Edit of asset "Card Combat Engine — Turn-Based Card Battle Logic for Godot 4 " Accepted
| Old/Current | New/Edit | |
|---|---|---|
| Title | Card Combat Engine — Turn-Based Card Battle Logic for Godot 4 | Card Combat Engine — Turn-Based Card Battle Logic for Godot 4 |
| Description |
If you're building a Digital TCG or CCG, a deck-building roguelike or any turn-based card battler in Godot, you've probably noticed the pattern: the popular card addons give you beautiful hands, drag-and-drop and pile management — and then you're on your own for turns, mana, combat math and AI. Card Combat Engine is that missing part. It is a **logic-only** engine (no rendering, no scenes required) that runs the entire battle: - A turn state machine (`BEGIN → PREPARATION → MAIN → ATTACK → DEFENSE → RESOLVE → END`) you drive from your UI — or auto-resolve headlessly. - Decks with hand / draw pile / board / graveyard, per-side mana pools, and fully generic extra zones (exile, banished, extra deck…). - Creatures, spells (damage / heal / buff / AoE / summon), auras, persistent enchantments, and multi-target or hero-targeted effects. - Attack/defense/block declaration with simultaneous damage resolution. - Multi-side combat out of the box: 1v1, free-for-all, 2v2 with teams. **Domain-agnostic by design.** The engine knows nothing about your GDD. Card taxonomy, rarities and ability semantics live in opaque containers (`CardData.metadata`) and 14 `Callable` injection points (`ability_fn`, `damage_fn`, `cost_fn`, `attack_restriction_fn`…). An optional `AbilityLibrary` ships 14 ready-made keywords — CHARGE, IMMUNITY, TAUNT, LIFESTEAL, THORNS, STEALTH, WINDFURY, FREEZE, ARMOR, BATTLECRY, SPELLPOWER, LORD, OVERKILL, SPELLBURST — that you can adopt, fork or ignore. **Deterministic and multiplayer-ready.** Shuffles and AI are seeded: the same seed replays the same combat bit-for-bit. A command log gives you replay-from-input; full serialization gives you save/resume mid-combat. Run thousands of headless simulations for balancing, or put the engine on a server for authoritative netcode. **Engineered, not improvised.** 418 GUT unit tests, a 4-stage CI pipeline (compile gate, unit tests, leak gate, lint gate), no autoloads, no editor tooling — copy `addons/card_combat/` into your project and classes register via `class_name`. **Pick your license.** AGPLv3 for open projects, or a one-time commercial license to ship closed-source and run server-side without copyleft obligations. Both packages contain byte-identical code. Includes a runnable demo, an integration guide and a step-by-step tutorial. - **Complete battle loop** — turn FSM, mana ramp, draw, attack/defense/block, simultaneous damage resolution - **Logic only, zero UI** — pairs with any presentation addon (e.g. chun92's Card Framework) or your own scenes - **Deterministic by seed** — bit-for-bit replays, balancing sims, server-authoritative multiplayer - **14 injection points** — abilities, damage formulas, costs, targeting rules: your game logic, never engine forks - **14 keyword abilities included** — optional AbilityLibrary with TAUNT, LIFESTEAL, BATTLECRY, OVERKILL and more - **1v1, FFA and 2v2** — N-sided combat topology with team support, plus save/resume serialization - **418 unit tests + 4-stage CI** — compile, unit, leak and lint gates on every commit |
If you're building a Digital TCG or CCG, a deck-building roguelike or any turn-based card battler in Godot, you've probably noticed the pattern: the popular card addons give you beautiful hands, drag-and-drop and pile management — and then you're on your own for turns, mana, combat math and AI. Card Combat Engine is that missing part. It is a **logic-only** engine (no rendering, no scenes required) that runs the entire battle: - A turn state machine (`BEGIN → PREPARATION → MAIN → ATTACK → DEFENSE → RESOLVE → END`) you drive from your UI — or auto-resolve headlessly. - Decks with hand / draw pile / board / graveyard, per-side mana pools, and fully generic extra zones (exile, banished, extra deck…). - Creatures, spells (damage / heal / buff / AoE / summon), auras, persistent enchantments, and multi-target or hero-targeted effects. - Attack/defense/block declaration with simultaneous damage resolution. - Multi-side combat out of the box: 1v1, free-for-all, 2v2 with teams. **Domain-agnostic by design.** The engine knows nothing about your GDD. Card taxonomy, rarities and ability semantics live in opaque containers (`CardData.metadata`) and 14 `Callable` injection points (`ability_fn`, `damage_fn`, `cost_fn`, `attack_restriction_fn`…). An optional `AbilityLibrary` ships 14 ready-made keywords — CHARGE, IMMUNITY, TAUNT, LIFESTEAL, THORNS, STEALTH, WINDFURY, FREEZE, ARMOR, BATTLECRY, SPELLPOWER, LORD, OVERKILL, SPELLBURST — that you can adopt, fork or ignore. **Deterministic and multiplayer-ready.** Shuffles and AI are seeded: the same seed replays the same combat bit-for-bit. A command log gives you replay-from-input; full serialization gives you save/resume mid-combat. Run thousands of headless simulations for balancing, or put the engine on a server for authoritative netcode. **Engineered, not improvised.** 418 GUT unit tests, a 4-stage CI pipeline (compile gate, unit tests, leak gate, lint gate), no autoloads, no editor tooling — copy `addons/card_combat/` into your project and classes register via `class_name`. **Pick your license.** AGPLv3 for open projects, or a one-time commercial license to ship closed-source and run server-side without copyleft obligations. Both packages contain byte-identical code. Includes a runnable demo, an integration guide and a step-by-step tutorial. - **Complete battle loop** — turn FSM, mana ramp, draw, attack/defense/block, simultaneous damage resolution - **Logic only, zero UI** — pairs with any presentation addon (e.g. chun92's Card Framework) or your own scenes - **Deterministic by seed** — bit-for-bit replays, balancing sims, server-authoritative multiplayer - **14 injection points** — abilities, damage formulas, costs, targeting rules: your game logic, never engine forks - **14 keyword abilities included** — optional AbilityLibrary with TAUNT, LIFESTEAL, BATTLECRY, OVERKILL and more - **1v1, FFA and 2v2** — N-sided combat topology with team support, plus save/resume serialization - **418 unit tests + 4-stage CI** — compile, unit, leak and lint gates on every commit |
| Category | Scripts | Scripts |
| License | AGPLv3 | AGPLv3 |
| Repository Provider | GitHub | GitHub |
| Repository Url | https://github.com/JavierIslas/Card-Combat-System | https://github.com/JavierIslas/Card-Combat-System |
| Issues Url | https://github.com/JavierIslas/Card-Combat-System/issues | https://github.com/JavierIslas/Card-Combat-System/issues |
| Godot version | Godot 4.6 | Godot 4.6 |
| Version String | v1.0.0 | v1.0.0 |
| Download Commit | 181d0609908a7da161d852a8c2f379be26b2396c | 181d0609908a7da161d852a8c2f379be26b2396c |
| Download Url (Computed) | https://github.com/JavierIslas/Card-Combat-System/archive/181d0609908a7da161d852a8c2f379be26b2396c.zip | https://github.com/JavierIslas/Card-Combat-System/archive/181d0609908a7da161d852a8c2f379be26b2396c.zip |
| Icon Url |
https://raw.githubusercontent.com/JavierIslas/hex-strategy-map-free/main/icon.png
|
https://raw.githubusercontent.com/JavierIslas/hex-strategy-map-free/main/icon.png
|