init game files
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332
scripts/game/GameState.gd
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332
scripts/game/GameState.gd
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class_name GameState
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extends RefCounted
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## GameState - Central game state container and rules engine
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signal game_started
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signal game_ended(winner_index: int)
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signal card_played(card: CardInstance, player_index: int)
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signal card_moved(card: CardInstance, from_zone: Enums.ZoneType, to_zone: Enums.ZoneType)
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signal damage_dealt(player_index: int, amount: int, cards: Array[CardInstance])
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signal forward_broken(card: CardInstance)
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signal attack_declared(attacker: CardInstance)
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signal block_declared(blocker: CardInstance)
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signal combat_resolved(attacker: CardInstance, blocker: CardInstance)
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signal cp_generated(player_index: int, element: Enums.Element, amount: int)
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# Players
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var players: Array[Player] = []
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# Turn management
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var turn_manager: TurnManager
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# Shared stack for abilities/summons
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var stack: Zone
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# Game state flags
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var game_active: bool = false
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var winner_index: int = -1
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func _init() -> void:
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turn_manager = TurnManager.new()
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stack = Zone.new(Enums.ZoneType.STACK, -1)
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# Connect turn manager signals
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turn_manager.phase_changed.connect(_on_phase_changed)
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turn_manager.turn_started.connect(_on_turn_started)
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turn_manager.turn_ended.connect(_on_turn_ended)
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## Initialize a new game with two players
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func setup_game(deck1: Array[String], deck2: Array[String]) -> void:
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# Create players
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players.clear()
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players.append(Player.new(0, "Player 1"))
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players.append(Player.new(1, "Player 2"))
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# Setup decks
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players[0].setup_deck(deck1)
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players[1].setup_deck(deck2)
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game_active = false
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winner_index = -1
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## Start the game
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func start_game(first_player: int = -1) -> void:
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if first_player < 0:
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first_player = randi() % 2
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players[first_player].is_first_player = true
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# Draw initial hands (5 cards each)
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players[0].draw_cards(5)
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players[1].draw_cards(5)
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game_active = true
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turn_manager.start_game(first_player)
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game_started.emit()
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## Get current player
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func get_current_player() -> Player:
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return players[turn_manager.current_player_index]
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## Get opponent of current player
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func get_opponent() -> Player:
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return players[1 - turn_manager.current_player_index]
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## Get player by index
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func get_player(index: int) -> Player:
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if index >= 0 and index < players.size():
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return players[index]
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return null
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## Execute Active Phase
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func execute_active_phase() -> void:
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var player = get_current_player()
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player.activate_all()
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turn_manager.advance_phase()
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## Execute Draw Phase
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func execute_draw_phase() -> void:
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var player = get_current_player()
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var draw_count = turn_manager.get_draw_count()
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var drawn = player.draw_cards(draw_count)
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# Check for loss condition (can't draw)
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if drawn.size() < draw_count and player.deck.is_empty():
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_check_loss_conditions()
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turn_manager.advance_phase()
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## End Main Phase
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func end_main_phase() -> void:
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# Clear any unused CP
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get_current_player().cp_pool.clear()
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turn_manager.advance_phase()
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## Play a card from hand
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func play_card(player_index: int, card: CardInstance) -> bool:
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if not game_active:
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return false
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if player_index != turn_manager.current_player_index:
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return false
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if not turn_manager.is_main_phase():
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return false
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var player = players[player_index]
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# Validate and play
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if player.play_card(card):
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card_played.emit(card, player_index)
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card_moved.emit(card, Enums.ZoneType.HAND,
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Enums.ZoneType.FIELD_FORWARDS if card.is_forward() else Enums.ZoneType.FIELD_BACKUPS)
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return true
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return false
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## Discard a card for CP
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func discard_for_cp(player_index: int, card: CardInstance) -> bool:
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if not game_active:
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return false
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var player = players[player_index]
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var element = card.get_element()
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if player.discard_for_cp(card):
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cp_generated.emit(player_index, element, 2)
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card_moved.emit(card, Enums.ZoneType.HAND, Enums.ZoneType.BREAK)
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return true
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return false
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## Dull a backup for CP
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func dull_backup_for_cp(player_index: int, card: CardInstance) -> bool:
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if not game_active:
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return false
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var player = players[player_index]
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var element = card.get_element()
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if player.dull_backup_for_cp(card):
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cp_generated.emit(player_index, element, 1)
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return true
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return false
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## Start Attack Phase
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func start_attack_phase() -> void:
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turn_manager.start_attack_declaration()
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## Declare an attack
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func declare_attack(attacker: CardInstance) -> bool:
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if not game_active:
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return false
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if not turn_manager.is_attack_phase():
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return false
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var player = get_current_player()
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if not player.field_forwards.has_card(attacker):
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return false
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if not attacker.can_attack():
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return false
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# Dull the attacker (unless Brave)
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if not attacker.has_brave():
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attacker.dull()
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attacker.attacked_this_turn = true
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turn_manager.set_attacker(attacker)
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attack_declared.emit(attacker)
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return true
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## Declare a block
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func declare_block(blocker: CardInstance) -> bool:
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if not game_active:
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return false
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if turn_manager.attack_step != Enums.AttackStep.BLOCK_DECLARATION:
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return false
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var opponent = get_opponent()
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if blocker != null:
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if not opponent.field_forwards.has_card(blocker):
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return false
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if not blocker.can_block():
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return false
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turn_manager.set_blocker(blocker)
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if blocker:
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block_declared.emit(blocker)
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return true
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## Skip blocking
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func skip_block() -> bool:
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return declare_block(null)
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## Resolve combat damage
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func resolve_combat() -> void:
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if turn_manager.attack_step != Enums.AttackStep.DAMAGE_RESOLUTION:
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return
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var attacker = turn_manager.current_attacker
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var blocker = turn_manager.current_blocker
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if blocker == null:
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# Unblocked - deal 1 damage to opponent
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_deal_damage_to_player(1 - turn_manager.current_player_index, 1)
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else:
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# Blocked - exchange damage
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var attacker_power = attacker.get_power()
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var blocker_power = blocker.get_power()
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# Apply damage
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var attacker_broken = attacker.apply_damage(blocker_power)
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var blocker_broken = blocker.apply_damage(attacker_power)
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# Break destroyed forwards
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if attacker_broken:
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_break_forward(attacker, turn_manager.current_player_index)
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if blocker_broken:
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_break_forward(blocker, 1 - turn_manager.current_player_index)
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combat_resolved.emit(attacker, blocker)
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turn_manager.complete_attack()
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## End Attack Phase (no more attacks)
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func end_attack_phase() -> void:
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turn_manager.end_attack_phase()
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## Execute End Phase
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func execute_end_phase() -> void:
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var player = get_current_player()
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# Discard to hand limit
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var discarded = player.discard_to_hand_limit()
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for card in discarded:
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card_moved.emit(card, Enums.ZoneType.HAND, Enums.ZoneType.BREAK)
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# Cleanup
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player.end_turn_cleanup()
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turn_manager.advance_phase()
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## Deal damage to a player
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func _deal_damage_to_player(player_index: int, amount: int) -> void:
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var player = players[player_index]
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var damage_cards = player.take_damage(amount)
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damage_dealt.emit(player_index, amount, damage_cards)
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# Check for EX Bursts (simplified - would need full implementation)
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for card in damage_cards:
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if card.card_data and card.card_data.has_ex_burst:
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# TODO: Offer EX Burst choice to player
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pass
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_check_loss_conditions()
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## Break a forward
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func _break_forward(card: CardInstance, player_index: int) -> void:
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var player = players[player_index]
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if player.break_card(card):
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forward_broken.emit(card)
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card_moved.emit(card, Enums.ZoneType.FIELD_FORWARDS, Enums.ZoneType.BREAK)
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## Check for game-ending conditions
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func _check_loss_conditions() -> void:
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for i in range(players.size()):
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var player = players[i]
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# Check damage
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if player.has_lost():
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_end_game(1 - i) # Other player wins
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return
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# Check deck out (can't draw when needed)
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# This is checked during draw phase
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## End the game
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func _end_game(winner: int) -> void:
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game_active = false
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winner_index = winner
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game_ended.emit(winner)
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## Phase change handler
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func _on_phase_changed(phase: Enums.TurnPhase) -> void:
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match phase:
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Enums.TurnPhase.ACTIVE:
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execute_active_phase()
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Enums.TurnPhase.DRAW:
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execute_draw_phase()
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Enums.TurnPhase.ATTACK:
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start_attack_phase()
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Enums.TurnPhase.END:
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execute_end_phase()
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## Turn started handler
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func _on_turn_started(player_index: int, _turn_number: int) -> void:
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players[player_index].start_turn()
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## Turn ended handler
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func _on_turn_ended(_player_index: int) -> void:
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pass
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func _to_string() -> String:
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if not game_active:
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return "[GameState: Inactive]"
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return "[GameState: Turn %d, Phase: %s, Player %d]" % [
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turn_manager.turn_number,
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turn_manager.get_phase_string(),
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turn_manager.current_player_index + 1
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]
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