ChessBuilder/Systems/StateMachine/GameStates/HandSetup.gd

48 lines
1.6 KiB
GDScript

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()