feat(#148): add GameStateManager singleton and GameState/SeatState POCOs

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KoalaTrapLord committed 2026-03-28 19:54:01 -04:00
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commit fae04a9336
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using System;
using System.Collections.Generic;
using Newtonsoft.Json;
using CommanderAILab.UI;
namespace CommanderAILab.Models
{
/// <summary>Full live game state snapshot pushed by the server on state_update events.</summary>
[Serializable]
public class GameState
{
[JsonProperty("seats")] public List<SeatState> seats;
[JsonProperty("active_seat")] public int activeSeat;
[JsonProperty("turn_number")] public int turnNumber;
[JsonProperty("phase")] public string phase;
[JsonProperty("stack")] public List<StackZoneController.StackItem> stack;
}
/// <summary>Per-seat state within a GameState snapshot.</summary>
[Serializable]
public class SeatState
{
[JsonProperty("seat_index")] public int seatIndex;
[JsonProperty("player_name")] public string playerName;
[JsonProperty("life")] public int life;
[JsonProperty("hand")] public List<CardModel> hand;
[JsonProperty("battlefield")] public List<CardModel> battlefield;
[JsonProperty("graveyard")] public List<CardModel> graveyard;
[JsonProperty("exile")] public List<CardModel> exile;
[JsonProperty("commander")] public CardModel commander;
[JsonProperty("commander_cast_count")] public int commanderCastCount;
/// <summary>Cumulative commander damage received from each seat index (length 4).</summary>
[JsonProperty("commander_damage_from")] public int[] commanderDamageFrom;
[JsonProperty("poison_counters")] public int poisonCounters;
[JsonProperty("mana_pool")] public Dictionary<string, int> manaPool;
[JsonProperty("is_eliminated")] public bool isEliminated;
}
}
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using System;
using System.Collections.Generic;
using UnityEngine;
using Newtonsoft.Json;
using CommanderAILab.Models;
namespace CommanderAILab.UI
{
/// <summary>
/// Singleton event hub for the live battleground game state.
/// All UI widgets subscribe to these events instead of polling.
/// Receives parsed server events from GameWebSocketClient.
/// </summary>
public class GameStateManager : MonoBehaviour
{
public static GameStateManager Instance { get; private set; }
// ── Events ────────────────────────────────────────────────
public event Action<int> OnTurnChanged; // activeSeat
public event Action<PhaseTrackerWidget.Phase, int, int> OnPhaseChanged; // phase, seat, turnNumber
public event Action<int> OnPriorityChanged; // seatIndex
public event Action<int, int> OnLifeChanged; // seatIndex, newLife
public event Action<int, string> OnPlayerEliminated; // seatIndex, reason
public event Action<List<StackZoneController.StackItem>> OnStackUpdated;
public event Action<GameState> OnFullStateSync;
// ── State ────────────────────────────────────────────────
public int TurnNumber { get; private set; } = 1;
private GameState _state;
// ── Lifecycle ─────────────────────────────────────────────
private void Awake()
{
if (Instance != null && Instance != this) { Destroy(gameObject); return; }
Instance = this;
}
// ── Server event dispatch ───────────────────────────────────
/// <summary>Called by GameWebSocketClient on the Unity main thread.</summary>
public void ApplyServerEvent(string type, string payload)
{
try
{
switch (type)
{
case "state_update":
_state = JsonConvert.DeserializeObject<GameState>(payload);
if (_state != null) OnFullStateSync?.Invoke(_state);
break;
case "turn_start":
var ts = JsonConvert.DeserializeObject<TurnStartEvent>(payload);
if (ts != null) { TurnNumber = ts.turnNumber; OnTurnChanged?.Invoke(ts.seat); }
break;
case "phase_change":
var pc = JsonConvert.DeserializeObject<PhaseChangeEvent>(payload);
if (pc != null)
OnPhaseChanged?.Invoke((PhaseTrackerWidget.Phase)pc.phaseIndex, pc.seat, TurnNumber);
break;
case "priority":
var pv = JsonConvert.DeserializeObject<PriorityEvent>(payload);
if (pv != null) OnPriorityChanged?.Invoke(pv.seat);
break;
case "life_change":
var lc = JsonConvert.DeserializeObject<LifeChangeEvent>(payload);
if (lc != null) OnLifeChanged?.Invoke(lc.seat, lc.newLife);
break;
case "stack_update":
var su = JsonConvert.DeserializeObject<StackUpdateEvent>(payload);
if (su?.items != null) OnStackUpdated?.Invoke(su.items);
break;
case "player_elim":
var pe = JsonConvert.DeserializeObject<EliminationEvent>(payload);
if (pe != null) EliminatePlayer(pe.seat, pe.reason);
break;
default:
Debug.LogWarning($"[GameStateManager] Unknown event type: {type}");
break;
}
}
catch (Exception ex)
{
Debug.LogError($"[GameStateManager] ApplyServerEvent failed ({type}): {ex.Message}");
}
}
/// <summary>Trigger elimination (called by LifeTrackerWidget, CommanderDamageRow, or server event).</summary>
public void EliminatePlayer(int seatIndex, string reason) =>
OnPlayerEliminated?.Invoke(seatIndex, reason);
// ── Debug helpers (editor only) ─────────────────────────────
#if UNITY_EDITOR
private void OnGUI()
{
GUILayout.BeginArea(new Rect(10, 10, 220, 200));
GUILayout.Label("[GSM Debug]");
if (GUILayout.Button("Fake Turn 1 Start")) ApplyServerEvent("turn_start", "{\"seat\":0,\"turnNumber\":1}");
if (GUILayout.Button("Advance Phase Main1")) ApplyServerEvent("phase_change","{\"phaseIndex\":3,\"seat\":0}");
if (GUILayout.Button("Priority Seat 0")) ApplyServerEvent("priority", "{\"seat\":0}");
if (GUILayout.Button("Elim Seat 2")) EliminatePlayer(2, "life");
GUILayout.EndArea();
}
#endif
// ── Private event POCOs ───────────────────────────────────
[Serializable] private class TurnStartEvent { public int seat; public int turnNumber; }
[Serializable] private class PhaseChangeEvent { public int phaseIndex; public int seat; }
[Serializable] private class PriorityEvent { public int seat; }
[Serializable] private class LifeChangeEvent { public int seat; public int newLife; }
[Serializable] private class StackUpdateEvent { public List<StackZoneController.StackItem> items; }
[Serializable] private class EliminationEvent { public int seat; public string reason; }
}
}