extends "res://Systems/StateMachine/ChessGameState.gd" func enter(_previous: String, _data := {}) -> void: print("ENTERING STATE ", Constants.HAND_SETUP) if (game.currentPlayer == game.BLACK): finished.emit(Constants.DRAW_PHASE) return # game.deckManager.updateCardDurations(); finished.emit(Constants.DRAW_PHASE) # Go through all attached cards and update their durations # var expired_cards = [] # for piece_id in game.deckManager.attached_cards: # var card = game.deckManager.attached_cards[piece_id] # card.remaining_turns -= 1 # print("Card DUration ", card.remaining_turns); # # If card duration is expired, add to removal list # if card.remaining_turns <= 0: # expired_cards.append(piece_id) # # Update the piece's visual appearance to show new duration # var piece_node = instance_from_id(piece_id) # if is_instance_valid(piece_node): # piece_node.update_appearance() # # Remove all expired cards # for piece_id in expired_cards: # var piece_node = instance_from_id(piece_id) # if is_instance_valid(piece_node): # piece_node.update_appearance() # Update appearance one final time # game.deckManager.attached_cards.erase(piece_id) # Move to draw phase # finished.emit(Constants.DRAW_PHASE) # func prepareHand() -> void: # if deckManager.hand.size() < 5: # deckManager.drawCard() # pass # func drawCards() -> void: # while deckManager.hand.size() < 5: # deckManager.drawCard()