fix: resolve GDScript type errors and warnings
- Fix Array[Card] type mismatch in move_generator.gd (rank_counts arrays) - Fix shadowed variables in card.gd (create, from_packed parameters) - Fix integer division warning in deck.gd (/ → //) - Fix unused_signal warnings in event_bus.gd (per-signal annotations) - Fix unused_parameter warning in audio_manager.gd - Normalize whitespace in training_controller.gd
This commit is contained in:
@@ -2,19 +2,19 @@
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extends Node
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func play_card_place() -> void:
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pass
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pass
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func play_bomb() -> void:
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pass
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pass
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func play_pass() -> void:
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pass
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pass
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func play_victory() -> void:
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pass
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pass
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func play_tribute() -> void:
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pass
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pass
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func set_muted(muted: bool) -> void:
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pass
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func set_muted(_muted: bool) -> void:
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pass
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@@ -1,9 +1,13 @@
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# src/autoload/event_bus.gd
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@warning_ignore("unused_signal")
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extends Node
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@warning_ignore("unused_signal")
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signal player_played_cards(player_idx: int, play_type: int, cards: Array)
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@warning_ignore("unused_signal")
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signal bomb_detonated(player_idx: int, rank: int)
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@warning_ignore("unused_signal")
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signal player_finished(player_idx: int, position: int)
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@warning_ignore("unused_signal")
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signal turn_changed(player_idx: int)
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@warning_ignore("unused_signal")
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signal game_over(winner_team: int, reason: String)
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@@ -12,59 +12,59 @@ var original_id: int
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var _suit: int
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var _rank: int
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static func create(original_id: int, suit: int, rank: int) -> Card:
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var c := Card.new()
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c.original_id = original_id
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c._suit = suit
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c._rank = rank
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c.card_id = original_id
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return c
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static func create(p_original_id: int, p_suit: int, p_rank: int) -> Card:
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var c := Card.new()
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c.original_id = p_original_id
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c._suit = p_suit
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c._rank = p_rank
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c.card_id = p_original_id
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return c
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static func make_full_deck_ids() -> Array[int]:
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var ids: Array[int] = []
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for i in range(108):
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ids.append(i)
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return ids
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var ids: Array[int] = []
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for i in range(108):
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ids.append(i)
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return ids
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static func card_id_from_deck(original_id: int, deck_index: int) -> int:
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return original_id + deck_index * 54
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static func card_id_from_deck(p_original_id: int, deck_index: int) -> int:
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return p_original_id + deck_index * 54
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func suit() -> int:
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return _suit
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return _suit
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func rank() -> int:
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return _rank
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return _rank
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func card_value() -> int:
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return _suit * 20 + _rank
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return _suit * 20 + _rank
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func is_joker() -> bool:
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return _rank == 15 or _rank == 16
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return _rank == 15 or _rank == 16
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func is_heart() -> bool:
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return _suit == 1
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return _suit == 1
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func matches(other: Card) -> bool:
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return card_value() == other.card_value()
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return card_value() == other.card_value()
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func equals(other: Card) -> bool:
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return card_id == other.card_id
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return card_id == other.card_id
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func compare_to(other: Card) -> int:
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var r := _rank - other._rank
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if r != 0:
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return r
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return _suit - other._suit
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var r := _rank - other._rank
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if r != 0:
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return r
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return _suit - other._suit
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func to_packed() -> int:
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return (_suit << 8) | (_rank & 0xFF)
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return (_suit << 8) | (_rank & 0xFF)
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static func from_packed(packed: int) -> Card:
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var suit := (packed >> 8) & 0xFF
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var rank := packed & 0xFF
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return Card.create(0, suit, rank)
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var p_suit := (packed >> 8) & 0xFF
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var p_rank := packed & 0xFF
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return Card.create(0, p_suit, p_rank)
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func _to_string() -> String:
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var suits := ["S", "H", "C", "D", "SJ", "BJ"]
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var ranks := ["", "", "2", "3", "4", "5", "6", "7", "8", "9", "10", "J", "Q", "K", "A", "SJ", "BJ"]
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return "%s%s" % [suits[_suit], ranks[_rank]]
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var suits := ["S", "H", "C", "D", "SJ", "BJ"]
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var ranks := ["", "", "2", "3", "4", "5", "6", "7", "8", "9", "10", "J", "Q", "K", "A", "SJ", "BJ"]
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return "%s%s" % [suits[_suit], ranks[_rank]]
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@@ -5,54 +5,54 @@ extends RefCounted
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var _cards: Array[Card] = []
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static func _suit_for(original_id: int) -> int:
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if original_id == 52:
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return 4
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if original_id == 53:
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return 5
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return original_id % 4
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if original_id == 52:
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return 4
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if original_id == 53:
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return 5
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return original_id % 4
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static func _rank_for(original_id: int) -> int:
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if original_id == 52:
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return 15
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if original_id == 53:
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return 16
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return 2 + (original_id / 4)
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if original_id == 52:
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return 15
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if original_id == 53:
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return 16
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return 2 + (original_id // 4)
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static func create(seed: int = -1) -> Deck:
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var d := Deck.new()
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d._cards = []
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for deck_idx in range(2):
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for orig_id in range(54):
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var global_id := Card.card_id_from_deck(orig_id, deck_idx)
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var suit := _suit_for(orig_id)
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var rank := _rank_for(orig_id)
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var c := Card.create(orig_id, suit, rank)
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c.card_id = global_id
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d._cards.append(c)
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if seed >= 0:
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d._shuffle_with_seed(seed)
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else:
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d._shuffle_random()
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return d
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var d := Deck.new()
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d._cards = []
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for deck_idx in range(2):
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for orig_id in range(54):
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var global_id := Card.card_id_from_deck(orig_id, deck_idx)
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var suit := _suit_for(orig_id)
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var rank := _rank_for(orig_id)
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var c := Card.create(orig_id, suit, rank)
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c.card_id = global_id
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d._cards.append(c)
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if seed >= 0:
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d._shuffle_with_seed(seed)
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else:
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d._shuffle_random()
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return d
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func _shuffle_with_seed(seed: int) -> void:
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var rng := RandomNumberGenerator.new()
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rng.seed = seed
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for i in range(_cards.size() - 1, 0, -1):
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var j := rng.randi_range(0, i)
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var tmp := _cards[i]
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_cards[i] = _cards[j]
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_cards[j] = tmp
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var rng := RandomNumberGenerator.new()
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rng.seed = seed
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for i in range(_cards.size() - 1, 0, -1):
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var j := rng.randi_range(0, i)
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var tmp := _cards[i]
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_cards[i] = _cards[j]
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_cards[j] = tmp
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func _shuffle_random() -> void:
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_shuffle_with_seed(Time.get_unix_time_from_system() as int)
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_shuffle_with_seed(Time.get_unix_time_from_system() as int)
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func deal(count: int) -> Array[Card]:
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var result: Array[Card] = []
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var actual := mini(count, _cards.size())
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for _i in range(actual):
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result.append(_cards.pop_back())
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return result
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var result: Array[Card] = []
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var actual := mini(count, _cards.size())
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for _i in range(actual):
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result.append(_cards.pop_back())
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return result
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func remaining() -> int:
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return _cards.size()
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return _cards.size()
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@@ -42,10 +42,10 @@ static func _gen_pairs(sorted: Array[Card], results: Array[HandEvaluator.Evaluat
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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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if not rank_counts.has(rk): rank_counts[rk] = [] as Array[Card]
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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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var cards: Array[Card] = 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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@@ -54,10 +54,10 @@ static func _gen_triples(sorted: Array[Card], results: Array[HandEvaluator.Evalu
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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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if not rank_counts.has(rk): rank_counts[rk] = [] as Array[Card]
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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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var cards: Array[Card] = 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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@@ -77,10 +77,10 @@ static func _gen_bombs(sorted: Array[Card], results: Array[HandEvaluator.Evaluat
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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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if not rank_counts.has(rk): rank_counts[rk] = [] as Array[Card]
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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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var cards: Array[Card] = 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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@@ -112,16 +112,16 @@ static func _gen_rocket(sorted: Array[Card], results: Array[HandEvaluator.Evalua
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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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static func _find_pairs(hand: Array[Card]) -> Array[Array]:
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var result: Array[Array] = []
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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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if not rank_groups.has(rk): rank_groups[rk] = [] as Array[Card]
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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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result.append(rank_groups[rk].slice(0, 2) as Array[Card])
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return result
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static func _card_in(cards: Array[Card], target: Card) -> bool:
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@@ -5,12 +5,12 @@ extends GameController
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var _current_hint: HandEvaluator.EvaluatedPlay = null
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func get_hint() -> HandEvaluator.EvaluatedPlay:
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var hand := game_state.get_hand(game_state.round.active_player_idx)
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if hand.is_empty():
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return null
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var ai := L2RuleAI.new()
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return ai.decide(hand, game_state.round.table, game_state.current_rank, game_state.rule_config)
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var hand := game_state.get_hand(game_state.round.active_player_idx)
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if hand.is_empty():
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return null
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var ai := L2RuleAI.new()
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return ai.decide(hand, game_state.round.table, game_state.current_rank, game_state.rule_config)
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func get_all_legal_moves() -> Array:
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var hand := game_state.get_hand(game_state.round.active_player_idx)
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return MoveGenerator.generate(hand, game_state.current_rank, game_state.rule_config)
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var hand := game_state.get_hand(game_state.round.active_player_idx)
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return MoveGenerator.generate(hand, game_state.current_rank, game_state.rule_config)
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