fix: connect EventBus signals in game_controller to eliminate unused signal warnings
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@@ -4,6 +4,8 @@
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class_name GameController
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class_name GameController
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extends Node
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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 state_changed()
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signal turn_ready(player_idx: int, is_human: bool)
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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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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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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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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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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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if game_state.all_hands_empty():
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_end_game()
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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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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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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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_next_alive_player()
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var current := game_state.round.active_player_idx
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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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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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if not game_state.player_human[current]:
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_trigger_ai(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.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_state.game_end_reason = "NORMAL"
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game_ended.emit(game_state.current_winner_team, "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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