init game files
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286
scripts/autoload/GameManager.gd
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286
scripts/autoload/GameManager.gd
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extends Node
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## GameManager - Main game coordinator singleton
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## Bridges game state, visuals, and UI
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signal game_ready
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signal game_started
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signal game_ended(winner_name: String)
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signal turn_changed(player_name: String, turn_number: int)
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signal phase_changed(phase_name: String)
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signal card_played(card_data: Dictionary)
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signal damage_dealt(player_name: String, amount: int)
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signal message(text: String)
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# Game state
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var game_state: GameState = null
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# State flags
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var is_initialized: bool = false
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var is_game_active: bool = false
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# Current input mode
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enum InputMode {
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NONE,
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SELECT_CARD_TO_PLAY,
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SELECT_CP_SOURCE,
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SELECT_ATTACKER,
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SELECT_BLOCKER,
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SELECT_TARGET
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}
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var input_mode: InputMode = InputMode.NONE
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# Selection tracking
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var selected_card: CardInstance = null
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var pending_action: Callable = func(): pass
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func _ready() -> void:
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# Wait for CardDatabase to load
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if CardDatabase.get_all_cards().size() == 0:
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CardDatabase.database_loaded.connect(_on_database_loaded)
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else:
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_on_database_loaded()
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func _on_database_loaded() -> void:
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is_initialized = true
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game_ready.emit()
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print("GameManager: Ready")
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## Start a new game
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func start_new_game() -> void:
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if not is_initialized:
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push_error("GameManager not initialized")
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return
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# Create new game state
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game_state = GameState.new()
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# Connect signals
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_connect_game_signals()
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# Create test decks
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var deck1 = CardDatabase.create_test_deck(0)
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var deck2 = CardDatabase.create_test_deck(1)
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# Setup and start
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game_state.setup_game(deck1, deck2)
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game_state.start_game()
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is_game_active = true
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game_started.emit()
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message.emit("Game started!")
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## Connect to game state signals
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func _connect_game_signals() -> void:
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game_state.game_ended.connect(_on_game_ended)
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game_state.card_played.connect(_on_card_played)
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game_state.damage_dealt.connect(_on_damage_dealt)
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game_state.forward_broken.connect(_on_forward_broken)
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game_state.attack_declared.connect(_on_attack_declared)
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game_state.block_declared.connect(_on_block_declared)
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game_state.combat_resolved.connect(_on_combat_resolved)
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game_state.turn_manager.turn_changed.connect(_on_turn_changed)
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game_state.turn_manager.phase_changed.connect(_on_phase_changed)
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## Get current player
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func get_current_player() -> Player:
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if game_state:
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return game_state.get_current_player()
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return null
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## Get opponent
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func get_opponent() -> Player:
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if game_state:
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return game_state.get_opponent()
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return null
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## Check if it's a specific player's turn
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func is_player_turn(player_index: int) -> bool:
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if game_state:
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return game_state.turn_manager.current_player_index == player_index
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return false
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## Get current phase
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func get_current_phase() -> Enums.TurnPhase:
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if game_state:
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return game_state.turn_manager.current_phase
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return Enums.TurnPhase.ACTIVE
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## Try to play a card
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func try_play_card(card: CardInstance) -> bool:
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if not game_state or not is_game_active:
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return false
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var player_index = card.controller_index
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if not is_player_turn(player_index):
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message.emit("Not your turn!")
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return false
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if not game_state.turn_manager.is_main_phase():
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message.emit("Can only play cards during Main Phase!")
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return false
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var player = game_state.get_player(player_index)
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# Check if we can afford the card
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if not player.cp_pool.can_afford_card(card.card_data):
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message.emit("Not enough CP!")
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# Enter CP generation mode
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input_mode = InputMode.SELECT_CP_SOURCE
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selected_card = card
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return false
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# Try to play
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if game_state.play_card(player_index, card):
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message.emit("Played " + card.get_display_name())
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return true
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else:
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message.emit("Cannot play that card!")
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return false
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## Discard a card to generate CP
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func discard_card_for_cp(card: CardInstance) -> bool:
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if not game_state or not is_game_active:
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return false
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var player_index = card.owner_index
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if game_state.discard_for_cp(player_index, card):
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message.emit("Discarded " + card.get_display_name() + " for 2 CP")
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_check_pending_action()
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return true
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return false
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## Dull a backup to generate CP
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func dull_backup_for_cp(card: CardInstance) -> bool:
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if not game_state or not is_game_active:
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return false
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var player_index = card.controller_index
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if game_state.dull_backup_for_cp(player_index, card):
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message.emit("Dulled " + card.get_display_name() + " for 1 CP")
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_check_pending_action()
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return true
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return false
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## Check if we can now afford the pending card
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func _check_pending_action() -> void:
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if input_mode == InputMode.SELECT_CP_SOURCE and selected_card:
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var player = game_state.get_player(selected_card.controller_index)
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if player.cp_pool.can_afford_card(selected_card.card_data):
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# Can now afford - try to play
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try_play_card(selected_card)
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clear_selection()
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## Declare an attack
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func declare_attack(card: CardInstance) -> bool:
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if not game_state or not is_game_active:
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return false
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if game_state.declare_attack(card):
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input_mode = InputMode.SELECT_BLOCKER
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return true
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return false
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## Declare a block
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func declare_block(card: CardInstance) -> bool:
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if not game_state or not is_game_active:
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return false
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if game_state.declare_block(card):
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game_state.resolve_combat()
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input_mode = InputMode.SELECT_ATTACKER
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return true
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return false
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## Skip blocking
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func skip_block() -> bool:
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if not game_state or not is_game_active:
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return false
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if game_state.skip_block():
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game_state.resolve_combat()
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input_mode = InputMode.SELECT_ATTACKER
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return true
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return false
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## Pass priority / end current phase
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func pass_priority() -> void:
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if not game_state or not is_game_active:
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return
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var phase = game_state.turn_manager.current_phase
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match phase:
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Enums.TurnPhase.MAIN_1, Enums.TurnPhase.MAIN_2:
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game_state.end_main_phase()
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Enums.TurnPhase.ATTACK:
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if game_state.turn_manager.attack_step == Enums.AttackStep.DECLARATION:
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game_state.end_attack_phase()
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elif game_state.turn_manager.attack_step == Enums.AttackStep.BLOCK_DECLARATION:
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skip_block()
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clear_selection()
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## Clear current selection
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func clear_selection() -> void:
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input_mode = InputMode.NONE
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selected_card = null
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pending_action = func(): pass
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## Signal handlers
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func _on_game_ended(winner_index: int) -> void:
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is_game_active = false
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var winner_name = game_state.get_player(winner_index).player_name
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game_ended.emit(winner_name)
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message.emit(winner_name + " wins!")
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func _on_card_played(card: CardInstance, _player_index: int) -> void:
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card_played.emit({
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"name": card.get_display_name(),
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"type": Enums.card_type_to_string(card.card_data.type)
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})
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func _on_damage_dealt(player_index: int, amount: int, _cards: Array) -> void:
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var player_name = game_state.get_player(player_index).player_name
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damage_dealt.emit(player_name, amount)
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message.emit(player_name + " takes " + str(amount) + " damage!")
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func _on_forward_broken(card: CardInstance) -> void:
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message.emit(card.get_display_name() + " was broken!")
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func _on_attack_declared(attacker: CardInstance) -> void:
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message.emit(attacker.get_display_name() + " attacks!")
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func _on_block_declared(blocker: CardInstance) -> void:
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message.emit(blocker.get_display_name() + " blocks!")
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func _on_combat_resolved(_attacker: CardInstance, blocker: CardInstance) -> void:
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if blocker == null:
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message.emit("Attack hits!")
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else:
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message.emit("Combat resolved!")
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func _on_turn_changed(player_index: int) -> void:
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var player = game_state.get_player(player_index)
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turn_changed.emit(player.player_name, game_state.turn_manager.turn_number)
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message.emit(player.player_name + "'s turn")
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func _on_phase_changed(phase: Enums.TurnPhase) -> void:
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var phase_name = Enums.phase_to_string(phase)
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phase_changed.emit(phase_name)
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# Set appropriate input mode
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match phase:
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Enums.TurnPhase.MAIN_1, Enums.TurnPhase.MAIN_2:
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input_mode = InputMode.SELECT_CARD_TO_PLAY
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Enums.TurnPhase.ATTACK:
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input_mode = InputMode.SELECT_ATTACKER
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_:
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input_mode = InputMode.NONE
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