Expand description
Core game state model and turn/phase state machines.
Structs§
- Attack
Context - Context for an ongoing attack.
- Card
Instance - Concrete card instance with ownership and controller.
- Choice
Option Ref - Reference to a concrete choice option.
- Choice
State - Choice prompt state for a player.
- Cost
Payment State - State for a multi-step cost payment.
- Damage
Modifier - Applied damage modifier instance.
- Derived
Attack Slot - Derived attack information for a single slot.
- Derived
Attack State - Derived attack state for a turn.
- Encore
Request - Encore request tracking for a character.
- Game
State - Complete game state for an environment.
- Granted
Ability Instance - Runtime granted ability attached to a specific stage card instance.
- Modifier
Instance - Concrete modifier instance applied to a target.
- Pending
Trigger - Trigger pending resolution.
- Player
State - Full per-player state.
- Priority
State - Priority window state.
- Reveal
History - Ring buffer of recently revealed cards.
- Stack
Item - Item on the effect stack.
- Stack
Order State - Stack ordering state when multiple items are pending.
- Stage
Slot - Stage slot containing a character or empty.
- Target
Ref - Concrete target reference.
- Target
Selection State - State for a target-selection prompt.
- Target
Spec - Targeting specification for effects.
- Trigger
Order State - Ordering state for multiple triggers.
- Turn
State - Turn-level state tracking.
Enums§
- Attack
Step - Attack step sub-phase.
- Attack
Type - Attack types available during the attack step.
- Choice
Reason - Reasons for prompting a choice.
- Choice
Zone - Zones that choices can draw from.
- Cost
Payment Outcome - Result to execute when staged cost payment finishes.
- Cost
Step Kind - Cost payment step kinds.
- Damage
Modifier Kind - Modifier categories for damage processing.
- Damage
Type - Damage type classification.
- Modifier
Duration - Modifier duration semantics.
- Modifier
Kind - Modifier kinds applied to cards or zones.
- Modifier
Layer - Modifier layer for ordering purposes.
- Pending
Target Effect - Pending target effect awaiting resolution.
- Phase
- Turn phase.
- Stage
Status - Stage slot status.
- Target
Side - Side selection for targeting.
- Target
Slot Filter - Slot filter for targeting.
- Target
Zone - Zones that can be targeted by effects.
- Terminal
Result - Terminal outcome for an episode.
- Timing
Window - Timing window for triggered effects.
- Trigger
Effect - Trigger effects resolved from trigger icons.
Constants§
- REVEAL_
HISTORY_ LEN - Max number of reveal history entries tracked per player.
Type Aliases§
- Card
Instance Id - Unique identifier for a card instance within a game.