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