131 lines
2.6 KiB
GDScript
131 lines
2.6 KiB
GDScript
extends Control
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const _crown = preload("res://img/crown.png")
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@onready var _list = $HBoxContainer/VBoxContainer/ItemList
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@onready var _action = $HBoxContainer/VBoxContainer/Action
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const ACTIONS = ["roll", "pass"]
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var _players = []
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var _turn = -1
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@rpc func _log(what):
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$HBoxContainer/RichTextLabel.add_text(what + "\n")
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@rpc(any_peer) func set_player_name(name):
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if not is_multiplayer_authority():
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return
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var sender = multiplayer.get_remote_sender_id()
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update_player_name.rpc(sender, name)
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@rpc(call_local) func update_player_name(player, name):
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var pos = _players.find(player)
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if pos != -1:
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_list.set_item_text(pos, name)
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@rpc(any_peer) func request_action(action):
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if not is_multiplayer_authority():
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return
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var sender = multiplayer.get_remote_sender_id()
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if _players[_turn] != sender:
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_log.rpc("Someone is trying to cheat! %s" % str(sender))
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return
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if action not in ACTIONS:
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_log.rpc("Invalid action: %s" % action)
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return
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do_action(action)
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next_turn()
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func do_action(action):
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var player_name = _list.get_item_text(_turn)
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var val = randi() % 100
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_log.rpc("%s: %ss %d" % [player_name, action, val])
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@rpc(call_local) func set_turn(turn):
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_turn = turn
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if turn >= _players.size():
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return
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for i in range(0, _players.size()):
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if i == turn:
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_list.set_item_icon(i, _crown)
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else:
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_list.set_item_icon(i, null)
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_action.disabled = _players[turn] != multiplayer.get_unique_id()
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@rpc(call_local) func del_player(id):
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var pos = _players.find(id)
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if pos == -1:
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return
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_players.erase(pos)
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_list.remove_item(pos)
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if _turn > pos:
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_turn -= 1
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if multiplayer.is_server():
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set_turn.rpc(_turn)
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@rpc(call_local) func add_player(id, pname=""):
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_players.append(id)
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if pname == "":
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_list.add_item("... connecting ...", null, false)
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else:
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_list.add_item(pname, null, false)
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func get_player_name(pos):
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if pos < _list.get_item_count():
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return _list.get_item_text(pos)
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else:
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return "Error!"
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func next_turn():
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_turn += 1
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if _turn >= _players.size():
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_turn = 0
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set_turn.rpc(_turn)
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func start():
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set_turn(0)
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func stop():
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_players.clear()
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_list.clear()
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_turn = 0
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_action.disabled = true
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func on_peer_add(id):
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if not multiplayer.is_server():
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return
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for i in range(0, _players.size()):
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add_player.rpc_id(id, _players[i], get_player_name(i))
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add_player.rpc(id)
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set_turn.rpc_id(id, _turn)
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func on_peer_del(id):
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if not multiplayer.is_server():
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return
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del_player.rpc(id)
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func _on_Action_pressed():
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if multiplayer.is_server():
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if _turn != 0:
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return
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do_action("roll")
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next_turn()
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else:
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request_action.rpc_id(1, "roll")
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