chore: turn code refactored to clean up mess

This commit is contained in:
Aspergerli
2026-04-23 11:46:42 +02:00
parent d45b1b3617
commit e3e60845d6
+33 -129
View File
@@ -15,8 +15,7 @@ extends Node2D
@onready var trumpbuttons = $ButtonsTrumpSelect @onready var trumpbuttons = $ButtonsTrumpSelect
@onready var first_player = $CardManager/Player1PlayPile @onready var first_player = $CardManager/Player1PlayPile
var trump : String var trump : String
var rounds_played: int var rounds_played : int
signal dealt signal dealt
func _ready(): func _ready():
@@ -62,140 +61,45 @@ func setup_game():
func define_trump(suit : String): func define_trump(suit : String):
trump = suit trump = suit
turn(first_player) play_round()
func turn(first): func play_round():
var player = first_player
rounds_played += 1 rounds_played += 1
if rounds_played == 10: if rounds_played == 10:
count_points() count_points()
return return
first.sensor_visibility = true var n : int = 1
first.enable_drop_zone = true while true:
first._redraw_drop_zone() await turn(player)
await first.played if n == 4:
first.enable_drop_zone = false break
first._redraw_drop_zone() match player:
match first: player_1_pile:
player_1_pile: player = player_2_pile
await get_tree().create_timer(0.2).timeout player_2_pile:
player_1_hand.enable_drop_zone = false player = player_3_pile
player_3_pile:
player_2_pile.sensor_visibility = true player = player_4_pile
player_2_pile.enable_drop_zone = true player_4_pile:
player_2_pile._redraw_drop_zone() player = player_1_pile
await player_2_pile.played n += 1
player_2_pile.enable_drop_zone = false
player_2_pile._redraw_drop_zone()
await get_tree().create_timer(0.2).timeout
player_2_hand.allow_movement = false
player_3_pile.sensor_visibility = true
player_3_pile.enable_drop_zone = true
player_3_pile._redraw_drop_zone()
await player_3_pile.played
player_3_pile.enable_drop_zone = false
player_3_pile._redraw_drop_zone()
await get_tree().create_timer(0.2).timeout
player_3_hand.allow_movement = false
player_4_pile.sensor_visibility = true
player_4_pile.enable_drop_zone = true
player_4_pile._redraw_drop_zone()
await player_4_pile.played
player_4_pile.enable_drop_zone = false
player_4_pile._redraw_drop_zone()
await get_tree().create_timer(0.2).timeout
player_4_hand.allow_movement = false
player_2_pile:
player_2_hand.allow_movement = false
player_3_pile.sensor_visibility = true
player_3_pile.enable_drop_zone = true
player_3_pile._redraw_drop_zone()
await player_3_pile.played
player_3_pile.enable_drop_zone = false
player_3_pile._redraw_drop_zone()
player_3_hand.allow_movement = false
player_4_pile.sensor_visibility = true
player_4_pile.enable_drop_zone = true
player_4_pile._redraw_drop_zone()
await player_4_pile.played
player_4_pile.enable_drop_zone = false
player_4_pile._redraw_drop_zone()
player_4_hand.allow_movement = false
player_1_pile.sensor_visibility = true
player_1_pile.enable_drop_zone = true
player_1_pile._redraw_drop_zone()
await player_1_pile.played
player_1_pile.enable_drop_zone = false
player_1_pile._redraw_drop_zone()
player_1_hand.allow_movement = false
player_3_pile:
player_3_hand.allow_movement = false
player_4_pile.sensor_visibility = true
player_4_pile.enable_drop_zone = true
player_4_pile._redraw_drop_zone()
await player_4_pile.played
player_4_pile.enable_drop_zone = false
player_4_pile._redraw_drop_zone()
player_4_hand.allow_movement = false
player_1_pile.sensor_visibility = true
player_1_pile.enable_drop_zone = true
player_1_pile._redraw_drop_zone()
await player_1_pile.played
player_1_pile.enable_drop_zone = false
player_1_pile._redraw_drop_zone()
player_1_hand.allow_movement = false
player_2_pile.sensor_visibility = true
player_2_pile.enable_drop_zone = true
player_2_pile._redraw_drop_zone()
await player_2_pile.played
player_2_pile.enable_drop_zone = false
player_2_pile._redraw_drop_zone()
player_2_hand.allow_movement = false
player_4_pile:
player_4_hand.allow_movement = false
player_1_pile.sensor_visibility = true
player_1_pile.enable_drop_zone = true
player_1_pile._redraw_drop_zone()
await player_1_pile.played
player_1_pile.enable_drop_zone = false
player_1_pile._redraw_drop_zone()
player_1_hand.allow_movement = false
player_2_pile.sensor_visibility = true
player_2_pile.enable_drop_zone = true
player_2_pile._redraw_drop_zone()
await player_2_pile.played
player_2_pile.enable_drop_zone = false
player_2_pile._redraw_drop_zone()
player_2_hand.allow_movement = false
player_3_pile.sensor_visibility = true
player_3_pile.enable_drop_zone = true
player_3_pile._redraw_drop_zone()
await player_3_pile.played
player_3_pile.enable_drop_zone = false
player_3_pile._redraw_drop_zone()
player_3_hand.allow_movement = false
get_turn_winner() get_turn_winner()
play_round()
func turn(player):
player.sensor_visibility = true
player.enable_drop_zone = true
player._redraw_drop_zone()
await player.played
player.enable_drop_zone = false
player._redraw_drop_zone()
func count_points(): func count_points():
for i in team_1_stiche._held_cards:
match i.card_info["value"]:
pass
print("end of round") print("end of round")
@@ -229,7 +133,7 @@ func get_turn_winner():
var highest_value: int var highest_value: int
for i in cards: for i in cards:
var card = cards[i] var card = cards[i]
if card["suit"] == played_suit and card["value"] > highest_value or card["suit"] == trump: if card["suit"] == played_suit and card["value"] > highest_value or card["suit"] == trump and card["value"] > highest_value:
highest_value = card["value"] highest_value = card["value"]
highest_card = i highest_card = i