Module state

Module state 

Source
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Core game state model and turn/phase state machines.

Structs§

AttackContext
Context for an ongoing attack.
CardInstance
Concrete card instance with ownership and controller.
ChoiceOptionRef
Reference to a concrete choice option.
ChoiceState
Choice prompt state for a player.
CostPaymentState
State for a multi-step cost payment.
DamageModifier
Applied damage modifier instance.
DerivedAttackSlot
Derived attack information for a single slot.
DerivedAttackState
Derived attack state for a turn.
EncoreRequest
Encore request tracking for a character.
GameState
Complete game state for an environment.
GrantedAbilityInstance
Runtime granted ability attached to a specific stage card instance.
ModifierInstance
Concrete modifier instance applied to a target.
PendingTrigger
Trigger pending resolution.
PlayerState
Full per-player state.
PriorityState
Priority window state.
RevealHistory
Ring buffer of recently revealed cards.
StackItem
Item on the effect stack.
StackOrderState
Stack ordering state when multiple items are pending.
StageSlot
Stage slot containing a character or empty.
TargetRef
Concrete target reference.
TargetSelectionState
State for a target-selection prompt.
TargetSpec
Targeting specification for effects.
TriggerOrderState
Ordering state for multiple triggers.
TurnState
Turn-level state tracking.

Enums§

AttackStep
Attack step sub-phase.
AttackType
Attack types available during the attack step.
ChoiceReason
Reasons for prompting a choice.
ChoiceZone
Zones that choices can draw from.
CostPaymentOutcome
Result to execute when staged cost payment finishes.
CostStepKind
Cost payment step kinds.
DamageModifierKind
Modifier categories for damage processing.
DamageType
Damage type classification.
ModifierDuration
Modifier duration semantics.
ModifierKind
Modifier kinds applied to cards or zones.
ModifierLayer
Modifier layer for ordering purposes.
PendingTargetEffect
Pending target effect awaiting resolution.
Phase
Turn phase.
StageStatus
Stage slot status.
TargetSide
Side selection for targeting.
TargetSlotFilter
Slot filter for targeting.
TargetZone
Zones that can be targeted by effects.
TerminalResult
Terminal outcome for an episode.
TimingWindow
Timing window for triggered effects.
TriggerEffect
Trigger effects resolved from trigger icons.

Constants§

REVEAL_HISTORY_LEN
Max number of reveal history entries tracked per player.

Type Aliases§

CardInstanceId
Unique identifier for a card instance within a game.