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
This commit is contained in:
226
scripts/game.gd
226
scripts/game.gd
@@ -43,7 +43,6 @@ static func make_rng() -> RandomNumberGenerator:
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const DECK_SIZE := 20
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const MAX_COPIES := 3
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const MAX_DECK_ELEMENTS := 2
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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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class Creature extends RefCounted:
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@@ -475,7 +474,12 @@ func summon(p: Player, card: Cards.Card) -> void:
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update_resonance()
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## Resonanz: +1 Angriff je anderem eigenen Wesen, das ein Element teilt (höchstens +4).
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## Resonanz je Anzahl Partner mit gleichem Element: +1, +2, +3, +3.
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static func resonance_for(partners: int) -> int:
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return DeckGen.RESONANCE_STEPS[mini(partners, DeckGen.RESONANCE_STEPS.size() - 1)]
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## Resonanz: abnehmender Angriffsbonus je Partner mit gleichem Element (siehe resonance_for).
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func update_resonance() -> void:
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for p in players:
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for c in p.board:
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@@ -483,7 +487,7 @@ func update_resonance() -> void:
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for o in p.board:
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if o != c and o.card.elements.any(func(e): return e in c.card.elements):
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bonus += 1
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c.resonance = mini(bonus, RESONANCE_MAX) * (2 if "resonanz_doppelt" in p.perks else 1)
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c.resonance = resonance_for(bonus) * (2 if "resonanz_doppelt" in p.perks else 1)
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func resolve(p: Player, fx: Cards.Effect, target, source: Creature = null, bonus: int = 0) -> void:
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@@ -643,103 +647,14 @@ func check_end() -> void:
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say("Alle Gegner sind besiegt!" if humans.size() == 1 else "%s gewinnt!" % winner_player.name)
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# --- Zustand für das Netzwerk -------------------------------------------------
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# --- Zustand für das Netzwerk (siehe NetState) ------------------------------------
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## Serialisierter Zustand aus Sicht eines Spielers: fremde Hände, Decks und Fallen nur als Anzahl.
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func snapshot(viewer: int) -> Dictionary:
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var ps := []
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for i in players.size():
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var p: Player = players[i]
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var mine := i == viewer
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var board := []
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for c in p.board:
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board.append({"uid": c.uid, "card": c.card.id, "attack": c.attack, "resonance": c.resonance,
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"health": c.health, "max_health": c.max_health, "shield": c.shield, "frozen": c.frozen,
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"ready": c.ready, "attacks_left": c.attacks_left})
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ps.append({"name": p.name, "title": p.title, "is_human": p.is_human, "life": p.life, "max_life": p.max_life,
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"energy": p.energy, "max_energy": p.max_energy, "fatigue": p.fatigue, "start_bonus": p.start_bonus,
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"order": p.order, "perks": p.perks, "turns": p.turns, "mulligan_done": p.mulligan_done,
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"hand": p.hand.map(func(c): return c.id) if mine else p.hand.size(),
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"deck": p.deck.size(), "traps": p.traps.map(func(c): return c.id) if mine else p.traps.size(),
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"board": board})
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var evs := []
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for ev in events:
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var e: Dictionary = ev.duplicate()
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if e.has("card"):
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e["card"] = e.card.id
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evs.append(e)
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return {"players": ps, "human": players.find(human), "turn": turn, "current_idx": current_idx,
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"winner": winner, "winner_player": players.find(winner_player) if winner_player != null else -1,
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"next_uid": next_uid, "log": log.slice(maxi(0, log.size() - 80)), "events": evs}
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return NetState.snapshot(self, viewer)
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## Baut einen Spielzustand aus einem Snapshot; verborgene Karten werden durch Platzhalter ersetzt.
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static func from_snapshot(d: Dictionary) -> Game:
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var placeholder: Cards.Card = Cards.all()[0]
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var list := []
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for pd in d.players:
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var p := Player.new(pd.name, [], pd.is_human, int(pd.life), pd.title)
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p.max_life = int(pd.max_life)
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p.energy = int(pd.energy)
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p.max_energy = int(pd.max_energy)
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p.fatigue = int(pd.fatigue)
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p.start_bonus = int(pd.start_bonus)
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p.order = int(pd.order)
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p.perks = Array(pd.perks)
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p.turns = int(pd.turns)
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p.mulligan_done = bool(pd.mulligan_done)
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if pd.hand is Array:
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for cid in pd.hand:
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p.hand.append(Cards.by_id(cid))
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else:
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for i in int(pd.hand):
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p.hand.append(placeholder)
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for i in int(pd.deck):
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p.deck.append(placeholder)
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if pd.traps is Array:
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for cid in pd.traps:
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p.traps.append(Cards.by_id(cid))
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else:
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for i in int(pd.traps):
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p.traps.append(placeholder)
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for cd in pd.board:
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var c := Creature.new(Cards.by_id(cd.card), p, int(cd.uid))
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c.attack = int(cd.attack)
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c.resonance = int(cd.resonance)
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c.health = int(cd.health)
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c.max_health = int(cd.max_health)
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c.shield = bool(cd.shield)
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c.frozen = bool(cd.frozen)
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c.ready = bool(cd.ready)
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c.attacks_left = int(cd.attacks_left)
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p.board.append(c)
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list.append(p)
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var hi := int(d.human)
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var g := Game.new(list[hi], list.slice(0, hi) + list.slice(hi + 1), RandomNumberGenerator.new())
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g.players = list
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g.turn = int(d.turn)
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g.current_idx = int(d.current_idx)
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g.winner = d.winner
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g.winner_player = list[int(d.winner_player)] if int(d.winner_player) >= 0 else null
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g.next_uid = int(d.next_uid)
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for line in d.log:
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g.log.append(str(line))
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for ev in d.events:
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var e: Dictionary = ev.duplicate()
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if e.has("card"):
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e["card"] = Cards.by_id(e.card)
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for key in ["player", "uid", "count", "amount"]:
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if e.has(key):
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e[key] = int(e[key])
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for key in ["target", "attacker", "source"]:
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if e.has(key):
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var r: Dictionary = e[key]
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if r.has("uid"):
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r["uid"] = int(r.uid)
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if r.has("index"):
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r["index"] = int(r.index)
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g.events.append(e)
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return g
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return NetState.from_snapshot(d)
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# --- Deckregeln und Gegner ---------------------------------------------------
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@@ -778,106 +693,29 @@ static func validate_deck(cards: Array, owned = null) -> Array:
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return [true, ""]
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## Deckstärke: Durchschnitt der Kartenwerte (1 = nur gewöhnliche Karten, bis etwa 3,5).
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static func deck_rating(cards: Array) -> 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 += Cards.card_value(c)
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return sum / cards.size()
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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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# 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": 33, "Wasser": 20, "Erde": 53, "Luft": 46,
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"Feuer+Wasser": 46, "Feuer+Erde": 60, "Feuer+Luft": 60,
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"Wasser+Erde": 23, "Wasser+Luft": 36, "Erde+Luft": 66,
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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() < 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) >= 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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## 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 = START_LIFE, target: float = 0.0, tier: String = "") -> 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 Player.new("Gegner %d" % index, deck, false, life, Cards.combo_name(elements) + "-Magier")
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## rules: {"human_perks": [...], "everyone_perk": String, "start_life": int, "target_rating": float, "tier": String}
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# --- Deckstärke und Gegner (siehe DeckGen) --------------------------------------
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static func deck_rating(cards: Array, stats: Dictionary = {}) -> float:
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return DeckGen.deck_rating(cards, stats)
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static func build_opponent_deck(r: RandomNumberGenerator, elements: Array, bias: float = 1.0) -> Array:
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return DeckGen.build_opponent_deck(r, elements, bias)
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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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return DeckGen.build_opponent_deck_rated(r, elements, target, tolerance)
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static func random_opponent(r: RandomNumberGenerator, index: int, life: int = START_LIFE, target: float = 0.0, tier: String = "") -> Player:
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return DeckGen.random_opponent(r, index, life, target, tier)
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static func archetypes(tier: String = "") -> Array:
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return DeckGen.archetypes(tier)
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static func new_battle(deck: Array, n_opp: int, r: RandomNumberGenerator = null, rules: Dictionary = {}) -> Game:
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assert(n_opp >= 1 and n_opp <= MAX_OPPONENTS, "1 bis 5 Gegner")
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if r == null:
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