KI bewertet Kontrolle, Deckstärke mit Kurve und Statistik, Gegnervorschau, Deck-Vorschlag, Schwierigkeitstipp, DeckGen/NetState ausgelagert, Wasser gestärkt
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01QPgKvy5W9WRNFHjkm5QsHx
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scripts/deckgen.gd
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scripts/deckgen.gd
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class_name DeckGen
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## Deckstärke, Gegnerdecks und Archetypen (ausgelagert aus den Spielregeln).
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const OPPONENT_RARITY_WEIGHT := {"gewöhnlich": 6.0, "selten": 3.0, "episch": 2.0, "legendär": 1.0, "mythisch": 0.3}
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# Abnehmende Resonanz je Anzahl gleichelementiger Partner (Index = Partner).
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const RESONANCE_STEPS := [0, 1, 2, 3, 3]
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# Gemessene Stärke der Elementkombinationen (Siegquote gegen das Feld, KI gegen KI, tests/strength_probe.gd).
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const ARCHETYPE_STRENGTH := {
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"Feuer": 36, "Wasser": 30, "Erde": 63, "Luft": 50,
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"Feuer+Wasser": 46, "Feuer+Erde": 70, "Feuer+Luft": 40,
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"Wasser+Erde": 46, "Wasser+Luft": 20, "Erde+Luft": 46,
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}
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## Elementkombinationen einer Stufe: "leicht" die schwächere Hälfte, "schwer" die stärkere, sonst alle.
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static func archetypes(tier: String = "") -> Array:
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var keys: Array = ARCHETYPE_STRENGTH.keys()
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keys.sort_custom(func(a, b): return ARCHETYPE_STRENGTH[a] < ARCHETYPE_STRENGTH[b])
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var half: int = keys.size() / 2
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match tier:
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"leicht":
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return keys.slice(0, half)
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"schwer":
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return keys.slice(half)
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return keys
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# Energiekurve der Gegnerdecks: Anzahl Karten je Kosten (6 = sechs und mehr).
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const CURVE := {1: 3, 2: 5, 3: 4, 4: 3, 5: 2, 6: 3}
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## Gegnerdeck aus den Elementen entlang der Energiekurve. bias > 1 bevorzugt seltene Karten, bias < 1 gewöhnliche.
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static func build_opponent_deck(r: RandomNumberGenerator, elements: Array, bias: float = 1.0) -> Array:
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var pool := Cards.all().filter(func(c): return c.elements.all(func(e): return e in elements))
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var deck := []
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var counts := {}
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for bucket in CURVE:
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for i in CURVE[bucket]:
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var c = _pick_for_cost(r, pool, counts, bucket, bias)
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if c != null:
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counts[c.id] = counts.get(c.id, 0) + 1
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deck.append(c)
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while deck.size() < Game.DECK_SIZE:
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var c = _pick_for_cost(r, pool, counts, r.randi_range(1, 6), bias)
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if c == null:
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break
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counts[c.id] = counts.get(c.id, 0) + 1
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deck.append(c)
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return deck
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## Karte nahe den gewünschten Kosten, gewichtet nach Seltenheit (bias) und Kostenabstand.
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## Bei extremer Seltenheitsvorgabe darf die Kurve nachgeben, sonst wäre das Ziel unerreichbar.
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static func _pick_for_cost(r: RandomNumberGenerator, pool: Array, counts: Dictionary, cost: int, bias: float):
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var candidates := []
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var weights := PackedFloat32Array()
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for c in pool:
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if counts.get(c.id, 0) >= Game.MAX_COPIES:
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continue
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var spread: int = absi(mini(c.cost, 6) - cost)
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var w: float = OPPONENT_RARITY_WEIGHT[c.rarity]
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w = w / bias if c.rarity == "gewöhnlich" else w * bias
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w *= pow(0.3, spread)
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candidates.append(c)
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weights.append(w)
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if candidates.is_empty():
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return null
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return candidates[r.rand_weighted(weights)]
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## Gegnerdeck auf eine Zielstärke: die Gewichtung wird angepasst, bis das Deck nahe am Ziel liegt.
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static func build_opponent_deck_rated(r: RandomNumberGenerator, elements: Array, target: float, tolerance: float = 0.12) -> Array:
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var bias := 1.0
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var best := []
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var best_diff := 99.0
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for attempt in 24:
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var deck := build_opponent_deck(r, elements, bias)
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var diff := deck_rating(deck) - target
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if absf(diff) < best_diff:
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best = deck
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best_diff = absf(diff)
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if absf(diff) <= tolerance:
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break
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bias = clampf(bias * (1.35 if diff < 0 else 1.0 / 1.35), 0.05, 20.0)
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return best
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## Zufälliger Gegner. target > 0: Deck auf diese Stärke gebaut. tier: Archetypen der Schwierigkeit.
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static func random_opponent(r: RandomNumberGenerator, index: int, life: int = Game.START_LIFE, target: float = 0.0, tier: String = "") -> Game.Player:
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var options := archetypes(tier)
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var elements: Array = options[r.randi_range(0, options.size() - 1)].split("+")
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var deck := build_opponent_deck_rated(r, elements, target) if target > 0.0 else build_opponent_deck(r, elements)
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return Game.Player.new("Gegner %d" % index, deck, false, life, Cards.combo_name(elements) + "-Magier")
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## Kartenwert, bei genug Partien mit der Siegquote der Karte gewichtet (Statistik aus Spieltests).
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static func card_value(c: Cards.Card, stats: Dictionary = {}) -> float:
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var v := Cards.card_value(c)
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if stats.has(c.id):
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var st: Dictionary = stats[c.id]
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if int(st.games) >= 10:
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v *= 0.5 + float(st.wins) / float(st.games)
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return v
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## Abzug für schlechte Energiekurven: zu wenig günstige oder zu viele teure Karten.
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static func curve_penalty(cards: Array) -> float:
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var cheap := 0
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var expensive := 0
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for c in cards:
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if c.cost <= 2:
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cheap += 1
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if c.cost >= 5:
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expensive += 1
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return minf(0.05 * maxi(0, 6 - cheap) + 0.05 * maxi(0, expensive - 5), 0.4)
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## Deckstärke: Durchschnitt der Kartenwerte minus Kurvenabzug (1 = nur gewöhnliche Karten, bis etwa 3,5).
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static func deck_rating(cards: Array, stats: Dictionary = {}) -> float:
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if cards.is_empty():
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return 0.0
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var sum := 0.0
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for c in cards:
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sum += card_value(c, stats)
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return sum / cards.size() - curve_penalty(cards)
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