Files
FFCardGame/scripts/game/CardInstance.gd
2026-01-24 16:29:11 -05:00

194 lines
4.7 KiB
GDScript

class_name CardInstance
extends RefCounted
## CardInstance - Runtime instance of a card in the game
## Represents a specific card in play with its current state
# Reference to card definition
var card_data: CardDatabase.CardData
# Unique instance ID
var instance_id: int = 0
# Current state
var state: Enums.CardState = Enums.CardState.ACTIVE
var current_power: int = 0
var damage_received: int = 0
# Owner and controller
var owner_index: int = 0 # Player who owns this card (0 or 1)
var controller_index: int = 0 # Player who currently controls this card
# Current zone
var zone_type: Enums.ZoneType = Enums.ZoneType.DECK
# Temporary effects (cleared at end of turn)
var power_modifiers: Array[int] = []
var temporary_abilities: Array = []
# Turn tracking
var turns_on_field: int = 0
var attacked_this_turn: bool = false
# Static counter for unique IDs
static var _next_id: int = 1
func _init(data: CardDatabase.CardData = null, owner: int = 0) -> void:
card_data = data
owner_index = owner
controller_index = owner
instance_id = _next_id
_next_id += 1
if data:
current_power = data.power
## Get the card's current power (base + modifiers)
func get_power() -> int:
var total = current_power
for mod in power_modifiers:
total += mod
return max(0, total)
## Check if this is a Forward
func is_forward() -> bool:
return card_data and card_data.type == Enums.CardType.FORWARD
## Check if this is a Backup
func is_backup() -> bool:
return card_data and card_data.type == Enums.CardType.BACKUP
## Check if this is a Summon
func is_summon() -> bool:
return card_data and card_data.type == Enums.CardType.SUMMON
## Check if the card is active (not dull)
func is_active() -> bool:
return state == Enums.CardState.ACTIVE
## Check if the card is dull
func is_dull() -> bool:
return state == Enums.CardState.DULL
## Dull this card
func dull() -> void:
state = Enums.CardState.DULL
## Activate this card
func activate() -> void:
state = Enums.CardState.ACTIVE
## Check if this card can attack
func can_attack() -> bool:
if not is_forward():
return false
if is_dull():
return false
if attacked_this_turn:
return false
# Must have been on field since start of turn (or have Haste)
if turns_on_field < 1 and not has_haste():
return false
return true
## Check if this card can block
func can_block() -> bool:
if not is_forward():
return false
if is_dull():
return false
return true
## Check if this card can use dull abilities
func can_use_dull_ability() -> bool:
# Must have been on field since start of turn (or have Haste)
# Monsters are exception
if card_data.type == Enums.CardType.MONSTER:
return true
if turns_on_field < 1 and not has_haste():
return false
return true
## Check if card has Haste (from abilities)
func has_haste() -> bool:
if not card_data:
return false
for ability in card_data.abilities:
if ability.type == Enums.AbilityType.FIELD:
if "haste" in ability.effect.to_lower():
return true
return false
## Check if card has Brave (from abilities)
func has_brave() -> bool:
if not card_data:
return false
for ability in card_data.abilities:
if ability.type == Enums.AbilityType.FIELD:
if "brave" in ability.effect.to_lower():
return true
return false
## Check if card has First Strike
func has_first_strike() -> bool:
if not card_data:
return false
for ability in card_data.abilities:
if ability.type == Enums.AbilityType.FIELD:
if "first strike" in ability.effect.to_lower():
return true
return false
## Get primary element
func get_element() -> Enums.Element:
if card_data:
return card_data.get_primary_element()
return Enums.Element.FIRE
## Get all elements
func get_elements() -> Array[Enums.Element]:
if card_data:
return card_data.elements
return []
## Check if card is Light or Dark element
func is_light_or_dark() -> bool:
for element in get_elements():
if Enums.is_light_or_dark(element):
return true
return false
## Apply damage to this Forward
func apply_damage(amount: int) -> bool:
if not is_forward():
return false
damage_received += amount
# Check if broken (damage >= power)
return damage_received >= get_power()
## Reset temporary effects at end of turn
func end_turn_cleanup() -> void:
power_modifiers.clear()
temporary_abilities.clear()
damage_received = 0
attacked_this_turn = false
## Called when card enters field
func entered_field() -> void:
turns_on_field = 0
attacked_this_turn = false
damage_received = 0
## Called at start of each turn
func start_turn() -> void:
turns_on_field += 1
## Get a display string for this card
func get_display_name() -> String:
if card_data:
return card_data.name
return "Unknown Card"
func _to_string() -> String:
return "[CardInstance: %s (%s)]" % [get_display_name(), instance_id]