Files
FFCardGame/scripts/data/Deck.gd

166 lines
3.7 KiB
GDScript

class_name Deck
extends RefCounted
## Deck - Data model for a player's deck
signal deck_changed
const MIN_CARDS: int = 50
const MAX_CARDS: int = 50
const MAX_COPIES: int = 3
var name: String = "New Deck"
var cards: Dictionary = {} # card_id -> count
## Add a card to the deck
## Returns empty string on success, error message on failure
func add_card(card_id: String) -> String:
var current_count = cards.get(card_id, 0)
if current_count >= MAX_COPIES:
return "Maximum %d copies allowed" % MAX_COPIES
var total = get_total_cards()
if total >= MAX_CARDS:
return "Deck is full (%d cards)" % MAX_CARDS
cards[card_id] = current_count + 1
deck_changed.emit()
return ""
## Remove a card from the deck
## Returns true if successful
func remove_card(card_id: String) -> bool:
if not cards.has(card_id):
return false
cards[card_id] -= 1
if cards[card_id] <= 0:
cards.erase(card_id)
deck_changed.emit()
return true
## Set card count directly
func set_card_count(card_id: String, count: int) -> void:
if count <= 0:
cards.erase(card_id)
else:
cards[card_id] = mini(count, MAX_COPIES)
deck_changed.emit()
## Get total number of cards in deck
func get_total_cards() -> int:
var total = 0
for count in cards.values():
total += count
return total
## Get count for a specific card
func get_card_count(card_id: String) -> int:
return cards.get(card_id, 0)
## Get all unique card IDs in deck
func get_card_ids() -> Array[String]:
var ids: Array[String] = []
for card_id in cards.keys():
ids.append(card_id)
return ids
## Validate the deck
## Returns array of error messages (empty if valid)
func validate() -> Array[String]:
var errors: Array[String] = []
var total = get_total_cards()
if total < MIN_CARDS:
errors.append("Deck needs %d more cards" % (MIN_CARDS - total))
elif total > MAX_CARDS:
errors.append("Deck has %d too many cards" % (total - MAX_CARDS))
for card_id in cards:
if cards[card_id] > MAX_COPIES:
var card_data = CardDatabase.get_card(card_id)
var card_name = card_data.name if card_data else card_id
errors.append("%s has too many copies (%d)" % [card_name, cards[card_id]])
return errors
## Check if deck is valid
func is_valid() -> bool:
return validate().size() == 0
## Convert deck to array of card IDs (for gameplay)
func to_card_array() -> Array[String]:
var result: Array[String] = []
for card_id in cards:
for i in range(cards[card_id]):
result.append(card_id)
return result
## Clear the deck
func clear() -> void:
cards.clear()
deck_changed.emit()
## Get deck statistics
func get_stats() -> Dictionary:
var stats = {
"total": get_total_cards(),
"unique": cards.size(),
"elements": {},
"types": {},
"cost_curve": {}
}
for card_id in cards:
var count = cards[card_id]
var card_data = CardDatabase.get_card(card_id)
if not card_data:
continue
# Element breakdown
for element in card_data.elements:
var elem_name = Enums.element_to_string(element)
stats.elements[elem_name] = stats.elements.get(elem_name, 0) + count
# Type breakdown
var type_name = Enums.card_type_to_string(card_data.type)
stats.types[type_name] = stats.types.get(type_name, 0) + count
# Cost curve
var cost_key = str(card_data.cost)
stats.cost_curve[cost_key] = stats.cost_curve.get(cost_key, 0) + count
return stats
## Serialize deck to dictionary (for saving)
func to_dict() -> Dictionary:
return {
"name": name,
"cards": cards.duplicate(),
"version": "1.0"
}
## Load deck from dictionary
func from_dict(data: Dictionary) -> void:
name = data.get("name", "Unnamed Deck")
cards = data.get("cards", {}).duplicate()
deck_changed.emit()
func _to_string() -> String:
return "[Deck: %s (%d cards)]" % [name, get_total_cards()]