Files
gd-playground/Docs/Architecture/PROJECT_STRUCTURE.md
54shitaimzf e465f1cbb0 feat: 基础卡牌场景与卡牌逻辑可扩展框架,以及todo文档
- Added BattleState class to manage battle flow, including turn management and event handling.
- Introduced BuffInstance class to represent buffs applied to combatants.
- Created CardInstance class to handle card definitions and cost calculations.
- Developed CombatantState class to manage combatant attributes and actions.
- Implemented EffectRegistry to apply effects based on event specifications.
- Added various handlers (BlockHandler, DamageHandler, DrawHandler, etc.) to process specific events.
- Created IntentPlanner and IntentState classes to manage enemy actions and intents.
- Established a queue system for handling battle events with BattleEventQueue and BattleEventTask.
- Introduced triggers for applying effects based on game events (e.g., OnCardDrawnGainBlockTrigger).
- Added necessary UID files for new scripts to ensure proper resource management.
2026-04-22 21:58:15 +08:00

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Markdown

# Project Structure
```text
.
├── Game
│ ├── Application # Use cases / commands
│ ├── Content # Resource definitions and static data
│ │ ├── Cards
│ │ └── Test
│ ├── Infrastructure # Event bus, registry, persistence adapters
│ ├── Presentation # Scenes, UI, view binders
│ │ └── Cards
│ ├── Runtime # Battle runtime state/models
│ └── Tests # Test harness and fixtures
├── Docs
│ └── Architecture
├── addons
├── project.godot
└── Godot Playground.csproj
```
## Notes
- `Game/Content` only stores static definitions (`Resource`) and test resources.
- `Game/Presentation` only handles visuals and input/view bindings.
- `Game/Application`, `Game/Runtime`, `Game/Infrastructure` implement battle rules with GDScript.
## Refactor Focus (2026-04)
- Battle runtime is being refactored to a unified event queue model.
- Card effects and buff effects share one execution path: enqueue event task -> handler applies state -> publish result event.
- `BattleRuleProvider` will be the single strategy switch point for autoplay and draw policies.
- Documentation-first workflow: update architecture docs before each refactor phase.