fix: resolve tab chars, typing, and parse errors in UI and game controller
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@@ -16,10 +16,12 @@ static func generate(hand: Array[Card], current_rank: int, config: RuleConfig) -
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results.append(pass_play)
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results.append(pass_play)
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if hand.is_empty():
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if hand.is_empty():
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return results
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return results
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var sorted := hand.duplicate(false)
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var sorted: Array[Card] = []
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for item: Card in hand:
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sorted.append(item)
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_sort(sorted)
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_sort(sorted)
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var seen_ranks := {}
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var seen_ranks := {}
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for c in sorted:
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for c: Card in sorted:
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var rk := c.rank()
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var rk := c.rank()
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if seen_ranks.get(rk, 0) < 4:
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if seen_ranks.get(rk, 0) < 4:
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var ep := HandEvaluator.evaluate([c], current_rank, config)
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var ep := HandEvaluator.evaluate([c], current_rank, config)
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@@ -94,11 +94,11 @@ func _next_alive_player() -> void:
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return
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return
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func _trigger_ai(player_idx: int) -> void:
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func _trigger_ai(player_idx: int) -> void:
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var ai := ai_players.get(player_idx)
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var ai: BaseAI = ai_players.get(player_idx) as BaseAI
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if ai == null:
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if ai == null:
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return
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return
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var hand8: Array = game_state.get_hand(player_idx)
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var hand8: Array = game_state.get_hand(player_idx)
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var decision := ai.decide(hand8, game_state.round.table, game_state.current_rank, game_state.rule_config)
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var decision: HandEvaluator.EvaluatedPlay = ai.decide(hand8, game_state.round.table, game_state.current_rank, game_state.rule_config)
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if decision.type == -1:
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if decision.type == -1:
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_apply_play(player_idx, decision)
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_apply_play(player_idx, decision)
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else:
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else:
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@@ -1,8 +1,8 @@
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class_name CardNode
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class_name CardNode
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extends Control
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extends Control
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signal card_clicked(card_node)
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signal card_clicked(card_node: CardNode)
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signal card_double_clicked(card_node)
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signal card_double_clicked(card_node: CardNode)
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var card_data: Card = null
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var card_data: Card = null
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var is_selected: bool = false
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var is_selected: bool = false
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@@ -18,7 +18,7 @@ func update_hand(hand: Array) -> void:
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card_nodes.clear()
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card_nodes.clear()
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selected_cards.clear()
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selected_cards.clear()
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for c in hand:
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for c in hand:
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var node: CardNode = CARD_SCENE.instantiate()
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var node := CARD_SCENE.instantiate() as CardNode
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node.setup(c)
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node.setup(c)
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node.card_clicked.connect(_on_card_clicked)
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node.card_clicked.connect(_on_card_clicked)
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node.card_double_clicked.connect(_on_card_double_clicked)
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node.card_double_clicked.connect(_on_card_double_clicked)
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