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:
Team3
2026-09-16 15:16:49 +02:00
parent 7ae6017f12
commit 0dbc98b456
18 changed files with 595 additions and 236 deletions

View File

@@ -27,6 +27,7 @@ var played_ids: Array = [] # vom Menschen gespielte Karten (Statistik)
var mulligan_selected: Array = []
var tutorial_step := 0
var challenge := {} # wöchentliche Herausforderung oder leer
var preset_opponents: Array = [] # aus der Gegnervorschau übernommene Gegner
var skip_ai := false # Gegnerzüge im Schnelldurchlauf
var smart_ai := true # Vorausschau-KI (Leicht: einfache KI)
var undo_state: Game = null # Zustand vor der letzten rückgängig machbaren Aktion
@@ -129,6 +130,12 @@ static func guided() -> BattleScreen:
return b
static func against(opps: Array) -> BattleScreen:
var b := BattleScreen.new(opps.size(), -1)
b.preset_opponents = opps
return b
static func weekly(ch: Dictionary) -> BattleScreen:
var b := BattleScreen.new(int(ch.n_opp), -1)
b.challenge = ch
@@ -181,6 +188,8 @@ func _ready() -> void:
elif stage >= 0:
var r := Game.make_rng()
game = Game.new_battle_with(app.profile.deck_cards(), Campaign.opponents(stage, r, app.profile.target_rating()), r, false, own_rules())
elif not preset_opponents.is_empty():
game = Game.new_battle_with(app.profile.deck_cards(), preset_opponents, null, false, own_rules())
else:
game = Game.new_battle(app.profile.deck_cards(), n_opp, null, own_rules())
smart_ai = bool(app.profile.difficulty().smart) or not counts_for_profile()

View File

@@ -12,6 +12,8 @@ var coins_label: Label
var msg_label: Label
var b_buy: Button
var b_all: Button
var b_improve: Button
var suggestion := ""
var slots: Control
@@ -52,6 +54,8 @@ func _ready() -> void:
msg_label = Style.label(self, "", 18, Style.RED, Rect2(0, 610, 1280, 30), "center")
b_buy = Style.button(self, "Booster kaufen (%d Münzen)" % Profile.BOOSTER_COST, Rect2(360, 720, 260, 48), buy, Color("5a4628"))
b_all = Style.button(self, "Alle aufdecken", Rect2(640, 720, 140, 48), reveal_all)
b_improve = Style.button(self, "", Rect2(360, 650, 560, 44), improve, Color("285a3c"))
b_improve.visible = false
Style.button(self, "Zurück", Rect2(800, 720, 120, 48), func(): app.show_screen(MenuScreen.new()))
refresh()
@@ -95,11 +99,37 @@ func reveal_all() -> void:
refresh()
## Nimmt die vorgeschlagene Karte ins aktive Deck (ersetzt die schwächste).
func improve() -> void:
if suggestion == "":
return
var err: String = app.profile.improve_deck_with(suggestion)
if err == "":
app.save()
msg_label.text = "%s ist jetzt im Deck %s" % [Cards.by_id(suggestion).name, app.profile.deck_name()]
msg_label.add_theme_color_override("font_color", Style.GREEN)
suggestion = ""
else:
msg_label.text = err
msg_label.add_theme_color_override("font_color", Style.RED)
refresh()
func refresh() -> void:
var p: Profile = app.profile
coins_label.text = "Münzen: %d" % p.coins
b_buy.disabled = p.coins < Profile.BOOSTER_COST
b_all.disabled = cards.is_empty() or revealed.size() >= 5
# Deck-Vorschlag, sobald alle Karten offen liegen
suggestion = ""
if not cards.is_empty() and revealed.size() >= 5:
var ids: Array = cards.map(func(c): return c.id)
var better: Array = p.deck_suggestions(ids)
if not better.is_empty():
suggestion = better[0]
b_improve.visible = suggestion != ""
if suggestion != "":
b_improve.text = tr("Deck verbessern: %s ins aktive Deck (%s)") % [Cards.by_id(suggestion).name, p.deck_name()]
Style.clear(slots)
for i in 5:
var r := slot_rect(i)

View File

@@ -63,7 +63,8 @@ func build() -> void:
var extra: int = mini(st.extra, Game.MAX_OPPONENTS - 1)
var table: String = "Duell" if extra == 0 else "%d am Tisch" % (extra + 2)
var perks_text: String = ", ".join(st.perks.map(func(pk): return Game.PERKS[pk]))
Style.clabel(r, "%s · %d Münzen\n★ %s" % [table, st.reward, perks_text], 12, Style.MUTED, "left", false, 360)
var target := Campaign.target_rating(i, p.target_rating())
Style.clabel(r, "%s · Stärke %.1f · %d Münzen\n★ %s" % [table, target, st.reward, perks_text], 12, Style.MUTED, "left", false, 360)
if done:
Style.clabel(r, "abgeschlossen", 13, Style.GREEN, "right", false, 100)
Style.cbutton(r, "Wiederholen", Vector2(130, 36), _start.bind(i))

View File

@@ -1,46 +1,66 @@
class_name OpponentSelectScreen
extends Control
## Einzelspieler: Schwierigkeit und Gegnerzahl. Gegnerdecks werden auf die eigene Deckstärke gebaut.
## Einzelspieler: Schwierigkeit, Gegnerzahl und Vorschau der Gegner (Element, Stärke).
var app
var rating_label: Label
var tip_label: Label
var diff_buttons := {}
var previews := {} # n -> Array von Game.Player
var preview_labels := {}
var b_tip: Button
func _ready() -> void:
var col := Style.column(self, 900, 40, 12)
var col := Style.column(self, 1000, 30, 10)
Style.clabel(col, "Einzelspieler", 36, Style.GOLD, "center", true)
Style.clabel(col, "Jeder kämpft gegen jeden, alle nach denselben Regeln mit %d Leben. Du gewinnst, wenn alle anderen besiegt sind." % Game.START_LIFE, 16, Style.MUTED)
Style.spacer(col, 4)
Style.clabel(col, "Jeder kämpft gegen jeden, alle nach denselben Regeln mit %d Leben. Du gewinnst, wenn alle anderen besiegt sind." % Game.START_LIFE, 15, Style.MUTED)
Style.clabel(col, "Schwierigkeit", 20, Style.TEXT, "center", true)
var dr := Style.row(col, 10)
dr.alignment = BoxContainer.ALIGNMENT_CENTER
for key in ["leicht", "normal", "schwer"]:
var k: String = key
diff_buttons[k] = Style.cbutton(dr, Profile.DIFFICULTIES[k].name, Vector2(150, 42), func(): set_difficulty(k))
rating_label = Style.clabel(col, "", 15, Style.MUTED)
Style.spacer(col, 4)
diff_buttons[k] = Style.cbutton(dr, Profile.DIFFICULTIES[k].name, Vector2(150, 40), func(): set_difficulty(k))
rating_label = Style.clabel(col, "", 14, Style.MUTED)
var tr_row := Style.row(col, 10)
tr_row.alignment = BoxContainer.ALIGNMENT_CENTER
tip_label = Style.clabel(tr_row, "", 14, Style.GOLD, "right", false, 520)
b_tip = Style.cbutton(tr_row, "Übernehmen", Vector2(140, 32), take_tip)
Style.spacer(col, 2)
for i in range(1, Game.MAX_OPPONENTS + 1):
var n := i
var r := Style.row(col, 20)
var r := Style.row(col, 16)
r.alignment = BoxContainer.ALIGNMENT_CENTER
Style.cbutton(r, "%d Gegner" % n, Vector2(200, 50), func(): app.show_screen(BattleScreen.new(n)), Color("285a3c"))
var info := ("Duell" if n == 1 else "%d Spieler am Tisch" % (n + 1)) + " · Sieg: %d Münzen" % Profile.REWARD_WIN[n]
Style.clabel(r, info, 16, Style.MUTED, "left", false, 420)
Style.spacer(col, 10)
var br := Style.row(col)
Style.cbutton(r, "%d Gegner" % n, Vector2(150, 46), func(): start(n), Color("285a3c"))
var info := ("Duell" if n == 1 else "%d am Tisch" % (n + 1)) + " · %d Münzen" % Profile.REWARD_WIN[n]
Style.clabel(r, info, 13, Style.MUTED, "left", false, 150)
preview_labels[n] = Style.clabel(r, "", 13, Style.TEXT, "left", false, 600)
Style.spacer(col, 4)
var br := Style.row(col, 16)
br.alignment = BoxContainer.ALIGNMENT_CENTER
Style.cbutton(br, "Zurück", Vector2(160, 44), func(): app.show_screen(MenuScreen.new()))
refresh()
Style.cbutton(br, "Neu würfeln", Vector2(150, 40), func(): refresh(true))
Style.cbutton(br, "Zurück", Vector2(150, 40), func(): app.show_screen(MenuScreen.new()))
refresh(true)
func set_difficulty(key: String) -> void:
app.profile.settings.difficulty = key
app.save()
refresh()
refresh(true)
func refresh() -> void:
func take_tip() -> void:
var tip: String = app.profile.suggest_difficulty()
if tip != "":
set_difficulty(tip)
func start(n: int) -> void:
app.show_screen(BattleScreen.against(previews[n]))
## Baut die Gegner für jede Anzahl vor und zeigt Element und Stärke; der Kampf nutzt genau diese.
func refresh(reroll: bool = false) -> void:
var p: Profile = app.profile
var d := p.difficulty()
for key in diff_buttons:
@@ -50,7 +70,23 @@ func refresh() -> void:
b.add_theme_stylebox_override("hover", Style.box(Style.lighter(Color("285a3c") if active else Style.PANEL_LIGHT), 8, Style.GOLD if active else Style.MUTED, 2))
var arche: String = tr("schwache Archetypen") if d.tier == "leicht" else (tr("starke Archetypen") if d.tier == "schwer" else tr("alle Archetypen"))
rating_label.text = tr("Deine Deckstärke %.1f · Gegnerdecks %.1f · %s · Münzen x%.2f · KI: %s") % [
Game.deck_rating(p.deck_cards()), p.target_rating(), arche, d.reward, tr("Vorausschau") if d.smart else tr("einfach")]
p.deck_rating(), p.target_rating(), arche, d.reward, tr("Vorausschau") if d.smart else tr("einfach")]
var tip := p.suggest_difficulty()
tip_label.text = (tr("Tipp: %s") % (("%d Siege in Folge, versuche %s" % [p.records.streak, Profile.DIFFICULTIES[tip].name]) if p.records.streak >= 3
else ("%d Niederlagen in Folge, versuche %s" % [p.records.loss_streak, Profile.DIFFICULTIES[tip].name]))) if tip != "" else ""
b_tip.visible = tip != ""
if reroll:
var r := Game.make_rng()
for n in range(1, Game.MAX_OPPONENTS + 1):
var opps := []
for i in n:
opps.append(Game.random_opponent(r, i + 1, Game.START_LIFE, p.target_rating(), str(d.tier)))
previews[n] = opps
for n in previews:
var parts: Array[String] = []
for o in previews[n]:
parts.append("%s (%.1f)" % [o.title, Game.deck_rating(o.deck)])
preview_labels[n].text = ", ".join(parts)
func _input(event: InputEvent) -> void: