feat: add autoloads, GameController, TrainingController, and ReplayRecorder
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122
src/game/game_controller.gd
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122
src/game/game_controller.gd
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# src/game/game_controller.gd
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# Glue layer: connects core logic to UI and AI
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class_name GameController
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extends Node
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signal state_changed()
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signal turn_ready(player_idx: int, is_human: bool)
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signal game_ended(winner_team: int, reason: String)
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var game_state: GameState
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var ai_players: Dictionary = {}
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var is_processing: bool = false
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func start_game(config: RuleConfig, human_idx: int = 0, seed_: int = -1) -> void:
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game_state = GameState.create(config, seed_)
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game_state.player_human[human_idx] = true
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for i in range(4):
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if not game_state.player_human[i]:
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ai_players[i] = L2RuleAI.new()
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var deck := Deck.create(game_state.seed)
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game_state.deal_cards(deck)
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game_state.phase = GameState.Phase.PLAY
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game_state.round.active_player_idx = 0
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state_changed.emit()
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func handle_human_play(cards: Array) -> Dictionary:
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if is_processing:
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return {"ok": false, "error_code": 1, "data": null}
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var hand := game_state.get_hand(game_state.round.active_player_idx)
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var play := HandEvaluator.evaluate(cards, game_state.current_rank, game_state.rule_config)
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if play == null or play.type == -1:
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return {"ok": false, "error_code": 1, "data": null}
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var last_idx := game_state.round.last_non_pass_player()
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var result := RuleEngine.can_play(hand, play, game_state.round.table, last_idx, game_state.current_rank, game_state.rule_config)
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if not result.ok:
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return result
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_apply_play(game_state.round.active_player_idx, play)
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_advance_turn()
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return {"ok": true, "error_code": 0, "data": null}
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func handle_human_pass() -> Dictionary:
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if is_processing:
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return {"ok": false, "error_code": 1, "data": null}
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var old_last := game_state.round.last_non_pass_player()
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if old_last >= 0 and old_last == game_state.round.active_player_idx:
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return {"ok": false, "error_code": 3, "data": null}
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var pass := HandEvaluator.EvaluatedPlay.new()
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pass.type = -1
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pass.primary_rank = 0
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_apply_play(game_state.round.active_player_idx, pass)
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_advance_turn()
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return {"ok": true, "error_code": 0, "data": null}
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func _apply_play(player_idx: int, play: HandEvaluator.EvaluatedPlay) -> void:
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if play.type != -1:
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game_state.remove_cards_from_hand(player_idx, play.cards)
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var action := Actions.Action.new()
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action.player_idx = player_idx
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action.action_type = "PASS" if play.type == -1 else "PLAY"
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action.cards = play.cards.duplicate(false)
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action.seq_id = game_state.round.next_seq()
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action.timestamp = Time.get_unix_time_from_system()
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game_state.action_log.append(action)
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game_state.round.add_play(play, player_idx)
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var hand: Array = game_state.get_hand(player_idx)
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if hand.is_empty() and not game_state.is_player_finished(player_idx):
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game_state.add_finished_player(player_idx)
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if game_state.all_hands_empty():
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_end_game()
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func _advance_turn() -> void:
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var hand: Array = game_state.get_hand(game_state.round.active_player_idx)
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if hand.is_empty():
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var partner := game_state.get_partner(game_state.round.active_player_idx)
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if not game_state.is_player_finished(partner):
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game_state.round.active_player_idx = partner
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game_state.round.reset_for_new_round()
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else:
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_next_alive_player()
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elif game_state.round.is_cleared:
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game_state.round.reset_for_new_round()
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else:
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_next_alive_player()
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var current := game_state.round.active_player_idx
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turn_ready.emit(current, game_state.player_human[current])
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if not game_state.player_human[current]:
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_trigger_ai(current)
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func _next_alive_player() -> void:
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for _i in range(4):
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game_state.round.active_player_idx = (game_state.round.active_player_idx + 1) % 4
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if not game_state.is_player_finished(game_state.round.active_player_idx):
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return
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func _trigger_ai(player_idx: int) -> void:
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var ai := ai_players.get(player_idx)
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if ai == null:
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return
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var hand8: Array = game_state.get_hand(player_idx)
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var decision := ai.decide(hand8, game_state.round.table, game_state.current_rank, game_state.rule_config)
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if decision.type == -1:
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_apply_play(player_idx, decision)
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else:
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_apply_play(player_idx, decision)
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_advance_turn()
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func _end_game() -> void:
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game_state.phase = GameState.Phase.GAME_OVER
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var team_counts := [0, 0]
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for fp in game_state.finished_players:
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var t := game_state.get_team(fp)
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if t != null:
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team_counts[t.team_id] += 1
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if team_counts[0] >= 2:
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game_state.current_winner_team = 0
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elif team_counts[1] >= 2:
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game_state.current_winner_team = 1
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else:
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game_state.current_winner_team = 0 if team_counts[0] > team_counts[1] else 1
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game_state.game_end_reason = "NORMAL"
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game_ended.emit(game_state.current_winner_team, "NORMAL")
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