Files
game-cards/src/game/game_controller.gd

123 lines
4.8 KiB
GDScript

# 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_play := HandEvaluator.EvaluatedPlay.new()
pass_play.type = -1
pass_play.primary_rank = 0
_apply_play(game_state.round.active_player_idx, pass_play)
_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")