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