init game files
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178
scripts/game/CPPool.gd
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178
scripts/game/CPPool.gd
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class_name CPPool
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extends RefCounted
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## CPPool - Tracks Crystal Points generated during a turn
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# CP stored by element
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var _cp: Dictionary = {}
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func _init() -> void:
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clear()
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## Clear all CP (called at end of each action)
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func clear() -> void:
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for element in Enums.Element.values():
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_cp[element] = 0
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## Add CP of a specific element
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func add_cp(element: Enums.Element, amount: int) -> void:
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_cp[element] = _cp.get(element, 0) + amount
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## Get CP of a specific element
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func get_cp(element: Enums.Element) -> int:
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return _cp.get(element, 0)
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## Get total CP available
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func get_total_cp() -> int:
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var total = 0
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for element in _cp:
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total += _cp[element]
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return total
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## Check if we can afford a card cost
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func can_afford_card(card_data: CardDatabase.CardData) -> bool:
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if not card_data:
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return false
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var cost = card_data.cost
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var elements = card_data.elements
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# For Light/Dark cards, just need total CP
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var is_light_dark = false
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for element in elements:
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if Enums.is_light_or_dark(element):
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is_light_dark = true
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break
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if is_light_dark:
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return get_total_cp() >= cost
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# For multi-element cards, need at least 1 CP of each element
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if elements.size() > 1:
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for element in elements:
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if get_cp(element) < 1:
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return false
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# Total must be at least the cost
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return get_total_cp() >= cost
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# For single element cards, need at least 1 CP of that element
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var primary_element = elements[0] if elements.size() > 0 else Enums.Element.FIRE
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if get_cp(primary_element) < 1:
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return false
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return get_total_cp() >= cost
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## Spend CP to pay a card cost
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## Returns true if successful, false if cannot afford
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func spend_for_card(card_data: CardDatabase.CardData) -> bool:
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if not can_afford_card(card_data):
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return false
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var cost = card_data.cost
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var elements = card_data.elements
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var remaining = cost
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# For multi-element, spend 1 of each required element first
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if elements.size() > 1:
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for element in elements:
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_cp[element] -= 1
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remaining -= 1
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# For single element (non-Light/Dark), spend at least 1 of that element
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elif elements.size() == 1:
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var element = elements[0]
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if not Enums.is_light_or_dark(element):
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_cp[element] -= 1
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remaining -= 1
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# Spend remaining from any element
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while remaining > 0:
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var spent = false
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for element in _cp:
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if _cp[element] > 0:
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_cp[element] -= 1
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remaining -= 1
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spent = true
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break
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if not spent:
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push_error("Failed to spend remaining CP")
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return false
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return true
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## Check if we can afford an ability cost
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func can_afford_ability(cost: CardDatabase.CostData) -> bool:
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if not cost:
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return true # No cost means free
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# Check element-specific requirements
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if cost.fire > 0 and get_cp(Enums.Element.FIRE) < cost.fire:
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return false
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if cost.ice > 0 and get_cp(Enums.Element.ICE) < cost.ice:
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return false
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if cost.wind > 0 and get_cp(Enums.Element.WIND) < cost.wind:
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return false
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if cost.lightning > 0 and get_cp(Enums.Element.LIGHTNING) < cost.lightning:
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return false
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if cost.water > 0 and get_cp(Enums.Element.WATER) < cost.water:
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return false
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if cost.earth > 0 and get_cp(Enums.Element.EARTH) < cost.earth:
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return false
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if cost.light > 0 and get_cp(Enums.Element.LIGHT) < cost.light:
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return false
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if cost.dark > 0 and get_cp(Enums.Element.DARK) < cost.dark:
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return false
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# Check total
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return get_total_cp() >= cost.get_total_cp()
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## Spend CP to pay an ability cost
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func spend_for_ability(cost: CardDatabase.CostData) -> bool:
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if not can_afford_ability(cost):
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return false
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# Spend element-specific CP
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if cost.fire > 0:
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_cp[Enums.Element.FIRE] -= cost.fire
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if cost.ice > 0:
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_cp[Enums.Element.ICE] -= cost.ice
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if cost.wind > 0:
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_cp[Enums.Element.WIND] -= cost.wind
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if cost.lightning > 0:
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_cp[Enums.Element.LIGHTNING] -= cost.lightning
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if cost.water > 0:
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_cp[Enums.Element.WATER] -= cost.water
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if cost.earth > 0:
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_cp[Enums.Element.EARTH] -= cost.earth
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if cost.light > 0:
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_cp[Enums.Element.LIGHT] -= cost.light
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if cost.dark > 0:
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_cp[Enums.Element.DARK] -= cost.dark
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# Spend generic from any element
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var generic_remaining = cost.generic
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while generic_remaining > 0:
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for element in _cp:
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if _cp[element] > 0:
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_cp[element] -= 1
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generic_remaining -= 1
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break
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return true
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## Get a display-friendly dictionary of current CP
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func get_display_data() -> Dictionary:
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var data = {}
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for element in _cp:
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if _cp[element] > 0:
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data[Enums.element_to_string(element)] = _cp[element]
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return data
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func _to_string() -> String:
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var parts = []
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for element in _cp:
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if _cp[element] > 0:
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parts.append("%s: %d" % [Enums.element_to_string(element), _cp[element]])
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if parts.size() == 0:
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return "[CPPool: empty]"
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return "[CPPool: " + ", ".join(parts) + "]"
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