Gegnerauswahl und Kampagne aufgeräumt, Hotseat entfernt
- Einzelspieler: Schwierigkeit, darunter nur die zwei Deckstärken, Gegnerzahl als Schieberegler, Starten und Zurück; kein Würfeln, die Gegnerdecks entstehen beim Start - Kampagne: nur noch Name, Elementpunkte und Knopf, mit Innenabstand in den Zeilen - Hotseat (Lokal zu mehreren) samt Übergabe-Vorhang, Auswahlbildschirm und Tests entfernt - Netzwerktests laufen nur mit DINGER_NETZ=1, weil die Bot-Prozesse Minuten brauchen Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01QPgKvy5W9WRNFHjkm5QsHx
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class_name OpponentSelectScreen
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extends Control
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## Einzelspieler: Schwierigkeit, Gegnerzahl und Vorschau der Gegner (Element, Stärke).
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## Einzelspieler: Schwierigkeit wählen und die Gegnerzahl schieben. Die Gegnerdecks
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## werden erst beim Start zufällig gezogen (siehe BattleScreen und DeckGen).
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var app
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var rating_label: Label
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var tip_label: Label
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var diff_buttons := {}
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var previews := {} # n -> Array von Game.Player
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var preview_labels := {}
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var b_tip: Button
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var b_reroll: Button
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var rerolls_left := 3
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var count_slider: HSlider
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var count_label: Label
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var info_label: Label
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func _ready() -> void:
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var col := Style.column(self, 1000, 30, 10)
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var col := Style.column(self, 1000, 60, 14)
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Style.clabel(col, "Einzelspieler", 36, Style.GOLD, "center", true)
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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)
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Style.spacer(col, 10)
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Style.clabel(col, "Schwierigkeit", 20, Style.TEXT, "center", true)
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var dr := Style.row(col, 10)
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dr.alignment = BoxContainer.ALIGNMENT_CENTER
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for key in ["leicht", "normal", "schwer"]:
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var k: String = key
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diff_buttons[k] = Style.cbutton(dr, Profile.DIFFICULTIES[k].name, Vector2(150, 40), func(): set_difficulty(k))
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rating_label = Style.clabel(col, "", 14, Style.MUTED)
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var tr_row := Style.row(col, 10)
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tr_row.alignment = BoxContainer.ALIGNMENT_CENTER
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tip_label = Style.clabel(tr_row, "", 14, Style.GOLD, "right", false, 520)
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b_tip = Style.cbutton(tr_row, "Übernehmen", Vector2(140, 32), take_tip)
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Style.spacer(col, 2)
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for i in range(1, Game.MAX_OPPONENTS + 1):
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var n := i
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var r := Style.row(col, 16)
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r.alignment = BoxContainer.ALIGNMENT_CENTER
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Style.cbutton(r, "%d Gegner" % n, Vector2(150, 46), func(): start(n), Color("285a3c"))
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var info := (tr("Duell") if n == 1 else tr("%d am Tisch") % (n + 1)) + " · " + tr("%d Münzen") % Profile.REWARD_WIN[n]
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Style.clabel(r, info, 13, Style.MUTED, "left", false, 150)
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preview_labels[n] = Style.clabel(r, "", 13, Style.TEXT, "left", false, 600)
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preview_labels[n].autowrap_mode = TextServer.AUTOWRAP_WORD
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preview_labels[n].custom_minimum_size = Vector2(600, 0)
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preview_labels[n].size_flags_horizontal = Control.SIZE_SHRINK_BEGIN
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Style.spacer(col, 4)
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rating_label = Style.clabel(col, "", 15, Style.MUTED)
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Style.spacer(col, 24)
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count_label = Style.clabel(col, "", 20, Style.TEXT, "center", true)
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var sr := Style.row(col, 12)
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sr.alignment = BoxContainer.ALIGNMENT_CENTER
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Style.clabel(sr, "1", 15, Style.MUTED, "right", false, 20)
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count_slider = HSlider.new()
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count_slider.min_value = 1
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count_slider.max_value = Game.MAX_OPPONENTS
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count_slider.step = 1
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count_slider.value = 1
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count_slider.tick_count = Game.MAX_OPPONENTS
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count_slider.ticks_on_borders = true
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count_slider.custom_minimum_size = Vector2(420, 32)
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count_slider.value_changed.connect(func(_v): refresh())
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sr.add_child(count_slider)
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Style.clabel(sr, str(Game.MAX_OPPONENTS), 15, Style.MUTED, "left", false, 20)
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info_label = Style.clabel(col, "", 15, Style.MUTED)
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Style.spacer(col, 30)
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var br := Style.row(col, 16)
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br.alignment = BoxContainer.ALIGNMENT_CENTER
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b_reroll = Style.cbutton(br, "Neu würfeln", Vector2(190, 40), reroll)
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Style.cbutton(br, "Zurück", Vector2(150, 40), func(): app.show_screen(MenuScreen.new()))
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refresh(true)
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Style.cbutton(br, "Starten", Vector2(190, 46), start, Color("285a3c"))
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Style.cbutton(br, "Zurück", Vector2(150, 46), func(): app.show_screen(MenuScreen.new()))
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refresh()
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func set_difficulty(key: String) -> void:
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app.profile.settings.difficulty = key
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app.save()
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refresh(true)
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refresh()
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func take_tip() -> void:
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var tip: String = app.profile.suggest_difficulty()
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if tip != "":
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set_difficulty(tip)
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func opponents() -> int:
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return int(count_slider.value)
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## Höchstens dreimal neu würfeln, sonst ließen sich schwache Gegner erwürfeln.
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func reroll() -> void:
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if rerolls_left <= 0:
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return
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rerolls_left -= 1
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refresh(true)
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func start() -> void:
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app.show_screen(BattleScreen.new(opponents()))
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func start(n: int) -> void:
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app.show_screen(BattleScreen.against(previews[n]))
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## Baut die Gegner für jede Anzahl vor und zeigt Element und Stärke; der Kampf nutzt genau diese.
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func refresh(reroll: bool = false) -> void:
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func refresh() -> void:
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var p: Profile = app.profile
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var d := p.difficulty()
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for key in diff_buttons:
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var b: Button = diff_buttons[key]
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var active: bool = key == p.settings.difficulty
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b.add_theme_stylebox_override("normal", Style.box(Color("285a3c") if active else Style.PANEL_LIGHT, 8, Style.GOLD if active else Style.MUTED, 2))
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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))
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var arche: String = tr("schwache Archetypen") if d.tier == "leicht" else (tr("starke Archetypen") if d.tier == "schwer" else tr("alle Archetypen"))
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rating_label.text = tr("Deine Deckstärke %.1f · Gegnerdecks %.1f · %s · Münzen x%.2f · KI: %s") % [
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p.deck_rating(), p.target_rating(), arche, d.reward, tr("Vorausschau") if d.smart else tr("einfach")]
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var tip := p.suggest_difficulty()
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tip_label.text = (tr("Tipp: %s") % ((tr("%d Siege in Folge, versuche %s") % [p.records.streak, tr(Profile.DIFFICULTIES[tip].name)]) if p.records.streak >= 3
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else (tr("%d Niederlagen in Folge, versuche %s") % [p.records.loss_streak, tr(Profile.DIFFICULTIES[tip].name)]))) if tip != "" else ""
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b_tip.visible = tip != ""
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if reroll:
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var r := Game.make_rng()
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for n in range(1, Game.MAX_OPPONENTS + 1):
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var opps := []
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for i in n:
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opps.append(Game.random_opponent(r, i + 1, Game.START_LIFE, p.target_rating(), str(d.tier)))
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previews[n] = opps
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b_reroll.text = tr("Neu würfeln (%d)") % rerolls_left
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b_reroll.disabled = rerolls_left <= 0
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for n in previews:
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var parts: Array[String] = []
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for o in previews[n]:
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parts.append("%s (%.1f)" % [o.title, Game.deck_rating(o.deck)])
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preview_labels[n].text = ", ".join(parts)
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rating_label.text = tr("Deine Deckstärke %.1f · Gegnerdecks %.1f") % [p.deck_rating(), p.target_rating()]
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var n := opponents()
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count_label.text = tr("1 Gegner") if n == 1 else tr("%d Gegner") % n
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info_label.text = (tr("Duell") if n == 1 else tr("%d am Tisch") % (n + 1)) + " · " + tr("%d Münzen") % Profile.REWARD_WIN[n]
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func _input(event: InputEvent) -> void:
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if event is InputEventKey and event.pressed and event.keycode == KEY_ESCAPE:
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if event.is_action_pressed("ui_cancel"):
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app.show_screen(MenuScreen.new())
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