init game files
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260
scripts/autoload/CardDatabase.gd
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260
scripts/autoload/CardDatabase.gd
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extends Node
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## CardDatabase - Singleton for managing card data
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## Loads card definitions from JSON and provides lookup methods
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const CARDS_PATH = "res://data/cards.json"
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# Loaded card data
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var _cards: Dictionary = {} # id -> CardData
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var _cards_by_element: Dictionary = {} # Element -> Array[CardData]
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var _cards_by_type: Dictionary = {} # CardType -> Array[CardData]
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var _card_textures: Dictionary = {} # id -> Texture2D
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# Signals
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signal database_loaded
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signal load_error(message: String)
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func _ready() -> void:
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_load_database()
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func _load_database() -> void:
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var file = FileAccess.open(CARDS_PATH, FileAccess.READ)
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if not file:
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push_error("Failed to open cards database: " + CARDS_PATH)
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load_error.emit("Failed to open cards database")
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return
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var json_text = file.get_as_text()
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file.close()
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var json = JSON.new()
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var error = json.parse(json_text)
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if error != OK:
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push_error("Failed to parse cards JSON: " + json.get_error_message())
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load_error.emit("Failed to parse cards JSON")
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return
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var data = json.get_data()
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if not data.has("cards"):
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push_error("Cards database missing 'cards' array")
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load_error.emit("Invalid database format")
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return
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# Initialize element and type dictionaries
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for element in Enums.Element.values():
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_cards_by_element[element] = []
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for card_type in Enums.CardType.values():
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_cards_by_type[card_type] = []
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# Parse cards
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for card_data in data["cards"]:
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var card = _parse_card(card_data)
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if card:
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_cards[card.id] = card
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# Index by element(s)
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for element in card.elements:
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_cards_by_element[element].append(card)
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# Index by type
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_cards_by_type[card.type].append(card)
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print("CardDatabase: Loaded ", _cards.size(), " cards")
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database_loaded.emit()
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func _parse_card(data: Dictionary) -> CardData:
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var card = CardData.new()
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# Required fields
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if not data.has("id") or not data.has("name") or not data.has("type") or not data.has("element") or not data.has("cost"):
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push_error("Card missing required fields: " + str(data))
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return null
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card.id = data["id"]
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card.name = data["name"]
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card.type = Enums.card_type_from_string(data["type"])
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card.cost = data["cost"]
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# Parse element (can be string or array)
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if data["element"] is Array:
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for elem_str in data["element"]:
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card.elements.append(Enums.element_from_string(elem_str))
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else:
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card.elements.append(Enums.element_from_string(data["element"]))
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# Optional fields
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card.power = data.get("power", 0) if data.get("power") != null else 0
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card.job = data.get("job", "") if data.get("job") != null else ""
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card.category = data.get("category", "") if data.get("category") != null else ""
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card.is_generic = data.get("is_generic", false) if data.get("is_generic") != null else false
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card.has_ex_burst = data.get("has_ex_burst", false) if data.get("has_ex_burst") != null else false
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card.image_path = data.get("image", "") if data.get("image") != null else ""
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# Parse abilities
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if data.has("abilities"):
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for ability_data in data["abilities"]:
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var ability = _parse_ability(ability_data)
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if ability:
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card.abilities.append(ability)
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return card
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func _parse_ability(data: Dictionary) -> AbilityData:
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var ability = AbilityData.new()
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if not data.has("type") or not data.has("effect"):
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push_error("Ability missing required fields")
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return null
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match data["type"].to_lower():
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"field": ability.type = Enums.AbilityType.FIELD
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"auto": ability.type = Enums.AbilityType.AUTO
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"action": ability.type = Enums.AbilityType.ACTION
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"special": ability.type = Enums.AbilityType.SPECIAL
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ability.effect = data["effect"]
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ability.name = data.get("name", "")
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ability.trigger = data.get("trigger", "")
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ability.is_ex_burst = data.get("is_ex_burst", false)
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# Parse cost if present
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if data.has("cost"):
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ability.cost = _parse_cost(data["cost"])
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return ability
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func _parse_cost(data: Dictionary) -> CostData:
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var cost = CostData.new()
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cost.generic = data.get("generic", 0)
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cost.fire = data.get("fire", 0)
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cost.ice = data.get("ice", 0)
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cost.wind = data.get("wind", 0)
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cost.lightning = data.get("lightning", 0)
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cost.water = data.get("water", 0)
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cost.earth = data.get("earth", 0)
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cost.light = data.get("light", 0)
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cost.dark = data.get("dark", 0)
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cost.requires_dull = data.get("dull", false)
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cost.discard_count = data.get("discard", 0)
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cost.specific_discard = data.get("specific_discard", "")
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return cost
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## Get a card by ID
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func get_card(id: String) -> CardData:
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return _cards.get(id)
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## Get all cards
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func get_all_cards() -> Array:
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return _cards.values()
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## Get cards by element
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func get_cards_by_element(element: Enums.Element) -> Array:
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return _cards_by_element.get(element, [])
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## Get cards by type
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func get_cards_by_type(card_type: Enums.CardType) -> Array:
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return _cards_by_type.get(card_type, [])
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## Get or load a card texture
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func get_card_texture(card: CardData) -> Texture2D:
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if card.id in _card_textures:
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return _card_textures[card.id]
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if card.image_path.is_empty():
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return null
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var texture_path = "res://assets/cards/" + card.image_path
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if ResourceLoader.exists(texture_path):
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var texture = load(texture_path)
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_card_textures[card.id] = texture
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return texture
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return null
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## Create a list of card IDs for a deck (for testing)
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func create_test_deck(_player_index: int) -> Array[String]:
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var deck: Array[String] = []
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# Get all cards and create a 50-card deck
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var all_cards = get_all_cards()
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# Add 3 copies of each card until we have 50
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for card in all_cards:
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if deck.size() >= 50:
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break
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# Add up to 3 copies
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for i in range(3):
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if deck.size() >= 50:
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break
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deck.append(card.id)
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# Fill remaining slots if needed
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while deck.size() < 50 and all_cards.size() > 0:
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deck.append(all_cards[0].id)
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return deck
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## Data Classes
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class CardData:
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var id: String = ""
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var name: String = ""
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var type: Enums.CardType = Enums.CardType.FORWARD
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var elements: Array[Enums.Element] = []
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var cost: int = 0
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var power: int = 0
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var job: String = ""
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var category: String = ""
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var is_generic: bool = false
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var has_ex_burst: bool = false
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var image_path: String = ""
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var abilities: Array[AbilityData] = []
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func get_primary_element() -> Enums.Element:
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if elements.size() > 0:
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return elements[0]
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return Enums.Element.FIRE
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func is_multi_element() -> bool:
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return elements.size() > 1
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class AbilityData:
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var type: Enums.AbilityType = Enums.AbilityType.FIELD
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var name: String = ""
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var effect: String = ""
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var trigger: String = ""
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var is_ex_burst: bool = false
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var cost: CostData = null
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class CostData:
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var generic: int = 0
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var fire: int = 0
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var ice: int = 0
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var wind: int = 0
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var lightning: int = 0
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var water: int = 0
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var earth: int = 0
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var light: int = 0
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var dark: int = 0
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var requires_dull: bool = false
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var discard_count: int = 0
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var specific_discard: String = ""
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func get_total_cp() -> int:
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return generic + fire + ice + wind + lightning + water + earth + light + dark
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func get_element_requirements() -> Dictionary:
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var reqs = {}
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if fire > 0: reqs[Enums.Element.FIRE] = fire
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if ice > 0: reqs[Enums.Element.ICE] = ice
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if wind > 0: reqs[Enums.Element.WIND] = wind
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if lightning > 0: reqs[Enums.Element.LIGHTNING] = lightning
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if water > 0: reqs[Enums.Element.WATER] = water
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if earth > 0: reqs[Enums.Element.EARTH] = earth
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if light > 0: reqs[Enums.Element.LIGHT] = light
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if dark > 0: reqs[Enums.Element.DARK] = dark
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return reqs
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