working updates

This commit is contained in:
2026-01-26 16:14:57 -05:00
parent b1e99fa952
commit c8228f200d
8055 changed files with 142307 additions and 867 deletions

View File

@@ -6,6 +6,7 @@ extends RefCounted
signal game_started
signal game_ended(winner_index: int)
signal card_played(card: CardInstance, player_index: int)
signal summon_cast(card: CardInstance, player_index: int)
signal card_moved(card: CardInstance, from_zone: Enums.ZoneType, to_zone: Enums.ZoneType)
signal damage_dealt(player_index: int, amount: int, cards: Array[CardInstance])
signal forward_broken(card: CardInstance)
@@ -106,7 +107,31 @@ func end_main_phase() -> void:
turn_manager.advance_phase()
## Play a card from hand
func play_card(player_index: int, card: CardInstance) -> bool:
## Returns dictionary of CP spent, or empty dict on failure
func play_card(player_index: int, card: CardInstance) -> Dictionary:
if not game_active:
return {}
if player_index != turn_manager.current_player_index:
return {}
if not turn_manager.is_main_phase():
return {}
var player = players[player_index]
# Validate and play (returns CP spent dict)
var cp_spent = player.play_card(card)
if not cp_spent.is_empty():
card_played.emit(card, player_index)
card_moved.emit(card, Enums.ZoneType.HAND,
Enums.ZoneType.FIELD_FORWARDS if card.is_forward() else Enums.ZoneType.FIELD_BACKUPS)
return cp_spent
return {}
## Cast a summon from hand
func cast_summon(player_index: int, card: CardInstance) -> bool:
if not game_active:
return false
@@ -118,11 +143,15 @@ func play_card(player_index: int, card: CardInstance) -> bool:
var player = players[player_index]
# Validate and play
if player.play_card(card):
card_played.emit(card, player_index)
card_moved.emit(card, Enums.ZoneType.HAND,
Enums.ZoneType.FIELD_FORWARDS if card.is_forward() else Enums.ZoneType.FIELD_BACKUPS)
# Cast the summon (pays cost, removes from hand)
var cast_card = player.cast_summon(card)
if cast_card:
# Emit signal for effect resolution (TODO: implement effect system)
summon_cast.emit(cast_card, player_index)
# Move to break zone after casting
player.break_zone.add_card(cast_card)
card_moved.emit(cast_card, Enums.ZoneType.HAND, Enums.ZoneType.BREAK)
return true
return false
@@ -168,6 +197,10 @@ func declare_attack(attacker: CardInstance) -> bool:
if not turn_manager.is_attack_phase():
return false
# Must be in DECLARATION step to declare attack
if turn_manager.attack_step != Enums.AttackStep.DECLARATION:
return false
var player = get_current_player()
if not player.field_forwards.has_card(attacker):
@@ -181,7 +214,14 @@ func declare_attack(attacker: CardInstance) -> bool:
attacker.dull()
attacker.attacked_this_turn = true
turn_manager.set_attacker(attacker)
# Update attack step (now returns bool for validation)
if not turn_manager.set_attacker(attacker):
# Rollback dull if state transition failed
if not attacker.has_brave():
attacker.activate()
attacker.attacked_this_turn = false
return false
attack_declared.emit(attacker)
return true
@@ -203,7 +243,10 @@ func declare_block(blocker: CardInstance) -> bool:
if not blocker.can_block():
return false
turn_manager.set_blocker(blocker)
# Update attack step (now returns bool for validation)
if not turn_manager.set_blocker(blocker):
return false
if blocker:
block_declared.emit(blocker)
@@ -220,25 +263,37 @@ func resolve_combat() -> void:
var attacker = turn_manager.current_attacker
var blocker = turn_manager.current_blocker
var player = get_current_player()
# Validate attacker is still on field (could have been broken by ability)
if not attacker or not player.field_forwards.has_card(attacker):
turn_manager.complete_attack()
return
if blocker == null:
# Unblocked - deal 1 damage to opponent
_deal_damage_to_player(1 - turn_manager.current_player_index, 1)
else:
# Blocked - exchange damage
var attacker_power = attacker.get_power()
var blocker_power = blocker.get_power()
# Validate blocker is still on field
var opponent = get_opponent()
if not opponent.field_forwards.has_card(blocker):
# Blocker was removed - attack goes through as unblocked
_deal_damage_to_player(1 - turn_manager.current_player_index, 1)
else:
# Blocked - exchange damage
var attacker_power = attacker.get_power()
var blocker_power = blocker.get_power()
# Apply damage
var attacker_broken = attacker.apply_damage(blocker_power)
var blocker_broken = blocker.apply_damage(attacker_power)
# Apply damage
var attacker_broken = attacker.apply_damage(blocker_power)
var blocker_broken = blocker.apply_damage(attacker_power)
# Break destroyed forwards
if attacker_broken:
_break_forward(attacker, turn_manager.current_player_index)
# Break destroyed forwards
if attacker_broken:
_break_forward(attacker, turn_manager.current_player_index)
if blocker_broken:
_break_forward(blocker, 1 - turn_manager.current_player_index)
if blocker_broken:
_break_forward(blocker, 1 - turn_manager.current_player_index)
combat_resolved.emit(attacker, blocker)
turn_manager.complete_attack()