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
This commit is contained in:
Team3
2026-09-17 21:05:09 +02:00
parent 5c1084fd79
commit 0f2dc22ef6
16 changed files with 95 additions and 381 deletions

View File

@@ -1,109 +1,79 @@
class_name OpponentSelectScreen
extends Control
## Einzelspieler: Schwierigkeit, Gegnerzahl und Vorschau der Gegner (Element, Stärke).
## Einzelspieler: Schwierigkeit wählen und die Gegnerzahl schieben. Die Gegnerdecks
## werden erst beim Start zufällig gezogen (siehe BattleScreen und DeckGen).
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
var b_reroll: Button
var rerolls_left := 3
var count_slider: HSlider
var count_label: Label
var info_label: Label
func _ready() -> void:
var col := Style.column(self, 1000, 30, 10)
var col := Style.column(self, 1000, 60, 14)
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, 15, Style.MUTED)
Style.spacer(col, 10)
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, 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, 16)
r.alignment = BoxContainer.ALIGNMENT_CENTER
Style.cbutton(r, "%d Gegner" % n, Vector2(150, 46), func(): start(n), Color("285a3c"))
var info := (tr("Duell") if n == 1 else tr("%d am Tisch") % (n + 1)) + " · " + tr("%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)
preview_labels[n].autowrap_mode = TextServer.AUTOWRAP_WORD
preview_labels[n].custom_minimum_size = Vector2(600, 0)
preview_labels[n].size_flags_horizontal = Control.SIZE_SHRINK_BEGIN
Style.spacer(col, 4)
rating_label = Style.clabel(col, "", 15, Style.MUTED)
Style.spacer(col, 24)
count_label = Style.clabel(col, "", 20, Style.TEXT, "center", true)
var sr := Style.row(col, 12)
sr.alignment = BoxContainer.ALIGNMENT_CENTER
Style.clabel(sr, "1", 15, Style.MUTED, "right", false, 20)
count_slider = HSlider.new()
count_slider.min_value = 1
count_slider.max_value = Game.MAX_OPPONENTS
count_slider.step = 1
count_slider.value = 1
count_slider.tick_count = Game.MAX_OPPONENTS
count_slider.ticks_on_borders = true
count_slider.custom_minimum_size = Vector2(420, 32)
count_slider.value_changed.connect(func(_v): refresh())
sr.add_child(count_slider)
Style.clabel(sr, str(Game.MAX_OPPONENTS), 15, Style.MUTED, "left", false, 20)
info_label = Style.clabel(col, "", 15, Style.MUTED)
Style.spacer(col, 30)
var br := Style.row(col, 16)
br.alignment = BoxContainer.ALIGNMENT_CENTER
b_reroll = Style.cbutton(br, "Neu würfeln", Vector2(190, 40), reroll)
Style.cbutton(br, "Zurück", Vector2(150, 40), func(): app.show_screen(MenuScreen.new()))
refresh(true)
Style.cbutton(br, "Starten", Vector2(190, 46), start, Color("285a3c"))
Style.cbutton(br, "Zurück", Vector2(150, 46), func(): app.show_screen(MenuScreen.new()))
refresh()
func set_difficulty(key: String) -> void:
app.profile.settings.difficulty = key
app.save()
refresh(true)
refresh()
func take_tip() -> void:
var tip: String = app.profile.suggest_difficulty()
if tip != "":
set_difficulty(tip)
func opponents() -> int:
return int(count_slider.value)
## Höchstens dreimal neu würfeln, sonst ließen sich schwache Gegner erwürfeln.
func reroll() -> void:
if rerolls_left <= 0:
return
rerolls_left -= 1
refresh(true)
func start() -> void:
app.show_screen(BattleScreen.new(opponents()))
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:
func refresh() -> void:
var p: Profile = app.profile
var d := p.difficulty()
for key in diff_buttons:
var b: Button = diff_buttons[key]
var active: bool = key == p.settings.difficulty
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))
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") % [
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") % ((tr("%d Siege in Folge, versuche %s") % [p.records.streak, tr(Profile.DIFFICULTIES[tip].name)]) if p.records.streak >= 3
else (tr("%d Niederlagen in Folge, versuche %s") % [p.records.loss_streak, tr(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
b_reroll.text = tr("Neu würfeln (%d)") % rerolls_left
b_reroll.disabled = rerolls_left <= 0
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)
rating_label.text = tr("Deine Deckstärke %.1f · Gegnerdecks %.1f") % [p.deck_rating(), p.target_rating()]
var n := opponents()
count_label.text = tr("1 Gegner") if n == 1 else tr("%d Gegner") % n
info_label.text = (tr("Duell") if n == 1 else tr("%d am Tisch") % (n + 1)) + " · " + tr("%d Münzen") % Profile.REWARD_WIN[n]
func _input(event: InputEvent) -> void:
if event is InputEventKey and event.pressed and event.keycode == KEY_ESCAPE:
if event.is_action_pressed("ui_cancel"):
app.show_screen(MenuScreen.new())