See the DuelController state machine from Module 5 in action. Step through a duel one transition at a time. Watch the ActionQueue fill and drain. This is the mental model you want before your own implementation starts feeling like a mystery.
scripts/duel_controller.gd in Module 3. Only one state is active at a time.print() lines โ they're invaluable for debugging a new state machine.Notice how the state machine is high level โ 7 states capture the whole duel. The action queue is low level โ it sequences the individual animations and damage applications within a state. Don't conflate them. One answers "where in the flow are we?", the other answers "what's happening right now?"