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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Threading.Tasks;
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using Cthangover.Core.Battle;
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using Cthangover.Core.Battle.Actions;
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using Cthangover.Core.Scenes;
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using Cthangover.Core.Utils;
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using Cthangover.Core.Characters;
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using Cthangover.CardBattle.Player;
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using Cthangover.CardBattle.UI;
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using Godot;
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namespace Cthangover.CardBattle
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{
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/// <summary>
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/// Core orchestrator for the card-based turn battle system.
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/// Manages the full battle lifecycle: initializing UI panels (<see cref="BattleCardPanel"/> and <see cref="CardController"/>),
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/// cycling between player and enemy turns, spawning animated actions via <see cref="AbstractBattleAction"/>,
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/// applying status effects each turn, and detecting win/loss conditions when all cards on one side are dead.
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/// Implements <see cref="IBattleCore"/> so it can be registered as a battle type provider in the core battle engine.
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/// </summary>
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public class CardBattleCore : IBattleCore
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{
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/// <summary>
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/// Unique identifier for this battle core, used by the battle engine to select the card battle mod.
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/// </summary>
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public string Id => "card_battle";
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/// <summary>
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/// Provides <see cref="IActionExecutor"/> instances for the three card action types
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/// (physics/attack, physics/defence, physics/stun) used during action resolution.
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/// </summary>
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public IActionExecutorProvider ActionProvider { get; } = new Actions.CardBattleActionProvider();
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private Character[] _playerChars;
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private Character[] _enemyChars;
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private IBattleContext _ctx;
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private BattleCardPanel _playerPanel;
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private BattleCardPanel _enemyPanel;
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private CardController _cardController;
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private Control _actionPanel;
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private Control _toolPanel;
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private EndTurnButton _endTurnButton;
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private BattleSide _currentOrder;
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private const float CELL_OFFSET = 10f;
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private const int PLAYER_CARD_LIMIT = 4;
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private const float BASE_CARD_WIDTH = 230f;
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private const float BASE_CARD_HEIGHT = 420f;
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/// <summary>
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/// Initializes the card battle by constructing the player and enemy <see cref="BattleCardPanel"/> instances,
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/// the <see cref="CardController"/> for drag-and-drop input, and the <see cref="EndTurnButton"/>.
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/// Enemy characters are deep-copied so defeats are tracked independently per battle instance.
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/// The <see cref="CardBattleActionProvider"/> is registered with <see cref="ActionExecutorHub"/>.
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/// </summary>
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public void Init(Character[] playerChars, Character[] enemyChars, IBattleContext ctx)
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{
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_playerChars = playerChars;
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_ctx = ctx;
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_enemyChars = new Character[enemyChars.Length];
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for (int i = 0; i < enemyChars.Length; i++)
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_enemyChars[i] = enemyChars[i]?.Copy() ?? enemyChars[i];
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ActionExecutorHub.Instance.SetActiveProvider(ActionProvider);
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var root = ctx.RootNode as Node;
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var panel = root.GetNodeOrNull<Control>("Panel") ?? root;
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_playerPanel = (BattleCardPanel)TscnScenes.LoadAndBuild("scenes/battle_card_panel.tscn");
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_playerPanel.Name = "PlayerPanel";
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_playerPanel.EnsureConstructed();
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panel.AddChild(_playerPanel);
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_enemyPanel = (BattleCardPanel)TscnScenes.LoadAndBuild("scenes/battle_card_panel.tscn");
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_enemyPanel.Name = "EnemyPanel";
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_enemyPanel.AlignType = "Right";
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_enemyPanel.EnsureConstructed();
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_enemyPanel.MouseFilter = Control.MouseFilterEnum.Ignore;
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panel.AddChild(_enemyPanel);
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_actionPanel = new Control { Name = "ActionPanel" };
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panel.AddChild(_actionPanel);
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_toolPanel = root.GetNodeOrNull<Control>("ToolPanel");
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_endTurnButton = (EndTurnButton)TscnScenes.LoadAndBuild("scenes/end_turn_button.tscn");
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_endTurnButton.Name = "EndTurnButton";
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_endTurnButton.EnsureConstructed();
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_endTurnButton.SetVisible(false);
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_endTurnButton.OnPressed += OnEndTurnPressed;
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_toolPanel?.AddChild(_endTurnButton);
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_cardController = new CardController { Name = "CardController" };
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panel.AddChild(_cardController);
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_cardController.FindPanels();
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}
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/// <summary>
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/// Positions the UI panels relative to the viewport, calculates a unified <c>cardScale</c> that
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/// fits both player and enemy cards on screen, initializes all character cards, and starts the first player turn.
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/// Subscribes to <c>OnCardDead</c> to record defeated enemies and to <c>OnActionExecuted</c> to detect
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/// automatic turn completion when all player cards exhaust their action points.
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/// </summary>
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public void Start()
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{
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var root = _ctx.RootNode as Node;
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var panelSize = root.GetViewport().GetVisibleRect().Size;
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var enemyCount = _enemyChars?.Length ?? 1;
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_enemyPanel.UseRows = enemyCount > 6;
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_playerPanel.Position = new Vector2(0, panelSize.Y * 0.55f);
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_playerPanel.Size = new Vector2(panelSize.X * 0.55f, panelSize.Y * 0.35f);
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_enemyPanel.Position = new Vector2(panelSize.X * 0.02f, panelSize.Y * 0.022f);
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_enemyPanel.Size = new Vector2(panelSize.X * 0.96f, panelSize.Y * 0.446f);
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_actionPanel.Position = new Vector2(panelSize.X * 0.53f, panelSize.Y * 0.55f);
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_actionPanel.Size = new Vector2(panelSize.X * 0.46f, panelSize.Y * 0.35f);
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if (_endTurnButton != null)
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_endTurnButton.Position = new Vector2(panelSize.X - 180f, (panelSize.Y * 0.1f - 50f) / 2);
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var cardScale = CalculateCardScale(enemyCount);
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_cardController.CardScale = cardScale;
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_playerPanel.Init(_playerChars, true, cardScale);
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_enemyPanel.Init(_enemyChars, false, cardScale);
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_enemyPanel.OnCardDead += OnEnemyCardDead;
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_cardController.OnActionExecuted += CheckPlayerTurnEnd;
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BattleSceneContext.Instance.OnBattleCleared += OnBattleCleared;
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_currentOrder = BattleSide.Player;
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StartPlayerTurn();
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}
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private float CalculateCardScale(int enemyCount)
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{
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var viewport = ((Node)_ctx.RootNode).GetViewport().GetVisibleRect().Size;
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float enemyPanelWidth = viewport.X * 0.96f;
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float playerPanelWidth = viewport.X * 0.55f;
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float enemyPanelHeight = viewport.Y * 0.446f;
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float maxCardScale = 1f;
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if (_enemyPanel.UseRows)
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{
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int maxPerRow = _enemyPanel.GetMaxCardsPerRow();
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int rows = _enemyPanel.GetCurrentRowCount(enemyCount);
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float widthScale = (enemyPanelWidth - (maxPerRow - 1) * CELL_OFFSET) / (maxPerRow * BASE_CARD_WIDTH);
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float heightScale = (enemyPanelHeight - (rows - 1) * CELL_OFFSET) / (rows * BASE_CARD_HEIGHT);
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maxCardScale = Mathf.Max(0.1f, Mathf.Min(widthScale, heightScale));
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}
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else
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{
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int effectiveCount = Mathf.Max(enemyCount, 1);
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maxCardScale = Mathf.Max(0.1f, (enemyPanelWidth - (effectiveCount - 1) * CELL_OFFSET) / (effectiveCount * BASE_CARD_WIDTH));
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}
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float playerFitScale = Mathf.Max(0.1f, (playerPanelWidth - (PLAYER_CARD_LIMIT - 1) * CELL_OFFSET) / (PLAYER_CARD_LIMIT * BASE_CARD_WIDTH));
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float cardScale = Mathf.Min(maxCardScale, playerFitScale);
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return Mathf.Min(cardScale, 1f);
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}
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private void OnEnemyCardDead(CharacterCardNode card)
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{
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if (card?.Card == null)
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return;
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var ctx = BattleSceneContext.Instance;
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if (ctx != null)
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{
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ctx.RecordEnemyDefeated(card.Card);
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ctx.NotifyCharacterDied(card.Card);
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}
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}
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private void StartPlayerTurn()
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{
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GameLogger.Log("CARD_BATTLE", "Player turn started", LogLevel.Debug);
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_currentOrder = BattleSide.Player;
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BattleSceneContext.Instance.IsWait = false;
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_cardController.ClearSelections();
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_cardController.ClearActions();
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_endTurnButton?.SetVisible(true);
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foreach (var card in _playerPanel.CardList)
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{
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card.Card.StatusEffectQueue.OnTurnStart();
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card.Card.Attributes.Point.Value = card.Card.Attributes.Point.BaseValue;
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card.UpdateInfo();
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}
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}
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private void OnEndTurnPressed()
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{
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GameLogger.Log("CARD_BATTLE", "End turn button pressed", LogLevel.Debug);
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OnPlayerTurnEnd();
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}
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private void CheckPlayerTurnEnd()
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{
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if (_currentOrder != BattleSide.Player)
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return;
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if (!HasAliveCards(_enemyPanel))
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{
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_ctx.EndBattle(BattleSide.Player);
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return;
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}
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bool allOutOfPoints = true;
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foreach (var card in _playerPanel.CardList)
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{
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if (!card.IsDead && card.Card?.Attributes?.Point?.Value > 0)
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{
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allOutOfPoints = false;
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break;
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}
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}
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if (allOutOfPoints)
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OnPlayerTurnEnd();
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}
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/// <summary>
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/// Ends the player's turn by hiding the end-turn button, setting the battle to <c>IsWait</c>,
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/// and yielding two frames for UI to settle before running the enemy AI turn via <c>RunEnemyTurn</c>.
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/// If all enemies are already dead, the battle ends immediately with the player as winner.
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/// This method is <c>async void</c> so it can await frames without blocking the game loop.
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/// </summary>
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public async void OnPlayerTurnEnd()
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{
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GameLogger.Log("CARD_BATTLE", "Player turn ended", LogLevel.Debug);
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_endTurnButton?.SetVisible(false);
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BattleSceneContext.Instance.IsWait = true;
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if (!HasAliveCards(_enemyPanel))
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{
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_ctx.EndBattle(BattleSide.Player);
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return;
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}
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var root = (Node)_ctx.RootNode;
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await root.ToSignal(root.GetTree(), "process_frame");
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await root.ToSignal(root.GetTree().CreateTimer(0.5f), "timeout");
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await RunEnemyTurn();
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}
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private async Task RunEnemyTurn()
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{
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GameLogger.Log("CARD_BATTLE", "Enemy turn started", LogLevel.Debug);
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_currentOrder = BattleSide.Enemy;
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_endTurnButton?.SetVisible(false);
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var root = (Node)_ctx.RootNode;
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foreach (var card in _enemyPanel.CardList.ToList())
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{
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if (card.IsDead || card.Card?.Actions == null || card.Card.Actions.Count == 0)
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continue;
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card.Card.StatusEffectQueue.OnTurnStart();
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if (card.Card.StatusEffectQueue.HasStun())
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{
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GameLogger.Log("CARD_BATTLE", $"{card.Card.Name} is stunned, skipping", LogLevel.Debug);
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continue;
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}
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card.Card.Attributes.Point.Value = card.Card.Attributes.Point.BaseValue;
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var action = PickEnemyAction(card);
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if (action == null)
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continue;
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var target = PickEnemyTarget(card, action);
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if (target == null)
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continue;
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GameLogger.Log("CARD_BATTLE",
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$"Enemy action: {card.Card.Name} -> {action.Name} -> {target.Card.Name}",
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LogLevel.Message);
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var animatedAction = CreateAnimatedAction(card, target, action);
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if (animatedAction != null)
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{
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animatedAction.DoStart();
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while (!animatedAction.DoAction())
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await root.ToSignal(root.GetTree(), "process_frame");
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animatedAction.DoEnd();
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}
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await root.ToSignal(root.GetTree().CreateTimer(0.2f), "timeout");
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if (!HasAliveCards(_playerPanel))
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{
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GameLogger.Log("CARD_BATTLE", "All players dead — enemy wins", LogLevel.Message);
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_ctx.EndBattle(BattleSide.Enemy);
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return;
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}
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}
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if (!HasAliveCards(_playerPanel))
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{
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_ctx.EndBattle(BattleSide.Enemy);
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return;
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}
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StartPlayerTurn();
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}
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private ActionCharacter PickEnemyAction(CharacterCardNode card)
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{
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var actions = card.Card.Actions;
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if (actions == null || actions.Count == 0)
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return null;
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var random = new Random();
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return actions[random.Next(actions.Count)];
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}
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private CharacterCardNode PickEnemyTarget(CharacterCardNode source, ActionCharacter action)
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{
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if (action.Type == ActionCharacterType.ToEnemy)
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{
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var alivePlayers = _playerPanel.CardList
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.Where(c => !c.IsDead && c.Card?.Attributes?.Health?.Value > 0)
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.ToList();
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if (alivePlayers.Count == 0)
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return null;
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return alivePlayers[new Random().Next(alivePlayers.Count)];
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}
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if (action.Type == ActionCharacterType.ToAlias || action.Type == ActionCharacterType.ToSelf)
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return source;
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GameLogger.Log("CARD_BATTLE", $"PickEnemyTarget: unsupported action type {action.Type}", LogLevel.Warning);
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return null;
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}
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private Actions.AbstractBattleAction CreateAnimatedAction(CharacterCardNode source, CharacterCardNode target, ActionCharacter action)
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{
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if (action.Type == ActionCharacterType.ToEnemy)
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return new Actions.PhysicsAttackAction(source, target, action);
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if (action.Type == ActionCharacterType.ToAlias || action.Type == ActionCharacterType.ToSelf)
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return new Actions.PhysicsDefenceAction(source, target, action);
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GameLogger.Log("CARD_BATTLE", $"CreateAnimatedAction: unsupported action type {action.Type}", LogLevel.Warning);
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return null;
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}
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private bool HasAliveCards(BattleCardPanel panel)
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{
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foreach (var card in panel.CardList)
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{
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if (!card.IsDead && card.Card?.Attributes?.Health?.Value > 0)
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return true;
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}
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return false;
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}
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private void OnBattleCleared()
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{
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_playerPanel?.ClearAll();
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_enemyPanel?.ClearAll();
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_cardController?.ClearActions();
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_endTurnButton?.SetVisible(false);
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}
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}
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}
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