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

333 lines
8.3 KiB
GDScript3

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