- 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.
28 lines
710 B
GDScript
28 lines
710 B
GDScript
class_name DebugLogger
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extends RefCounted
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static var enabled: bool = true
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static func info(tag: String, msg: String) -> void:
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if not enabled:
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return
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print("[DBG][%s] %s" % [tag, msg])
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static func warn(tag: String, msg: String) -> void:
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if not enabled:
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return
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push_warning("[DBG][%s] %s" % [tag, msg])
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static func error(tag: String, msg: String) -> void:
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if not enabled:
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return
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push_error("[DBG][%s] %s" % [tag, msg])
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static func event(tag: String, event_type: String, payload: Dictionary) -> void:
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if not enabled:
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return
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var payload_text := "{}"
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if not payload.is_empty():
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payload_text = JSON.stringify(payload)
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print("[DBG][%s] event=%s payload=%s" % [tag, event_type, payload_text])
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