new features, play menu, deck builder, deck selection

This commit is contained in:
2026-01-28 20:22:09 -05:00
parent f4c7bab6b0
commit bf9aa3fa23
80 changed files with 4501 additions and 58 deletions

165
scripts/data/Deck.gd Normal file
View File

@@ -0,0 +1,165 @@
class_name Deck
extends RefCounted
## Deck - Data model for a player's deck
signal deck_changed
const MIN_CARDS: int = 50
const MAX_CARDS: int = 50
const MAX_COPIES: int = 3
var name: String = "New Deck"
var cards: Dictionary = {} # card_id -> count
## Add a card to the deck
## Returns empty string on success, error message on failure
func add_card(card_id: String) -> String:
var current_count = cards.get(card_id, 0)
if current_count >= MAX_COPIES:
return "Maximum %d copies allowed" % MAX_COPIES
var total = get_total_cards()
if total >= MAX_CARDS:
return "Deck is full (%d cards)" % MAX_CARDS
cards[card_id] = current_count + 1
deck_changed.emit()
return ""
## Remove a card from the deck
## Returns true if successful
func remove_card(card_id: String) -> bool:
if not cards.has(card_id):
return false
cards[card_id] -= 1
if cards[card_id] <= 0:
cards.erase(card_id)
deck_changed.emit()
return true
## Set card count directly
func set_card_count(card_id: String, count: int) -> void:
if count <= 0:
cards.erase(card_id)
else:
cards[card_id] = mini(count, MAX_COPIES)
deck_changed.emit()
## Get total number of cards in deck
func get_total_cards() -> int:
var total = 0
for count in cards.values():
total += count
return total
## Get count for a specific card
func get_card_count(card_id: String) -> int:
return cards.get(card_id, 0)
## Get all unique card IDs in deck
func get_card_ids() -> Array[String]:
var ids: Array[String] = []
for card_id in cards.keys():
ids.append(card_id)
return ids
## Validate the deck
## Returns array of error messages (empty if valid)
func validate() -> Array[String]:
var errors: Array[String] = []
var total = get_total_cards()
if total < MIN_CARDS:
errors.append("Deck needs %d more cards" % (MIN_CARDS - total))
elif total > MAX_CARDS:
errors.append("Deck has %d too many cards" % (total - MAX_CARDS))
for card_id in cards:
if cards[card_id] > MAX_COPIES:
var card_data = CardDatabase.get_card(card_id)
var card_name = card_data.name if card_data else card_id
errors.append("%s has too many copies (%d)" % [card_name, cards[card_id]])
return errors
## Check if deck is valid
func is_valid() -> bool:
return validate().size() == 0
## Convert deck to array of card IDs (for gameplay)
func to_card_array() -> Array[String]:
var result: Array[String] = []
for card_id in cards:
for i in range(cards[card_id]):
result.append(card_id)
return result
## Clear the deck
func clear() -> void:
cards.clear()
deck_changed.emit()
## Get deck statistics
func get_stats() -> Dictionary:
var stats = {
"total": get_total_cards(),
"unique": cards.size(),
"elements": {},
"types": {},
"cost_curve": {}
}
for card_id in cards:
var count = cards[card_id]
var card_data = CardDatabase.get_card(card_id)
if not card_data:
continue
# Element breakdown
for element in card_data.elements:
var elem_name = Enums.element_to_string(element)
stats.elements[elem_name] = stats.elements.get(elem_name, 0) + count
# Type breakdown
var type_name = Enums.card_type_to_string(card_data.type)
stats.types[type_name] = stats.types.get(type_name, 0) + count
# Cost curve
var cost_key = str(card_data.cost)
stats.cost_curve[cost_key] = stats.cost_curve.get(cost_key, 0) + count
return stats
## Serialize deck to dictionary (for saving)
func to_dict() -> Dictionary:
return {
"name": name,
"cards": cards.duplicate(),
"version": "1.0"
}
## Load deck from dictionary
func from_dict(data: Dictionary) -> void:
name = data.get("name", "Unnamed Deck")
cards = data.get("cards", {}).duplicate()
deck_changed.emit()
func _to_string() -> String:
return "[Deck: %s (%d cards)]" % [name, get_total_cards()]

126
scripts/data/DeckManager.gd Normal file
View File

@@ -0,0 +1,126 @@
class_name DeckManager
extends RefCounted
## DeckManager - Handles deck persistence (save/load)
const DECKS_DIR = "user://decks/"
## Save a deck to file
## Returns true on success
static func save_deck(deck: Deck, filename: String) -> bool:
# Ensure directory exists
DirAccess.make_dir_recursive_absolute(DECKS_DIR)
var path = DECKS_DIR + _sanitize_filename(filename) + ".json"
var file = FileAccess.open(path, FileAccess.WRITE)
if not file:
push_error("DeckManager: Failed to open file for writing: " + path)
return false
var data = deck.to_dict()
file.store_string(JSON.stringify(data, "\t"))
file.close()
return true
## Load a deck from file
## Returns null on failure
static func load_deck(filename: String) -> Deck:
var path = DECKS_DIR + _sanitize_filename(filename) + ".json"
if not FileAccess.file_exists(path):
push_error("DeckManager: File not found: " + path)
return null
var file = FileAccess.open(path, FileAccess.READ)
if not file:
push_error("DeckManager: Failed to open file for reading: " + path)
return null
var json_text = file.get_as_text()
file.close()
var json = JSON.new()
var error = json.parse(json_text)
if error != OK:
push_error("DeckManager: JSON parse error: " + json.get_error_message())
return null
var data = json.get_data()
if not data is Dictionary:
push_error("DeckManager: Invalid deck data format")
return null
var deck = Deck.new()
deck.from_dict(data)
return deck
## Delete a deck file
## Returns true on success
static func delete_deck(filename: String) -> bool:
var path = DECKS_DIR + _sanitize_filename(filename) + ".json"
if not FileAccess.file_exists(path):
return false
var dir = DirAccess.open(DECKS_DIR)
if dir:
return dir.remove(_sanitize_filename(filename) + ".json") == OK
return false
## List all saved decks
## Returns array of deck names (without .json extension)
static func list_decks() -> Array[String]:
var decks: Array[String] = []
# Ensure directory exists
DirAccess.make_dir_recursive_absolute(DECKS_DIR)
var dir = DirAccess.open(DECKS_DIR)
if not dir:
return decks
dir.list_dir_begin()
var filename = dir.get_next()
while filename != "":
if not dir.current_is_dir() and filename.ends_with(".json"):
decks.append(filename.trim_suffix(".json"))
filename = dir.get_next()
dir.list_dir_end()
decks.sort()
return decks
## Check if a deck exists
static func deck_exists(filename: String) -> bool:
var path = DECKS_DIR + _sanitize_filename(filename) + ".json"
return FileAccess.file_exists(path)
## Generate a unique deck name
static func generate_unique_name(base_name: String = "New Deck") -> String:
var name = base_name
var counter = 1
while deck_exists(name):
counter += 1
name = "%s %d" % [base_name, counter]
return name
## Sanitize filename to prevent path traversal
static func _sanitize_filename(filename: String) -> String:
# Remove path separators and dangerous characters
var sanitized = filename.replace("/", "_").replace("\\", "_")
sanitized = sanitized.replace("..", "_").replace(":", "_")
# Trim whitespace
sanitized = sanitized.strip_edges()
# Ensure not empty
if sanitized.is_empty():
sanitized = "deck"
return sanitized