feat: add autoloads, GameController, TrainingController, and ReplayRecorder

This commit is contained in:
xiaji
2026-05-29 09:13:25 +08:00
parent 016bb1a95e
commit 6886af1de7
6 changed files with 204 additions and 0 deletions

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# src/autoload/audio_manager.gd
extends Node
func play_card_place() -> void:
pass
func play_bomb() -> void:
pass
func play_pass() -> void:
pass
func play_victory() -> void:
pass
func play_tribute() -> void:
pass
func set_muted(muted: bool) -> void:
pass

18
src/autoload/config.gd Normal file
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# src/autoload/config.gd
extends Node
var rule_config: RuleConfig = RuleConfig.standard()
var enable_ai_debug: bool = false
var enable_training_hints: bool = true
var enable_sound: bool = true
var low_perf_mode: bool = false
var turn_timeout_sec: float = 30.0
var language: String = "zh_cn"
func reset_to_defaults() -> void:
rule_config = RuleConfig.standard()
enable_ai_debug = false
enable_training_hints = true
enable_sound = true
low_perf_mode = false
turn_timeout_sec = 30.0

11
src/autoload/event_bus.gd Normal file
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# src/autoload/event_bus.gd
extends Node
signal player_played_cards(player_idx: int, play_type: int, cards: Array)
signal bomb_detonated(player_idx: int, rank: int)
signal tribute_triggered(from_idx: int, to_idx: int)
signal round_end()
signal game_over(winner_team: int, reason: String)
signal player_finished(player_idx: int, position: int)
signal turn_changed(player_idx: int)
signal table_cleared(player_idx: int)

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

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# src/game/replay_recorder.gd
extends Node
var is_recording: bool = false
var recorded_actions: Array = []
func start_recording() -> void:
recorded_actions.clear()
is_recording = true
func record_action(action: Actions.Action) -> void:
if is_recording:
recorded_actions.append(action)
func stop_recording() -> String:
is_recording = false
return "replay_recorded"

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# src/game/training_controller.gd
class_name TrainingController
extends GameController
var _current_hint: HandEvaluator.EvaluatedPlay = null
func get_hint() -> HandEvaluator.EvaluatedPlay:
var hand := game_state.get_hand(game_state.round.active_player_idx)
if hand.is_empty():
return null
var ai := L2RuleAI.new()
return ai.decide(hand, game_state.round.table, game_state.current_rank, game_state.rule_config)
func get_all_legal_moves() -> Array:
var hand := game_state.get_hand(game_state.round.active_player_idx)
return MoveGenerator.generate(hand, game_state.current_rank, game_state.rule_config)