Anleitung mit Hervorhebungen, Rückgängig, Kapitel 2, Herausforderungen, Fallen, Wiederverbinden, CI
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01QPgKvy5W9WRNFHjkm5QsHx
This commit is contained in:
@@ -26,6 +26,11 @@ var preview_timer := 0.0
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var played_ids: Array = [] # vom Menschen gespielte Karten (Statistik)
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var mulligan_selected: Array = []
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var tutorial_step := 0
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var challenge := {} # wöchentliche Herausforderung oder leer
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var skip_ai := false # Gegnerzüge im Schnelldurchlauf
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var undo_state: Game = null # Zustand vor der letzten rückgängig machbaren Aktion
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var undo_log_len := 0
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var undo_t := 0.0
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# Ansichten (auch für Tests)
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var tiles := {}
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@@ -70,6 +75,22 @@ var tutorial_panel: Panel
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var tutorial_text: RichTextLabel
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var b_tut_next: Button
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var wait_label: Label
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var b_skip: Button
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var b_undo: Button
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var highlight_layer: Control
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## Pulsierender Rahmen für die Anleitung.
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class Highlight extends Control:
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var t := 0.0
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func _process(delta: float) -> void:
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t += delta
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queue_redraw()
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func _draw() -> void:
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var a := 0.55 + 0.45 * sin(t * 6.0)
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Style.border(self, Rect2(Vector2.ZERO, size), Color(Style.GOLD, a), 4, 8)
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const TUTORIAL_STEPS := [
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["Willkommen! Unten liegt deine Hand. Jede Karte kostet Energie (◆), du hast im ersten Zug 1. Spiele ein Wesen mit Kosten 1 per Klick.",
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@@ -107,6 +128,12 @@ static func guided() -> BattleScreen:
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return b
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static func weekly(ch: Dictionary) -> BattleScreen:
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var b := BattleScreen.new(int(ch.n_opp), -1)
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b.challenge = ch
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return b
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func is_hotseat() -> bool:
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return game != null and game.humans.size() > 1 and online_seat < 0
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@@ -146,14 +173,24 @@ func _ready() -> void:
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var opps := Campaign.opponents(0, r)
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opps[0].perks = []
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game = Game.new_battle_with(app.profile.deck_cards(), opps, r, true)
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elif not challenge.is_empty():
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game = Game.new_battle(app.profile.deck_cards(), n_opp, null, challenge.rules)
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elif stage >= 0:
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var r := Game.make_rng()
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game = Game.new_battle_with(app.profile.deck_cards(), Campaign.opponents(stage, r), r)
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game = Game.new_battle_with(app.profile.deck_cards(), Campaign.opponents(stage, r), r, false, own_rules())
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else:
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game = Game.new_battle(app.profile.deck_cards(), n_opp)
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game = Game.new_battle(app.profile.deck_cards(), n_opp, null, own_rules())
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_begin()
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## Eigenes Merkmal des Spielers (nach Kapitel 1 wählbar).
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func own_rules() -> Dictionary:
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var p: Profile = app.profile
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if p.perk != "" and p.perk_unlocked():
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return {"human_perks": [p.perk]}
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return {}
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func _begin() -> void:
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n_opp = game.players.size() - 1
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if is_online():
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@@ -207,6 +244,11 @@ func _build_static() -> void:
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status_label = Style.label(self, "", 15, Style.MUTED, Rect2(349, 455, 400, 24))
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msg_label = Style.label(self, "", 16, Style.ORANGE, Rect2(600, 455, 331, 24), "right", true)
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b_end = Style.button(self, "Zug beenden", Rect2(1005, 527, 210, 48), end_turn, Color("285a3c"))
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b_skip = Style.button(self, "Gegnerzüge überspringen", Rect2(1005, 527, 210, 48), func(): skip_ai = true)
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b_skip.add_theme_font_size_override("font_size", 14)
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b_skip.visible = false
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b_undo = Style.button(self, "Rückgängig", Rect2(170, 553, 150, 40), undo)
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b_undo.visible = false
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wait_label = Style.label(self, "Warte auf den Host …", 22, Style.MUTED, Rect2(0, 300, 1280, 40), "center")
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wait_label.visible = false
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hero_layer = _layer()
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@@ -214,6 +256,7 @@ func _build_static() -> void:
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trap_layer = _layer()
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hand_layer = _layer()
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preview_holder = _layer()
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highlight_layer = _layer()
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zoom_layer = _layer()
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fx_layer = _layer()
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# Mulligan
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@@ -380,6 +423,11 @@ func _input(event: InputEvent) -> void:
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KEY_SPACE:
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if my_turn() and not any_overlay():
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end_turn()
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elif b_skip.visible:
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skip_ai = true
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KEY_U:
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if b_undo.visible:
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undo()
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KEY_ENTER, KEY_KP_ENTER:
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if handover.visible:
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take_over()
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@@ -414,6 +462,12 @@ func _process(delta: float) -> void:
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preview_timer -= delta
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if preview_timer <= 0.0:
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show_preview(null, false)
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if undo_t > 0.0:
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undo_t -= delta
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if undo_t <= 0.0:
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clear_undo()
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if is_online() and net.is_host:
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net.tick()
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if game.winner != "":
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if not ended:
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ended = true
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@@ -431,19 +485,24 @@ func _process(delta: float) -> void:
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return
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if is_client():
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return
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ai_timer -= delta
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if skip_ai:
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ai_timer = 0.0
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else:
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ai_timer -= delta
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if ai_timer > 0:
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return
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var action := AI.choose_action(game, cur)
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AI.apply_action(game, cur, action)
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ai_timer = ai_delay * (0.6 if action.type == "end" else 1.0)
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if game.current().is_human:
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skip_ai = false
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after_action()
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func _finish() -> void:
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var won := game.winner == "human"
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if counts_for_profile():
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reward = app.profile.record_battle(won, n_opp, app.profile.deck_cards(), stage, played_ids)
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reward = app.profile.record_battle(won, n_opp, app.profile.deck_cards(), stage, played_ids, game.turn, challenge)
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if tutorial:
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app.profile.tutorial_done = true
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app.save()
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@@ -480,15 +539,52 @@ func play(card: Cards.Card, target) -> void:
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if is_client():
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net.send_action({"type": "play", "hand": perspective.hand.find(card), "target": Net.ref_dict(target) if target != null else null})
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return
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var before: Game = game.clone() if card.is_creature() and not is_online() else null
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var log_len := game.log.size()
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var err := game.play_card(perspective, card, target)
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if err != "":
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say(err)
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say(tr(err))
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return
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# Rückgängig nur, wenn nichts weiter passiert ist (keine Effekte, Kombos, Fallen)
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if before != null and game.events.size() == 1 and game.events[0].type == "play":
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undo_state = before
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undo_log_len = log_len
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undo_t = 6.0
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else:
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clear_undo()
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func clear_undo() -> void:
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undo_state = null
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undo_t = 0.0
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b_undo.visible = false
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## Nimmt das letzte Ausspielen eines Wesens zurück (nur solange nichts Verdecktes offenbart wurde).
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func undo() -> void:
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if undo_state == null:
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return
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var idx := game.players.find(perspective)
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var restored := undo_state
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restored.quiet = false
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restored.rng = game.rng
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restored.log = game.log.slice(0, undo_log_len)
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restored.say("Rückgängig.")
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game = restored
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perspective = game.players[idx]
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if is_online() and net.is_host:
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net.game = game
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clear_undo()
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cancel()
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build_hero_boxes()
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after_action()
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func end_turn() -> void:
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if not my_turn():
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return
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cancel()
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clear_undo()
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zoom_player = null
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if is_client():
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net.send_action({"type": "end"})
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@@ -552,7 +648,7 @@ func on_click(kind: String, obj) -> void:
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if obj in g.valid_targets(perspective, card.target_type()):
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play(card, obj)
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else:
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say("Abgebrochen")
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say(tr("Abgebrochen"))
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zoom_player = null
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after_action()
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return
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@@ -560,12 +656,13 @@ func on_click(kind: String, obj) -> void:
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var cr = selected
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selected = null
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if kind == "enemy" or kind == "hero":
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clear_undo()
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if is_client():
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net.send_action({"type": "attack", "uid": cr.uid, "target": Net.ref_dict(obj)})
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else:
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var err := g.attack(cr, obj)
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if err != "":
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say(err)
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say(tr(err))
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zoom_player = null
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after_action()
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return
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@@ -573,18 +670,18 @@ func on_click(kind: String, obj) -> void:
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"hand":
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var ok := g.can_play(perspective, obj)
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if not ok[0]:
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say(ok[1])
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say(tr(ok[1]))
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elif obj.target_type() != "" and not g.valid_targets(perspective, obj.target_type()).is_empty():
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pending = obj
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say("Wähle ein Ziel")
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say(tr("Wähle ein Ziel"))
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else:
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play(obj, null)
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"own":
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if obj.can_attack():
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selected = obj
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say("Wähle ein Angriffsziel")
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say(tr("Wähle ein Angriffsziel"))
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else:
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say("%s kann nicht angreifen" % obj.name)
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say(tr("%s kann nicht angreifen") % obj.name)
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after_action()
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@@ -739,6 +836,51 @@ func tutorial_next() -> void:
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refresh()
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## Hebt hervor, was der aktuelle Schritt verlangt.
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func _tutorial_highlights(mine: bool) -> void:
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Style.clear(highlight_layer)
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if not mine or any_overlay():
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return
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var g := game
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var h := perspective
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var rects: Array[Rect2] = []
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match TUTORIAL_STEPS[tutorial_step][1]:
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"played_creature":
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for v in hand_views:
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if v.card.is_creature() and g.can_play(h, v.card)[0]:
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rects.append(Rect2(v.position, v.size))
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"turn_passed":
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rects.append(b_end.get_rect())
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"attacked":
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for v in own_views:
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if v.creature.can_attack():
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rects.append(Rect2(v.slot, v.size))
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if not own_views.is_empty() and own_views.any(func(v): return v.creature.can_attack()):
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for o in others():
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if o.alive() and hero_panels.has(o):
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rects.append(hero_panels[o].get_rect())
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"resonance":
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for v in hand_views:
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var c: Cards.Card = v.card
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if c.is_creature() and g.can_play(h, c)[0] and h.board.any(func(b): return b.card.elements.any(func(e): return e in c.elements)):
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rects.append(Rect2(v.position, v.size))
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"combo":
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for v in hand_views:
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var c: Cards.Card = v.card
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if c.is_creature() and g.can_play(h, c)[0] and h.board.any(func(b): return b.card.elements.any(func(e): return not (e in c.elements))):
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rects.append(Rect2(v.position, v.size))
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"spell":
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for v in hand_views:
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if v.card.kind == "Zauber" and g.can_play(h, v.card)[0]:
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rects.append(Rect2(v.position, v.size))
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for r in rects:
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var hl := Highlight.new()
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hl.position = r.position - Vector2(4, 4)
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hl.size = r.size + Vector2(8, 8)
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hl.mouse_filter = Control.MOUSE_FILTER_IGNORE
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highlight_layer.add_child(hl)
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func _tutorial_refresh() -> void:
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while tutorial_step < TUTORIAL_STEPS.size() - 1 and tutorial_condition(TUTORIAL_STEPS[tutorial_step][1]):
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tutorial_step += 1
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@@ -876,8 +1018,12 @@ func refresh() -> void:
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life_label.text = "♥ %d" % maxi(h.life, 0)
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energy_label.text = "◆ %d/%d" % [h.energy, h.max_energy]
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deck_label.text = "Deck %d" % h.deck.size()
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status_label.text = "Zug %d · %s" % [g.turn, "Du bist dran" if mine else g.current().name + " ist dran …"]
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status_label.text = (tr("Zug %d · Du bist dran") % g.turn) if mine else (tr("Zug %d · %s ist dran …") % [g.turn, g.current().name])
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b_end.disabled = not mine
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var ai_running: bool = g.winner == "" and not g.current().is_human and not is_client()
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b_skip.visible = ai_running
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b_end.visible = not ai_running
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b_undo.visible = undo_state != null and mine
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var lines: Array[String] = []
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var start := maxi(0, g.log.size() - 60)
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for i in range(start, g.log.size()):
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@@ -891,6 +1037,7 @@ func refresh() -> void:
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log_box.text = "\n".join(lines)
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if tutorial:
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_tutorial_refresh()
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_tutorial_highlights(mine)
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Style.clear(zoom_layer)
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if zoom_player != null and zoom_player.alive():
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Reference in New Issue
Block a user