Files
gd-playground/Game/Runtime/Triggers/Templates/OnCardDrawnGainBlockTrigger.gd
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

31 lines
936 B
GDScript

class_name OnCardDrawnGainBlockTrigger
extends RefCounted
const BattleEventTypeScript = preload("res://Game/Runtime/Queue/BattleEventType.gd")
const BattleEventTaskScript = preload("res://Game/Runtime/Queue/BattleEventTask.gd")
var block_amount: int = 1
func _init(p_block_amount: int = 1) -> void:
block_amount = max(0, p_block_amount)
func matches(task, _state, owner) -> bool:
if task == null or owner == null:
return false
if task.event_type != BattleEventTypeScript.CARD_DRAWN:
return false
var payload_owner = task.payload.get("owner", null)
if payload_owner == owner:
return true
return str(task.payload.get("owner_name", "")) == owner.display_name
func build_events(task, _state, owner) -> Array:
if block_amount <= 0:
return []
return [
BattleEventTaskScript.new(BattleEventTypeScript.BLOCK_REQUESTED, {
"target": owner,
"amount": block_amount
}, task.chain_id, "OnCardDrawnGainBlockTrigger")
]