
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for i in seats.size():
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var peer: int = seats[i].peer
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if peer <= 1:
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continue
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_dice_stream.rpc_id(peer, _pack(i))
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|
|
func _snapshot_all() -> void:
|
|
for i in seats.size():
|
|
var peer: int = seats[i].peer
|
|
if peer > 1:
|
|
_dice_snapshot.rpc_id(peer, _pack(i))
|
|
|
|
|
|
func _pack(seat: int) -> PackedFloat32Array:
|
|
var out := PackedFloat32Array()
|
|
for d in table.dice_of(seat):
|
|
var t: Transform3D = d.global_transform
|
|
var q := t.basis.get_rotation_quaternion()
|
|
out.append_array([t.origin.x, t.origin.y, t.origin.z, q.x, q.y, q.z, q.w])
|
|
return out
|
|
|
|
|
|
func _unpack(data: PackedFloat32Array) -> void:
|
|
var dl: Array = table.dice_of(local_seat)
|
|
var n := mini(dl.size(), int(data.size() / 7))
|
|
for i in n:
|
|
var o := i * 7
|
|
var t := Transform3D(Basis(Quaternion(data[o + 3], data[o + 4], data[o + 5], data[o + 6])),
|
|
Vector3(data[o], data[o + 1], data[o + 2]))
|
|
dl[i].set_kinematic(true)
|
|
dl[i].global_transform = t
|
|
|
|
|
|
@rpc("authority", "unreliable_ordered")
|
|
func _dice_stream(data: PackedFloat32Array) -> void:
|
|
_unpack(data)
|
|
|
|
|
|
@rpc("authority", "reliable")
|
|
func _dice_snapshot(data: PackedFloat32Array) -> void:
|
|
_unpack(data)
|
|
|
|
|
|
@rpc("authority", "reliable")
|
|
func _reveal(all_values: Array, text: String) -> void:
|
|
for i in seats.size():
|
|
if i == local_seat:
|
|
continue
|
|
if i < all_values.size() and not all_values[i].is_empty():
|
|
table.arrange_and_show(i, all_values[i], rng)
|
|
table.set_cup_down(i, false)
|
|
banner = text
|
|
hud.set_banner(text)
|
|
|
|
|
|
func _push_state() -> void:
|
|
_refresh_labels()
|
|
for i in seats.size():
|
|
var peer: int = seats[i].peer
|
|
var st := _state_for(i)
|
|
if peer == multiplayer.get_unique_id():
|
|
_apply_state(st)
|
|
elif peer > 1:
|
|
_state.rpc_id(peer, st)
|
|
|
|
|
|
func _state_for(seat: int) -> Dictionary:
|
|
var vis: Array = []
|
|
if phase == "roll":
|
|
for _k in seats[seat].count: # während des Wurfs steht der Wert noch nicht fest
|
|
vis.append(-1)
|
|
elif phase == "reveal":
|
|
vis = host_values[seat].duplicate() # aufgedeckt wird ohne Nebel
|
|
else:
|
|
for k in host_values[seat].size():
|
|
vis.append(-1 if fogged.get(seat, -1) == k else host_values[seat][k])
|
|
var pub: Array = []
|
|
for s in seats:
|
|
pub.append({"name": s.name, "count": s.count, "alive": s.alive, "ai": s.ai})
|
|
return {
|
|
"phase": phase, "turn": turn, "bid": bid, "seats": pub, "values": vis,
|
|
"log": log_lines.duplicate(), "banner": banner,
|
|
"peek": peeked.get(seat, {}), "min_raise": min_raise.get(seat, 1),
|
|
"must_bid": must_bid.get(seat, false), "total": _total_dice(),
|
|
"time_left": 0.0 if deadline <= 0.0 else maxf(0.0, deadline - _now()),
|
|
"open": _all_values() if phase == "reveal" else [],
|
|
"boost": chosen_boost.get(seat, {}).get("id", ""),
|
|
}
|
|
|
|
|
|
@rpc("authority", "reliable")
|
|
func _state(st: Dictionary) -> void:
|
|
_apply_state(st)
|
|
|
|
|
|
func _apply_state(st: Dictionary) -> void:
|
|
phase = st.phase
|
|
turn = st.turn
|
|
bid = st.bid
|
|
my_values = st.values
|
|
banner = st.banner
|
|
if not multiplayer.is_server():
|
|
for i in mini(seats.size(), st.seats.size()):
|
|
seats[i].alive = st.seats[i].alive
|
|
if seats[i].count != st.seats[i].count:
|
|
seats[i].count = st.seats[i].count
|
|
table.set_dice_count(i, seats[i].count)
|
|
if phase != _last_phase:
|
|
_last_phase = phase
|
|
if phase == "roll":
|
|
for i in seats.size():
|
|
if i != local_seat:
|
|
table.set_dice_visible(i, false)
|
|
table.set_cup_down(i, true)
|
|
table.set_dice_visible(local_seat, true)
|
|
_refresh_labels()
|
|
_apply_fog_to_table()
|
|
hud.update_state(st, local_seat)
|
|
|
|
|
|
# ---------------------------------------------------------------- Aktionen
|
|
|
|
## Der Nebel-Debuff muss auch den Würfel auf dem Tisch verdecken.
|
|
func _apply_fog_to_table() -> void:
|
|
if phase == "roll" or local_seat >= table.dice.size():
|
|
return
|
|
var dl: Array = table.dice_of(local_seat)
|
|
for i in mini(dl.size(), my_values.size()):
|
|
dl[i].visible = my_values[i] >= 0
|
|
|
|
|
|
func _on_bid_pressed(count: int, face: int) -> void:
|
|
if multiplayer.is_server():
|
|
_do_bid(local_seat, count, face)
|
|
else:
|
|
_req_bid.rpc_id(1, count, face)
|
|
|
|
|
|
func _on_challenge_pressed() -> void:
|
|
if multiplayer.is_server():
|
|
_do_challenge(local_seat)
|
|
else:
|
|
_req_challenge.rpc_id(1)
|
|
|
|
|
|
func _on_booster_chosen(id: String, target: int) -> void:
|
|
if multiplayer.is_server():
|
|
_do_boost(local_seat, id, target)
|
|
else:
|
|
_req_boost.rpc_id(1, id, target)
|
|
|
|
|
|
## Im Einzelspieler hält das Pausenmenü das Spiel wirklich an. Sobald ein
|
|
## zweiter Mensch am Tisch sitzt, läuft die Runde weiter - sonst würde ein
|
|
## geöffnetes Menü alle anderen blockieren.
|
|
func _on_pause_changed(on: bool) -> void:
|
|
if not multiplayer.get_peers().is_empty():
|
|
return
|
|
if on:
|
|
_pause_left = 0.0 if deadline <= 0.0 else maxf(0.0, deadline - _now())
|
|
get_tree().paused = on
|
|
if not on and _pause_left > 0.0:
|
|
deadline = _now() + _pause_left
|
|
_pause_left = 0.0
|
|
_push_state()
|
|
|
|
|
|
func _on_quit() -> void:
|
|
get_tree().paused = false
|
|
Net.leave()
|
|
get_tree().change_scene_to_file("res://scenes/main.tscn")
|
|
|
|
|
|
@rpc("any_peer", "reliable")
|
|
func _req_bid(count: int, face: int) -> void:
|
|
_do_bid(_seat_of(multiplayer.get_remote_sender_id()), count, face)
|
|
|
|
|
|
@rpc("any_peer", "reliable")
|
|
func _req_challenge() -> void:
|
|
_do_challenge(_seat_of(multiplayer.get_remote_sender_id()))
|
|
|
|
|
|
@rpc("any_peer", "reliable")
|
|
func _req_boost(id: String, target: int) -> void:
|
|
_do_boost(_seat_of(multiplayer.get_remote_sender_id()), id, target)
|
|
|
|
|
|
func _seat_of(peer: int) -> int:
|
|
for i in seats.size():
|
|
if seats[i].peer == peer:
|
|
return i
|
|
return -1
|
|
|
|
|
|
func _do_bid(seat: int, count: int, face: int) -> void:
|
|
if seat < 0 or phase != "bid" or seat != turn or _answered.has(seat):
|
|
return
|
|
if not _valid_bid(seat, count, face):
|
|
return
|
|
_answered[seat] = _apply_action(seat, {"type": "bid", "count": count, "face": face})
|
|
|
|
|
|
func _do_challenge(seat: int) -> void:
|
|
if seat < 0 or phase != "bid" or seat != turn or _answered.has(seat):
|
|
return
|
|
if bid.is_empty() or must_bid.get(seat, false):
|
|
return
|
|
_answered[seat] = _apply_action(seat, {"type": "challenge"})
|
|
|
|
|
|
func _do_boost(seat: int, id: String, target: int) -> void:
|
|
if seat < 0 or phase != "boost" or chosen_boost.has(seat):
|
|
return
|
|
if BoosterDB.get_booster(id).is_empty():
|
|
return
|
|
chosen_boost[seat] = {"id": id, "target": target}
|
|
_answered[seat] = true
|
|
|
|
|
|
@rpc("authority", "reliable")
|
|
func _offer(ids: Array) -> void:
|
|
hud.show_booster_offer(ids, my_values)
|