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# FF-TCG Digital - Architecture Design Document
## Overview
This document describes the software architecture of the FF-TCG Digital implementation.
## Technology Stack
- **Game Engine**: Godot 4.2+
- **Language**: GDScript
- **Target Platform**: Linux Desktop
- **Rendering**: Forward+ renderer with 3D isometric view
## Architecture Principles
1. **Separation of Concerns**: Game logic is separate from visual presentation
2. **Event-Driven**: State changes emit signals for loose coupling
3. **Data-Driven**: Card definitions loaded from JSON, not hardcoded
4. **Testable**: Core game logic can be tested independently of visuals
## System Architecture
```
┌─────────────────────────────────────────────────────────────────┐
│ Main Scene │
├─────────────────────────────────────────────────────────────────┤
│ ┌──────────────┐ ┌──────────────┐ ┌──────────────┐ │
│ │ Table Scene │ │ UI Layer │ │ Input Handler│ │
│ │ (3D View) │ │ (2D Canvas) │ │ │ │
│ └──────────────┘ └──────────────┘ └──────────────┘ │
├─────────────────────────────────────────────────────────────────┤
│ Autoload Singletons │
│ ┌──────────────┐ ┌──────────────┐ │
│ │ GameManager │ │ CardDatabase │ │
│ └──────────────┘ └──────────────┘ │
├─────────────────────────────────────────────────────────────────┤
│ Game State Engine │
│ ┌────────────┐ ┌────────────┐ ┌────────────┐ ┌──────────────┐ │
│ │ GameState │ │ Player │ │ Zone │ │ TurnManager │ │
│ └────────────┘ └────────────┘ └────────────┘ └──────────────┘ │
│ ┌────────────┐ ┌────────────┐ ┌────────────┐ │
│ │ CPPool │ │ Combat │ │ Stack │ │
│ └────────────┘ └────────────┘ └────────────┘ │
└─────────────────────────────────────────────────────────────────┘
```
## Core Components
### Autoload Singletons
#### GameManager (`scripts/autoload/GameManager.gd`)
Central coordinator for game flow. Responsibilities:
- Initialize new games
- Coordinate between game state and visuals
- Handle high-level game events
- Manage scene transitions
Signals:
- `game_started()`
- `game_ended(winner: int)`
- `turn_changed(player_index: int)`
- `phase_changed(phase: TurnPhase)`
#### CardDatabase (`scripts/autoload/CardDatabase.gd`)
Manages card definitions loaded from JSON. Responsibilities:
- Load and parse `data/cards.json`
- Provide card lookup by ID
- Validate card data on load
- Cache card textures
Methods:
- `get_card(id: String) -> CardData`
- `get_cards_by_element(element: Element) -> Array[CardData]`
- `get_cards_by_type(type: CardType) -> Array[CardData]`
### Game State Classes
#### GameState (`scripts/game/GameState.gd`)
Master game state container. Holds:
- Two Player instances
- Shared Stack for ability resolution
- Current turn/phase information
- Game rules enforcement
#### Player (`scripts/game/Player.gd`)
Individual player state. Contains:
- Hand (Zone)
- Deck (Zone)
- Field - Forwards area (Zone)
- Field - Backups area (Zone)
- Damage Zone (Zone)
- Break Zone (Zone)
- Current CP pool
#### Zone (`scripts/game/Zone.gd`)
Base class for card containers. Types:
- `DECK` - Hidden, ordered
- `HAND` - Hidden from opponent
- `FIELD_FORWARDS` - Public
- `FIELD_BACKUPS` - Public, max 5
- `DAMAGE` - Public, ordered
- `BREAK` - Public discard
Methods:
- `add_card(card: CardInstance)`
- `remove_card(card: CardInstance)`
- `get_cards() -> Array[CardInstance]`
- `shuffle()`
#### TurnManager (`scripts/game/TurnManager.gd`)
Handles turn structure and phase progression.
Phases (enum TurnPhase):
1. `ACTIVE` - Activate dull characters
2. `DRAW` - Draw cards
3. `MAIN_1` - Play cards/abilities
4. `ATTACK` - Combat
5. `MAIN_2` - Play cards/abilities
6. `END` - Cleanup
#### CPPool (`scripts/game/CPPool.gd`)
Tracks generated Crystal Points by element.
Properties:
- `cp: Dictionary` - Element -> count mapping
Methods:
- `add_cp(element: Element, amount: int)`
- `spend_cp(cost: Dictionary) -> bool`
- `can_afford(cost: Dictionary) -> bool`
- `clear()`
#### Combat (`scripts/game/Combat.gd`)
Handles attack phase logic.
States:
- `IDLE`
- `DECLARING_ATTACKER`
- `WAITING_BLOCKER`
- `RESOLVING_DAMAGE`
### Visual Components
#### TableCamera (`scripts/visual/TableCamera.gd`)
Isometric camera setup:
- 45° rotation on Y axis
- ~35° tilt down on X axis
- Orthographic or perspective projection
- Fixed position showing full board
#### CardVisual (`scripts/visual/CardVisual.gd`)
3D card representation:
- MeshInstance3D with PlaneMesh
- Dynamic texture from card image
- States: normal, highlighted, selected, dull
- Animation support for movement
#### ZoneVisual (`scripts/visual/ZoneVisual.gd`)
Visual representation of card zones:
- Manages card positioning
- Handles card enter/exit animations
- Supports stacking and spreading
## Data Flow
### Playing a Card
```
1. Player clicks card in hand
2. InputHandler detects selection
3. GameManager.request_play_card(card)
4. GameState.validate_play(card)
├── Check phase (must be Main Phase)
├── Check CP requirements
└── Check field limits
5. If valid: GameState.execute_play(card)
├── CPPool.spend_cp(card.cost)
├── Hand.remove_card(card)
└── Field.add_card(card)
6. GameState emits card_played signal
7. Visual layer animates card movement
```
### Combat Flow
```
1. Attack Phase begins
2. Active player selects attacker
├── Must be active Forward
└── Must be able to attack
3. Attacker is dulled
4. Defending player may select blocker
├── Must be active Forward
└── Optional
5. Damage resolution
├── If blocked: Exchange damage equal to Power
└── If unblocked: Deal 1 damage to player
6. Check for broken Forwards
7. Return to step 2 or end Attack Phase
```
## File Organization
```
scripts/
├── autoload/
│ ├── GameManager.gd # Game flow coordinator
│ └── CardDatabase.gd # Card data management
├── game/
│ ├── GameState.gd # Master game state
│ ├── Player.gd # Player state
│ ├── Zone.gd # Zone base class
│ ├── CardInstance.gd # Runtime card instance
│ ├── TurnManager.gd # Turn/phase handling
│ ├── CPPool.gd # CP tracking
│ ├── Combat.gd # Combat resolution
│ └── Enums.gd # Shared enumerations
├── visual/
│ ├── TableCamera.gd # Isometric camera
│ ├── CardVisual.gd # 3D card rendering
│ ├── ZoneVisual.gd # Zone rendering
│ └── TableSetup.gd # Table scene setup
└── ui/
├── GameUI.gd # Main UI controller
├── CardDetailPanel.gd # Card info popup
├── CPDisplay.gd # CP pool display
└── TurnIndicator.gd # Turn/phase display
```
## Signals Reference
### GameManager Signals
| Signal | Parameters | Description |
|--------|------------|-------------|
| `game_started` | none | New game initialized |
| `game_ended` | `winner: int` | Game over |
| `turn_changed` | `player: int` | Active player changed |
| `phase_changed` | `phase: TurnPhase` | Phase advanced |
### GameState Signals
| Signal | Parameters | Description |
|--------|------------|-------------|
| `card_played` | `card, player` | Card deployed to field |
| `card_moved` | `card, from, to` | Card changed zones |
| `damage_dealt` | `player, amount` | Player took damage |
| `forward_broken` | `card` | Forward destroyed |
### Player Signals
| Signal | Parameters | Description |
|--------|------------|-------------|
| `hand_changed` | none | Hand contents updated |
| `cp_changed` | `pool` | CP pool updated |
| `field_changed` | none | Field contents updated |
## Testing Strategy
### Unit Tests
- Card data validation
- CP calculation
- Combat damage resolution
- Zone operations
### Integration Tests
- Full turn cycle
- Complete game to win condition
- Edge cases (deck empty, backup limit)
### Manual Testing
- Visual correctness
- Input responsiveness
- Animation smoothness