fix: connect EventBus signals in game_controller to eliminate unused signal warnings
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@@ -9,157 +9,157 @@ const MAX_ENUM_NODES := 10000
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const BEAM_WIDTH := 50
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static func generate(hand: Array[Card], current_rank: int, config: RuleConfig) -> Array[HandEvaluator.EvaluatedPlay]:
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var results: Array[HandEvaluator.EvaluatedPlay] = []
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var pass_play := HandEvaluator.EvaluatedPlay.new()
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pass_play.type = -1
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pass_play.primary_rank = 0
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results.append(pass_play)
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if hand.is_empty():
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return results
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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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var seen_ranks := {}
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for c: Card in sorted:
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var rk := c.rank()
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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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if ep != null and ep.type != HandEvaluator.INVALID:
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if not _contains_duplicate(results, ep):
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results.append(ep)
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seen_ranks[rk] = seen_ranks.get(rk, 0) + 1
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_gen_pairs(sorted, results, current_rank, config)
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_gen_triples(sorted, results, current_rank, config)
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_gen_bombs(sorted, results, current_rank, config)
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_gen_straights(sorted, results, current_rank, config)
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_gen_rocket(sorted, results, current_rank, config)
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if results.size() > MAX_ENUM_NODES:
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results = results.slice(0, MAX_ENUM_NODES)
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return results
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var results: Array[HandEvaluator.EvaluatedPlay] = []
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var pass_play := HandEvaluator.EvaluatedPlay.new()
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pass_play.type = -1
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pass_play.primary_rank = 0
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results.append(pass_play)
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if hand.is_empty():
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return results
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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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var seen_ranks := {}
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for c: Card in sorted:
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var rk := c.rank()
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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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if ep != null and ep.type != HandEvaluator.INVALID:
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if not _contains_duplicate(results, ep):
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results.append(ep)
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seen_ranks[rk] = seen_ranks.get(rk, 0) + 1
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_gen_pairs(sorted, results, current_rank, config)
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_gen_triples(sorted, results, current_rank, config)
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_gen_bombs(sorted, results, current_rank, config)
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_gen_straights(sorted, results, current_rank, config)
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_gen_rocket(sorted, results, current_rank, config)
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if results.size() > MAX_ENUM_NODES:
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results = results.slice(0, MAX_ENUM_NODES)
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return results
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static func _gen_pairs(sorted: Array[Card], results: Array[HandEvaluator.EvaluatedPlay], current_rank: int, config: RuleConfig) -> void:
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var rank_counts := {}
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for c in sorted:
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var rk := c.rank()
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if not rank_counts.has(rk): rank_counts[rk] = []
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rank_counts[rk].append(c)
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for rk in rank_counts:
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var cards: Array = rank_counts[rk]
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if cards.size() >= 2:
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var ep := HandEvaluator.evaluate(cards.slice(0, 2), current_rank, config)
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if ep != null: results.append(ep)
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var rank_counts := {}
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for c in sorted:
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var rk := c.rank()
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if not rank_counts.has(rk): rank_counts[rk] = []
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rank_counts[rk].append(c)
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for rk in rank_counts:
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var cards: Array = rank_counts[rk]
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if cards.size() >= 2:
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var ep := HandEvaluator.evaluate(cards.slice(0, 2), current_rank, config)
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if ep != null: results.append(ep)
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static func _gen_triples(sorted: Array[Card], results: Array[HandEvaluator.EvaluatedPlay], current_rank: int, config: RuleConfig) -> void:
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var rank_counts := {}
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for c in sorted:
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var rk := c.rank()
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if not rank_counts.has(rk): rank_counts[rk] = []
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rank_counts[rk].append(c)
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for rk in rank_counts:
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var cards: Array = rank_counts[rk]
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if cards.size() >= 3:
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var ep := HandEvaluator.evaluate(cards.slice(0, 3), current_rank, config)
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if ep != null: results.append(ep)
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if cards.size() >= 3:
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_gen_triple_plus_kickers(sorted, cards.slice(0, 3), results, current_rank, config)
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var rank_counts := {}
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for c in sorted:
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var rk := c.rank()
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if not rank_counts.has(rk): rank_counts[rk] = []
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rank_counts[rk].append(c)
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for rk in rank_counts:
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var cards: Array = rank_counts[rk]
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if cards.size() >= 3:
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var ep := HandEvaluator.evaluate(cards.slice(0, 3), current_rank, config)
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if ep != null: results.append(ep)
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if cards.size() >= 3:
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_gen_triple_plus_kickers(sorted, cards.slice(0, 3), results, current_rank, config)
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static func _gen_triple_plus_kickers(hand: Array[Card], triple: Array[Card], results: Array[HandEvaluator.EvaluatedPlay], current_rank: int, config: RuleConfig) -> void:
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var remaining: Array[Card] = []
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for c in hand:
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if not _card_in(triple, c): remaining.append(c)
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var pairs := _find_pairs(remaining)
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for pair in pairs:
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var ep := HandEvaluator.evaluate(triple + pair, current_rank, config)
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if ep != null: results.append(ep)
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var remaining: Array[Card] = []
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for c in hand:
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if not _card_in(triple, c): remaining.append(c)
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var pairs := _find_pairs(remaining)
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for pair in pairs:
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var ep := HandEvaluator.evaluate(triple + pair, current_rank, config)
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if ep != null: results.append(ep)
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static func _gen_bombs(sorted: Array[Card], results: Array[HandEvaluator.EvaluatedPlay], current_rank: int, config: RuleConfig) -> void:
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var rank_counts := {}
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for c in sorted:
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var rk := c.rank()
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if not rank_counts.has(rk): rank_counts[rk] = []
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rank_counts[rk].append(c)
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for rk in rank_counts:
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var cards: Array = rank_counts[rk]
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if cards.size() >= 4:
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var ep := HandEvaluator.evaluate(cards.slice(0, 4), current_rank, config)
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if ep != null: results.append(ep)
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for count in range(5, cards.size() + 1):
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var ep := HandEvaluator.evaluate(cards.slice(0, count), current_rank, config)
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if ep != null: results.append(ep)
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var rank_counts := {}
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for c in sorted:
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var rk := c.rank()
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if not rank_counts.has(rk): rank_counts[rk] = []
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rank_counts[rk].append(c)
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for rk in rank_counts:
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var cards: Array = rank_counts[rk]
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if cards.size() >= 4:
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var ep := HandEvaluator.evaluate(cards.slice(0, 4), current_rank, config)
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if ep != null: results.append(ep)
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for count in range(5, cards.size() + 1):
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var ep := HandEvaluator.evaluate(cards.slice(0, count), current_rank, config)
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if ep != null: results.append(ep)
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static func _gen_straights(sorted: Array[Card], results: Array[HandEvaluator.EvaluatedPlay], current_rank: int, config: RuleConfig) -> void:
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var unique := _unique_ranks(sorted)
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for start in unique:
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for length in range(5, 13):
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var needed: Array[int] = []
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for r in range(start, start + length): needed.append(r)
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var found := _pick_consecutive(sorted, needed)
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if found.size() == length:
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var ep := HandEvaluator.evaluate(found, current_rank, config)
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if ep != null: results.append(ep)
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var unique := _unique_ranks(sorted)
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for start in unique:
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for length in range(5, 13):
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var needed: Array[int] = []
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for r in range(start, start + length): needed.append(r)
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var found := _pick_consecutive(sorted, needed)
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if found.size() == length:
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var ep := HandEvaluator.evaluate(found, current_rank, config)
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if ep != null: results.append(ep)
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static func _gen_rocket(sorted: Array[Card], results: Array[HandEvaluator.EvaluatedPlay], current_rank: int, config: RuleConfig) -> void:
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var sj_indices: Array[int] = []
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var bj_indices: Array[int] = []
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for i in range(sorted.size()):
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if sorted[i].rank() == 15: sj_indices.append(i)
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if sorted[i].rank() == 16: bj_indices.append(i)
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if sj_indices.size() >= 2 and bj_indices.size() >= 2:
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var cards: Array[Card] = []
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for idx in sj_indices.slice(0, 2) + bj_indices.slice(0, 2):
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cards.append(sorted[idx])
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var ep := HandEvaluator.evaluate(cards, current_rank, config)
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if ep != null: results.append(ep)
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var sj_indices: Array[int] = []
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var bj_indices: Array[int] = []
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for i in range(sorted.size()):
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if sorted[i].rank() == 15: sj_indices.append(i)
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if sorted[i].rank() == 16: bj_indices.append(i)
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if sj_indices.size() >= 2 and bj_indices.size() >= 2:
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var cards: Array[Card] = []
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for idx in sj_indices.slice(0, 2) + bj_indices.slice(0, 2):
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cards.append(sorted[idx])
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var ep := HandEvaluator.evaluate(cards, current_rank, config)
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if ep != null: results.append(ep)
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static func _find_pairs(hand: Array[Card]) -> Array:
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var result := []
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var rank_groups := {}
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for c in hand:
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var rk := c.rank()
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if not rank_groups.has(rk): rank_groups[rk] = []
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rank_groups[rk].append(c)
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for rk in rank_groups:
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if rank_groups[rk].size() >= 2:
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result.append(rank_groups[rk].slice(0, 2))
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return result
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var result := []
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var rank_groups := {}
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for c in hand:
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var rk := c.rank()
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if not rank_groups.has(rk): rank_groups[rk] = []
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rank_groups[rk].append(c)
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for rk in rank_groups:
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if rank_groups[rk].size() >= 2:
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result.append(rank_groups[rk].slice(0, 2))
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return result
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static func _card_in(cards: Array[Card], target: Card) -> bool:
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for c in cards:
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if c.card_id == target.card_id: return true
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return false
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for c in cards:
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if c.card_id == target.card_id: return true
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return false
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static func _unique_ranks(hand: Array[Card]) -> Array:
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var seen := {}
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var result: Array = []
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for c in hand:
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var rk := c.rank()
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if not seen.has(rk):
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seen[rk] = true
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result.append(rk)
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result.sort()
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return result
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var seen := {}
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var result: Array = []
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for c in hand:
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var rk := c.rank()
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if not seen.has(rk):
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seen[rk] = true
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result.append(rk)
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result.sort()
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return result
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static func _pick_consecutive(hand: Array[Card], needed: Array[int]) -> Array[Card]:
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var result: Array[Card] = []
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var used := {}
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for target in needed:
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var found := false
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for c in hand:
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if c.rank() == target and not used.has(c.card_id):
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result.append(c)
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used[c.card_id] = true
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found = true
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break
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if not found: return []
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return result
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var result: Array[Card] = []
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var used := {}
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for target in needed:
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var found := false
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for c in hand:
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if c.rank() == target and not used.has(c.card_id):
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result.append(c)
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used[c.card_id] = true
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found = true
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break
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if not found: return []
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return result
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static func _contains_duplicate(results: Array[HandEvaluator.EvaluatedPlay], ep: HandEvaluator.EvaluatedPlay) -> bool:
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for existing in results:
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if existing.type == ep.type and existing.primary_rank == ep.primary_rank:
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if existing.cards.size() == ep.cards.size():
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return true
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return false
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for existing in results:
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if existing.type == ep.type and existing.primary_rank == ep.primary_rank:
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if existing.cards.size() == ep.cards.size():
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return true
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return false
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static func _sort(cards: Array[Card]) -> void:
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cards.sort_custom(func(a: Card, b: Card): return a.compare_to(b) < 0)
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cards.sort_custom(func(a: Card, b: Card): return a.compare_to(b) < 0)
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@@ -4,6 +4,8 @@
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class_name GameController
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extends Node
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const _C = preload("res://src/core/constants.gd")
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signal state_changed()
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signal turn_ready(player_idx: int, is_human: bool)
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signal game_ended(winner_team: int, reason: String)
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@@ -66,8 +68,13 @@ func _apply_play(player_idx: int, play: HandEvaluator.EvaluatedPlay) -> void:
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var hand: Array = game_state.get_hand(player_idx)
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if hand.is_empty() and not game_state.is_player_finished(player_idx):
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game_state.add_finished_player(player_idx)
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EventBus.player_finished.emit(player_idx, game_state.finished_players.size())
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if game_state.all_hands_empty():
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_end_game()
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if play.type != -1:
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EventBus.player_played_cards.emit(player_idx, play.type, play.cards)
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if play.type == _C.TYPE_BOMB or play.type == _C.TYPE_ROCKET:
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EventBus.bomb_detonated.emit(player_idx, play.primary_rank)
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func _advance_turn() -> void:
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var hand: Array = game_state.get_hand(game_state.round.active_player_idx)
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@@ -84,6 +91,7 @@ func _advance_turn() -> void:
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_next_alive_player()
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var current := game_state.round.active_player_idx
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turn_ready.emit(current, game_state.player_human[current])
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EventBus.turn_changed.emit(current)
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if not game_state.player_human[current]:
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_trigger_ai(current)
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@@ -120,3 +128,4 @@ func _end_game() -> void:
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game_state.current_winner_team = 0 if team_counts[0] > team_counts[1] else 1
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game_state.game_end_reason = "NORMAL"
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game_ended.emit(game_state.current_winner_team, "NORMAL")
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EventBus.game_over.emit(game_state.current_winner_team, "NORMAL")
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