Dinger: Kartenspiel in Godot 4.7
Elemente, Kombos, Fallen, KI mit Vorausschau, Kampagne, Hotseat und Netzwerk, Werkstatt, Erfolge, Tagesaufgaben, Tests und Exporte. Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01QPgKvy5W9WRNFHjkm5QsHx
This commit is contained in:
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scripts/ui/battle_screen.gd
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945
scripts/ui/battle_screen.gd
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class_name BattleScreen
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extends Control
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## Kampf: Zustand, Eingabe und Abgleich der Ansicht. Layout in BattleLayout, Animationen in BattleFx.
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## Modi: Einzelspieler, Kampagne, Anleitung, Hotseat (Perspektivwechsel), Netzwerk (Host oder Mitspieler).
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var app
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var n_opp: int
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var stage := -1 # Kampagnenstufe oder -1
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var tutorial := false
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var hotseat_decks: Array = []
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var hotseat_ai := 0
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var online_seat := -1 # Netzwerk: eigener Platz, sonst -1
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var net: Net
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var game: Game
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var perspective: Game.Player # der Mensch, dessen Hand unten liegt
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var fx: BattleFx
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var selected = null # Game.Creature
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var pending = null # Cards.Card, wartet auf Ziel
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var msg_t := 0.0
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var ai_delay := 0.75
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var ai_timer := 0.0
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var reward := -1
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var ended := false
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var zoom_player = null
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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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# Ansichten (auch für Tests)
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var tiles := {}
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var hand_views: Array = []
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var own_views: Array = []
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var enemy_views: Array = []
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var trap_views: Array = []
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var hero_panels := {} # Player -> Panel
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var hero_labels := {}
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var flash_until := {} # Spielerindex -> Zeitpunkt (ms)
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var hero_layer: Control
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var tile_layer: Control
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var hand_layer: Control
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var trap_layer: Control
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var zoom_layer: Control
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var fx_layer: Control
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var log_box: RichTextLabel
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var preview_holder: Control
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var preview_hint: Label
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var bar_panel: Panel
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var name_label: Label
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var life_label: Label
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var energy_label: Label
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var deck_label: Label
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var status_label: Label
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var msg_label: Label
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var b_end: Button
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var b_giveup: Button
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var overlay: Control
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var result_label: Label
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var reward_label: Label
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var notice_label: Label
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var confirm: Control
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var handover: Control
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var handover_label: Label
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var mulligan_box: Control
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var mulligan_layer: Control
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var b_keep: Button
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var b_swap: Button
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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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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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"played_creature"],
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["Wesen greifen erst ab dem nächsten Zug an. Beende deinen Zug mit dem Knopf rechts oder der Leertaste.", "turn_passed"],
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["Grüne Rahmen zeigen angriffsbereite Wesen. Klicke ein Wesen und dann Fenn oder eines seiner Wesen. Wächter müssen zuerst fallen.", "attacked"],
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["Resonanz: Wesen mit gleichem Element geben sich gegenseitig +1 Angriff. Spiele ein zweites Feuer- oder Erde-Wesen.", "resonance"],
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["Feldkombo: Ein Wesen neben einem eigenen Wesen mit anderem Element löst einen Effekt aus. Lava macht 1 Schaden an alle gegnerischen Wesen.", "combo"],
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["Zauber wirken sofort. Funke oder Feuerball treffen auch Fenn direkt. Ziele wählst du per Klick, Rechtsklick bricht ab.", "spell"],
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["Fenn verliert bei 0 Leben. Tausche im ersten Zug einer Partie schwache Starthände (Mulligan). Viel Erfolg!", ""],
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]
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func _init(n: int = 2, campaign_stage: int = -1) -> void:
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n_opp = n
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stage = campaign_stage
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static func hotseat(decks: Array, n_ai: int) -> BattleScreen:
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var b := BattleScreen.new(0, -1)
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b.hotseat_decks = decks
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b.hotseat_ai = n_ai
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return b
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static func online(seat: int) -> BattleScreen:
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var b := BattleScreen.new(0, -1)
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b.online_seat = seat
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return b
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static func guided() -> BattleScreen:
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var b := BattleScreen.new(1, -1)
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b.tutorial = true
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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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func is_online() -> bool:
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return online_seat >= 0
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func is_client() -> bool:
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return is_online() and not net.is_host
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func counts_for_profile() -> bool:
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return not is_hotseat() and not is_online()
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func _ready() -> void:
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var s: Dictionary = app.profile.settings
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fx = BattleFx.new(self)
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fx.enabled = s.animations
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ai_delay = 0.75 / float(s.ai_speed)
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_build_static()
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if is_online():
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net = app.net
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net.ended.connect(_on_net_ended)
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if net.is_host:
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game = net.game
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net.action_applied.connect(after_action)
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else:
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net.snapshot_received.connect(_on_snapshot)
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wait_label.visible = true
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return # der erste Zustand kommt vom Host
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elif not hotseat_decks.is_empty():
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game = Game.new_hotseat(hotseat_decks, hotseat_ai)
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elif tutorial:
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var r := Game.make_rng()
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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 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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else:
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game = Game.new_battle(app.profile.deck_cards(), n_opp)
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_begin()
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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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perspective = game.players[online_seat]
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else:
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game.events.clear()
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perspective = game.current() if game.current().is_human else game.humans[0]
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build_hero_boxes()
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if is_online() and net.is_host:
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net.broadcast()
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game.events.clear()
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refresh()
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func _build_static() -> void:
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Style.panel(self, Rect2(10, 205, 320, 340))
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Style.label(self, "Verlauf", 14, Style.MUTED, Rect2(20, 209, 200, 20))
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log_box = RichTextLabel.new()
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log_box.position = Vector2(18, 230)
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log_box.size = Vector2(304, 308)
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log_box.bbcode_enabled = true
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log_box.scroll_following = true
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log_box.add_theme_font_size_override("normal_font_size", 13)
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log_box.mouse_filter = Control.MOUSE_FILTER_IGNORE
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add_child(log_box)
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if tutorial:
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tutorial_panel = Style.panel(self, Rect2(10, 205, 320, 150), Style.PANEL, 8, Style.GOLD, 2)
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tutorial_panel.mouse_filter = Control.MOUSE_FILTER_STOP
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Style.label(self, "Anleitung", 14, Style.GOLD, Rect2(20, 209, 200, 20), "left", true)
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tutorial_text = RichTextLabel.new()
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tutorial_text.position = Vector2(20, 230)
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tutorial_text.size = Vector2(300, 90)
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tutorial_text.bbcode_enabled = false
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tutorial_text.scroll_active = false
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tutorial_text.add_theme_font_size_override("normal_font_size", 13)
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tutorial_text.mouse_filter = Control.MOUSE_FILTER_IGNORE
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add_child(tutorial_text)
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b_tut_next = Style.button(self, "Weiter", Rect2(230, 318, 90, 30), tutorial_next)
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b_tut_next.add_theme_font_size_override("font_size", 14)
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log_box.position = Vector2(18, 365)
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log_box.size = Vector2(304, 173)
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b_giveup = Style.button(self, "Aufgeben", Rect2(10, 553, 150, 40), func(): confirm.visible = true)
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Style.panel(self, Rect2(950, 205, 320, 380))
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preview_hint = Style.label(self, "Karte überfahren für Details", 14, Style.MUTED, Rect2(950, 345, 320, 24), "center")
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Style.panel(self, Rect2(BattleLayout.OWN_X - 10, 240, 5 * 110 + 4 * 10 + 20, 160), Style.darker(Style.PANEL, 0.8), 10)
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bar_panel = Style.panel(self, BattleLayout.BAR)
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name_label = Style.label(self, "Du", 20, Style.TEXT, Rect2(349, 421, 120, 30), "left", true)
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life_label = Style.label(self, "", 24, Style.RED, Rect2(470, 418, 100, 34), "left", true)
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energy_label = Style.label(self, "", 24, Style.BLUE, Rect2(570, 418, 150, 34), "left", true)
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deck_label = Style.label(self, "", 16, Style.MUTED, Rect2(780, 424, 150, 24), "right")
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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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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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tile_layer = _layer()
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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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zoom_layer = _layer()
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fx_layer = _layer()
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# Mulligan
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mulligan_box = _overlay()
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Style.panel(mulligan_box, Rect2(140, 250, 1000, 320), Style.PANEL, 10, Style.GOLD, 2)
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Style.label(mulligan_box, "Hand tauschen?", 26, Style.TEXT, Rect2(140, 262, 1000, 40), "center", true)
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Style.label(mulligan_box, "Klicke Karten an die du zurücklegen willst. Einmal pro Partie.", 15, Style.MUTED, Rect2(140, 300, 1000, 24), "center")
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mulligan_layer = Control.new()
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mulligan_layer.mouse_filter = Control.MOUSE_FILTER_IGNORE
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mulligan_box.add_child(mulligan_layer)
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b_keep = Style.button(mulligan_box, "Behalten", Rect2(430, 515, 200, 44), func(): do_mulligan(false), Color("285a3c"))
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b_swap = Style.button(mulligan_box, "Tauschen", Rect2(650, 515, 200, 44), func(): do_mulligan(true))
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# Spielende
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overlay = _overlay()
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result_label = Style.label(overlay, "", 56, Style.GREEN, Rect2(0, 250, 1280, 80), "center", true)
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reward_label = Style.label(overlay, "", 26, Style.GOLD, Rect2(0, 335, 1280, 40), "center")
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notice_label = Style.label(overlay, "", 18, Style.GREEN, Rect2(0, 385, 1280, 80), "center")
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Style.button(overlay, "Zurück zum Menü", Rect2(530, 480, 220, 50), leave, Color("285a3c"))
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# Aufgeben bestätigen
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confirm = _overlay()
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Style.panel(confirm, Rect2(390, 300, 500, 180), Style.PANEL, 10, Style.MUTED, 2)
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Style.label(confirm, "Wirklich aufgeben?", 26, Style.TEXT, Rect2(390, 320, 500, 40), "center", true)
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Style.label(confirm, "Der Kampf endet ohne Münzen.", 16, Style.MUTED, Rect2(390, 365, 500, 24), "center")
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Style.button(confirm, "Ja, aufgeben", Rect2(420, 410, 200, 46), leave, Color("5a2828"))
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Style.button(confirm, "Weiterspielen", Rect2(660, 410, 200, 46), func(): confirm.visible = false)
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# Übergabe zwischen Menschen (Hotseat)
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handover = _overlay()
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Style.panel(handover, Rect2(340, 280, 600, 220), Style.PANEL, 10, Style.GOLD, 2)
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handover_label = Style.label(handover, "", 30, Style.TEXT, Rect2(340, 310, 600, 44), "center", true)
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Style.label(handover, "Maus weitergeben, dann weiter. Die Hand des Vorgängers ist verdeckt.", 16, Style.MUTED, Rect2(340, 362, 600, 24), "center")
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Style.button(handover, "Weiter", Rect2(540, 420, 200, 50), take_over, Color("285a3c"))
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func _layer() -> Control:
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var c := Control.new()
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c.mouse_filter = Control.MOUSE_FILTER_IGNORE
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add_child(c)
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return c
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func _overlay() -> Control:
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var o := Control.new()
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o.set_anchors_preset(Control.PRESET_FULL_RECT)
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o.visible = false
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var dark := ColorRect.new()
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dark.color = Color(0, 0, 0, 0.67)
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dark.set_anchors_preset(Control.PRESET_FULL_RECT)
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dark.mouse_filter = Control.MOUSE_FILTER_STOP
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o.add_child(dark)
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add_child(o)
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return o
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func leave() -> void:
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if is_online():
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net.leave()
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if tutorial and not app.profile.tutorial_done:
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app.profile.tutorial_done = true
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app.save()
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app.show_screen(MenuScreen.new())
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# --- Layout-Helfer ------------------------------------------------------------------
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func others() -> Array:
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var out := []
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var n := game.players.size()
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var start := game.players.find(perspective)
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for i in range(1, n):
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out.append(game.players[(start + i) % n])
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return out
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func compact() -> bool:
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return BattleLayout.compact(others().size())
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func slot_rect(p: Game.Player, j: int) -> Rect2:
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if p == perspective:
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return BattleLayout.own_slot(j)
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var os := others()
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return BattleLayout.other_slot(os.size(), os.find(p), j)
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func ref_key(ref: Dictionary) -> String:
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return "c%d" % ref.uid if ref.kind == "creature" else "p%d" % ref.index
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func target_center(ref: Dictionary) -> Vector2:
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if ref.kind == "creature":
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if tiles.has(ref.uid):
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var t: CreatureView = tiles[ref.uid]
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return t.slot + t.size / 2
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return Vector2(-1, -1)
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var p: Game.Player = game.players[ref.index]
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if p == perspective:
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return BattleLayout.BAR.position + BattleLayout.BAR.size / 2
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if hero_panels.has(p):
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var panel: Panel = hero_panels[p]
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return panel.position + panel.size / 2
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return Vector2(-1, -1)
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func build_hero_boxes() -> void:
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Style.clear(hero_layer)
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hero_panels = {}
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hero_labels = {}
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var os := others()
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var c := compact()
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for i in os.size():
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var o: Game.Player = os[i]
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var box := BattleLayout.hero_box_rect(os.size(), i)
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var panel := Style.panel(hero_layer, box)
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panel.gui_input.connect(func(ev):
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if ev is InputEventMouseButton and ev.pressed and ev.button_index == MOUSE_BUTTON_LEFT:
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on_click("hero", o))
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if not o.perks.is_empty():
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panel.tooltip_text = "Merkmal: " + ", ".join(o.perks.map(func(k): return Game.PERKS[k]))
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hero_panels[o] = panel
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var labels := {}
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var title: String = ("%s · %s" % [o.name, o.title]) if o.title != "" else o.name
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if not o.perks.is_empty():
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title += " ★"
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labels["name"] = Style.label(hero_layer, title, 14 if c else 18, Style.TEXT,
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Rect2(box.position.x + 10, box.position.y + 6, box.size.x - (44 if c else 20), 26), "left", true)
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labels["life"] = Style.label(hero_layer, "", 16 if c else 20, Style.RED,
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Rect2(box.position.x + 10, box.position.y + (35 if c else 32), 120, 28), "left", true)
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labels["stats"] = Style.label(hero_layer, "", 12 if c else 14, Style.MUTED,
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Rect2(box.position.x + 90, box.position.y + 38, box.size.x - 100, 20), "right")
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hero_labels[o] = labels
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if c:
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var b := Style.button(hero_layer, "Lupe", Rect2(box.end.x - 44, box.position.y + 5, 38, 22), func():
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zoom_player = o
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refresh())
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b.add_theme_font_size_override("font_size", 11)
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# --- Ablauf und Eingabe ------------------------------------------------------------------
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func my_turn() -> bool:
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return game != null and game.winner == "" and game.current() == perspective
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func any_overlay() -> bool:
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return confirm.visible or handover.visible or mulligan_box.visible or overlay.visible
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func _input(event: InputEvent) -> void:
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if game == null:
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return
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if event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_RIGHT:
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cancel_all()
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return
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if not (event is InputEventKey and event.pressed and not event.echo):
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return
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match event.keycode:
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KEY_ESCAPE:
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if confirm.visible:
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confirm.visible = false
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elif selected != null or pending != null or zoom_player != null:
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cancel_all()
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elif not any_overlay():
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confirm.visible = true
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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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KEY_ENTER, KEY_KP_ENTER:
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if handover.visible:
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take_over()
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elif mulligan_box.visible:
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do_mulligan(false)
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elif overlay.visible:
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leave()
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elif tutorial and b_tut_next.visible:
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tutorial_next()
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_:
|
||||
if event.keycode >= KEY_1 and event.keycode <= KEY_9 and my_turn() and not any_overlay():
|
||||
var idx: int = event.keycode - KEY_1
|
||||
if idx < perspective.hand.size():
|
||||
on_click("hand", perspective.hand[idx])
|
||||
|
||||
|
||||
func cancel_all() -> void:
|
||||
if confirm.visible:
|
||||
confirm.visible = false
|
||||
cancel()
|
||||
zoom_player = null
|
||||
refresh()
|
||||
|
||||
|
||||
func _process(delta: float) -> void:
|
||||
if game == null:
|
||||
return
|
||||
msg_t = maxf(0.0, msg_t - delta)
|
||||
if msg_t <= 0.0 and msg_label.text != "":
|
||||
msg_label.text = ""
|
||||
if preview_timer > 0.0:
|
||||
preview_timer -= delta
|
||||
if preview_timer <= 0.0:
|
||||
show_preview(null, false)
|
||||
if game.winner != "":
|
||||
if not ended:
|
||||
ended = true
|
||||
_finish()
|
||||
return
|
||||
var cur := game.current()
|
||||
if cur.is_human:
|
||||
if cur != perspective and is_hotseat() and not handover.visible:
|
||||
handover_label.text = "%s ist dran" % cur.name
|
||||
handover.visible = true
|
||||
hand_layer.visible = false
|
||||
trap_layer.visible = false
|
||||
elif cur == perspective and cur.turns == 1 and not cur.mulligan_done and not mulligan_box.visible and not handover.visible:
|
||||
show_mulligan()
|
||||
return
|
||||
if is_client():
|
||||
return
|
||||
ai_timer -= delta
|
||||
if ai_timer > 0:
|
||||
return
|
||||
var action := AI.choose_action(game, cur)
|
||||
AI.apply_action(game, cur, action)
|
||||
ai_timer = ai_delay * (0.6 if action.type == "end" else 1.0)
|
||||
after_action()
|
||||
|
||||
|
||||
func _finish() -> void:
|
||||
var won := game.winner == "human"
|
||||
if counts_for_profile():
|
||||
reward = app.profile.record_battle(won, n_opp, app.profile.deck_cards(), stage, played_ids)
|
||||
if tutorial:
|
||||
app.profile.tutorial_done = true
|
||||
app.save()
|
||||
app.sfx.play("win" if won else "lose")
|
||||
else:
|
||||
var wp := game.winner_player
|
||||
var mine: bool = wp != null and wp == perspective
|
||||
app.sfx.play("win" if mine else "lose")
|
||||
refresh()
|
||||
|
||||
|
||||
func take_over() -> void:
|
||||
handover.visible = false
|
||||
hand_layer.visible = true
|
||||
trap_layer.visible = true
|
||||
perspective = game.current()
|
||||
cancel()
|
||||
zoom_player = null
|
||||
build_hero_boxes()
|
||||
refresh()
|
||||
|
||||
|
||||
func say(m: String) -> void:
|
||||
msg_t = 2.5
|
||||
msg_label.text = m
|
||||
|
||||
|
||||
func cancel() -> void:
|
||||
selected = null
|
||||
pending = null
|
||||
|
||||
|
||||
func play(card: Cards.Card, target) -> void:
|
||||
if is_client():
|
||||
net.send_action({"type": "play", "hand": perspective.hand.find(card), "target": Net.ref_dict(target) if target != null else null})
|
||||
return
|
||||
var err := game.play_card(perspective, card, target)
|
||||
if err != "":
|
||||
say(err)
|
||||
|
||||
|
||||
func end_turn() -> void:
|
||||
if not my_turn():
|
||||
return
|
||||
cancel()
|
||||
zoom_player = null
|
||||
if is_client():
|
||||
net.send_action({"type": "end"})
|
||||
return
|
||||
game.end_turn()
|
||||
ai_timer = ai_delay
|
||||
after_action()
|
||||
|
||||
|
||||
func show_mulligan() -> void:
|
||||
mulligan_selected = []
|
||||
mulligan_box.visible = true
|
||||
Style.clear(mulligan_layer)
|
||||
var hand: Array = perspective.hand
|
||||
for i in hand.size():
|
||||
var r := BattleLayout.hand_rect(hand.size(), i)
|
||||
var v := CardView.new(hand[i], r.size)
|
||||
v.position = Vector2(r.position.x, 322)
|
||||
var idx := i
|
||||
v.clicked.connect(func(_view): toggle_mulligan(idx))
|
||||
mulligan_layer.add_child(v)
|
||||
_mulligan_borders()
|
||||
|
||||
|
||||
func toggle_mulligan(idx: int) -> void:
|
||||
if idx in mulligan_selected:
|
||||
mulligan_selected.erase(idx)
|
||||
else:
|
||||
mulligan_selected.append(idx)
|
||||
_mulligan_borders()
|
||||
|
||||
|
||||
func _mulligan_borders() -> void:
|
||||
var views := mulligan_layer.get_children()
|
||||
for i in views.size():
|
||||
views[i].border = Style.YELLOW if i in mulligan_selected else null
|
||||
views[i].queue_redraw()
|
||||
b_swap.text = "Tauschen (%d)" % mulligan_selected.size() if not mulligan_selected.is_empty() else "Tauschen"
|
||||
|
||||
|
||||
func do_mulligan(swap: bool) -> void:
|
||||
mulligan_box.visible = false
|
||||
var idxs: Array = mulligan_selected.duplicate() if swap else []
|
||||
if is_client():
|
||||
net.send_action({"type": "mulligan", "hand": idxs})
|
||||
return
|
||||
var cards := []
|
||||
for i in idxs:
|
||||
cards.append(perspective.hand[i])
|
||||
game.mulligan(perspective, cards)
|
||||
after_action()
|
||||
|
||||
|
||||
func on_click(kind: String, obj) -> void:
|
||||
var g := game
|
||||
if not my_turn() or any_overlay():
|
||||
return
|
||||
if pending != null:
|
||||
var card = pending
|
||||
pending = null
|
||||
if obj in g.valid_targets(perspective, card.target_type()):
|
||||
play(card, obj)
|
||||
else:
|
||||
say("Abgebrochen")
|
||||
zoom_player = null
|
||||
after_action()
|
||||
return
|
||||
if selected != null:
|
||||
var cr = selected
|
||||
selected = null
|
||||
if kind == "enemy" or kind == "hero":
|
||||
if is_client():
|
||||
net.send_action({"type": "attack", "uid": cr.uid, "target": Net.ref_dict(obj)})
|
||||
else:
|
||||
var err := g.attack(cr, obj)
|
||||
if err != "":
|
||||
say(err)
|
||||
zoom_player = null
|
||||
after_action()
|
||||
return
|
||||
match kind:
|
||||
"hand":
|
||||
var ok := g.can_play(perspective, obj)
|
||||
if not ok[0]:
|
||||
say(ok[1])
|
||||
elif obj.target_type() != "" and not g.valid_targets(perspective, obj.target_type()).is_empty():
|
||||
pending = obj
|
||||
say("Wähle ein Ziel")
|
||||
else:
|
||||
play(obj, null)
|
||||
"own":
|
||||
if obj.can_attack():
|
||||
selected = obj
|
||||
say("Wähle ein Angriffsziel")
|
||||
else:
|
||||
say("%s kann nicht angreifen" % obj.name)
|
||||
after_action()
|
||||
|
||||
|
||||
func on_tile_click(cr: Game.Creature) -> void:
|
||||
var o = cr.owner()
|
||||
if o == null:
|
||||
return
|
||||
if o == perspective:
|
||||
on_click("own", cr)
|
||||
elif o.alive():
|
||||
on_click("enemy", cr)
|
||||
|
||||
|
||||
func show_preview(card, entered: bool) -> void:
|
||||
Style.clear(preview_holder)
|
||||
if entered and card != null:
|
||||
var v := CardView.new(card, Vector2(210, 294))
|
||||
v.position = Vector2(1005, 215)
|
||||
v.mouse_filter = Control.MOUSE_FILTER_IGNORE
|
||||
preview_holder.add_child(v)
|
||||
preview_hint.visible = not (entered and card != null)
|
||||
|
||||
|
||||
## Vorschau einer Handkarte mit Hinweisen auf Resonanz und Feldkombos mit dem eigenen Feld.
|
||||
func show_hand_preview(card: Cards.Card, entered: bool) -> void:
|
||||
Style.clear(preview_holder)
|
||||
preview_hint.visible = not entered
|
||||
if not entered:
|
||||
return
|
||||
var hints: Array[String] = combo_hints(card)
|
||||
var v := CardView.new(card, Vector2(190, 266) if not hints.is_empty() else Vector2(210, 294))
|
||||
v.position = Vector2(1015, 212) if not hints.is_empty() else Vector2(1005, 215)
|
||||
v.mouse_filter = Control.MOUSE_FILTER_IGNORE
|
||||
preview_holder.add_child(v)
|
||||
if not hints.is_empty():
|
||||
var box := RichTextLabel.new()
|
||||
box.position = Vector2(958, 480)
|
||||
box.size = Vector2(304, 46)
|
||||
box.bbcode_enabled = true
|
||||
box.scroll_active = false
|
||||
box.fit_content = false
|
||||
box.mouse_filter = Control.MOUSE_FILTER_IGNORE
|
||||
box.add_theme_font_size_override("normal_font_size", 11)
|
||||
box.add_theme_color_override("default_color", Style.GOLD)
|
||||
box.text = "[center]" + "\n".join(hints.slice(0, 2)) + "[/center]"
|
||||
preview_holder.add_child(box)
|
||||
|
||||
|
||||
func combo_hints(card: Cards.Card) -> Array[String]:
|
||||
var out: Array[String] = []
|
||||
if not card.is_creature():
|
||||
return out
|
||||
var partners: Array[String] = []
|
||||
var combos := {}
|
||||
for other in perspective.board:
|
||||
if other.card.elements.any(func(e): return e in card.elements):
|
||||
partners.append(other.name)
|
||||
for e1 in card.elements:
|
||||
for e2 in other.card.elements:
|
||||
if e1 != e2:
|
||||
var name := Cards.combo_name([e1, e2])
|
||||
if not combos.has(name):
|
||||
combos[name] = other.name
|
||||
if not partners.is_empty():
|
||||
out.append("Resonanz +%d mit %s" % [mini(partners.size(), Game.RESONANCE_MAX), ", ".join(partners)])
|
||||
for name in combos:
|
||||
out.append("Feldkombo %s mit %s: %s" % [name, combos[name], Cards.FIELD_COMBO_TEXT[name]])
|
||||
return out
|
||||
|
||||
|
||||
# --- Netzwerk -------------------------------------------------------------------------------
|
||||
|
||||
func _on_snapshot(snap: Dictionary) -> void:
|
||||
var first := game == null
|
||||
game = Game.from_snapshot(snap)
|
||||
wait_label.visible = false
|
||||
if first:
|
||||
_begin()
|
||||
return
|
||||
perspective = game.players[online_seat]
|
||||
build_hero_boxes()
|
||||
after_action()
|
||||
|
||||
|
||||
func _on_net_ended(reason: String) -> void:
|
||||
if game == null or game.winner == "":
|
||||
say(reason)
|
||||
await get_tree().create_timer(1.5).timeout
|
||||
if is_inside_tree():
|
||||
app.show_screen(MenuScreen.new())
|
||||
|
||||
|
||||
# --- Ereignisse ----------------------------------------------------------------------------
|
||||
|
||||
## Nach jeder Aktion: Ereignisse sichern, Ansicht angleichen, Animationen abspielen.
|
||||
func after_action() -> void:
|
||||
if is_online() and net.is_host:
|
||||
net.broadcast()
|
||||
var evs := game.events.duplicate()
|
||||
game.events.clear()
|
||||
if counts_for_profile():
|
||||
_note_events(evs)
|
||||
var centers := {}
|
||||
for ev in evs:
|
||||
for key in ["target", "attacker", "source"]:
|
||||
if ev.has(key):
|
||||
centers[ref_key(ev[key])] = target_center(ev[key])
|
||||
refresh()
|
||||
fx.play_events(evs, centers)
|
||||
|
||||
|
||||
func _note_events(evs: Array) -> void:
|
||||
var hi := game.players.find(game.human)
|
||||
for ev in evs:
|
||||
if ev.get("player", -1) != hi:
|
||||
continue
|
||||
match ev.type:
|
||||
"play", "spell":
|
||||
played_ids.append(ev.card.id)
|
||||
if ev.type == "play":
|
||||
app.profile.daily_event("creature_played")
|
||||
"trap_set":
|
||||
app.profile.daily_event("trap_set")
|
||||
"combo":
|
||||
app.profile.daily_event("combo")
|
||||
|
||||
|
||||
# --- Anleitung ------------------------------------------------------------------------------
|
||||
|
||||
func tutorial_condition(kind: String) -> bool:
|
||||
var h := game.human
|
||||
match kind:
|
||||
"played_creature":
|
||||
return game.log.any(func(l): return l.begins_with("Du spielt")) and h.board.size() > 0
|
||||
"turn_passed":
|
||||
return h.turns >= 2
|
||||
"attacked":
|
||||
return game.log.any(func(l): return l.ends_with("greift Fenn an.") or (" greift " in l and l.begins_with(h.board[0].name) if not h.board.is_empty() else false))
|
||||
"resonance":
|
||||
return h.board.any(func(c): return c.resonance > 0)
|
||||
"combo":
|
||||
return game.log.any(func(l): return l.begins_with("Feldkombo"))
|
||||
"spell":
|
||||
return game.log.any(func(l): return l == "Du spielt Funke." or l == "Du spielt Feuerball." or l == "Du spielt Verhärten.")
|
||||
return false
|
||||
|
||||
|
||||
func tutorial_next() -> void:
|
||||
if tutorial_step < TUTORIAL_STEPS.size() - 1:
|
||||
tutorial_step += 1
|
||||
app.sfx.play("click")
|
||||
refresh()
|
||||
|
||||
|
||||
func _tutorial_refresh() -> void:
|
||||
while tutorial_step < TUTORIAL_STEPS.size() - 1 and tutorial_condition(TUTORIAL_STEPS[tutorial_step][1]):
|
||||
tutorial_step += 1
|
||||
tutorial_text.text = "%d/%d %s" % [tutorial_step + 1, TUTORIAL_STEPS.size(), TUTORIAL_STEPS[tutorial_step][0]]
|
||||
b_tut_next.visible = tutorial_step < TUTORIAL_STEPS.size() - 1
|
||||
|
||||
|
||||
# --- Ansicht angleichen --------------------------------------------------------------------
|
||||
|
||||
func refresh() -> void:
|
||||
if game == null:
|
||||
return
|
||||
var g := game
|
||||
var h := perspective
|
||||
var now := Time.get_ticks_msec()
|
||||
var mine := my_turn()
|
||||
var valid: Array = g.valid_targets(h, pending.target_type()) if pending != null else []
|
||||
hand_views = []
|
||||
own_views = []
|
||||
enemy_views = []
|
||||
trap_views = []
|
||||
|
||||
for o in others():
|
||||
var panel: Panel = hero_panels[o]
|
||||
var bcol = null
|
||||
var bw := 0
|
||||
if g.current() == o:
|
||||
bcol = Style.BLUE
|
||||
bw = 3
|
||||
if o in valid or (selected != null and o.alive() and g.can_attack(selected, o)[0]):
|
||||
bcol = Style.ORANGE
|
||||
bw = 3
|
||||
if int(flash_until.get(g.players.find(o), 0)) > now:
|
||||
bcol = Style.RED
|
||||
bw = 4
|
||||
panel.add_theme_stylebox_override("panel", Style.box(Style.PANEL if o.alive() else Style.darker(Style.PANEL, 0.6), 8, bcol, bw))
|
||||
panel.mouse_filter = Control.MOUSE_FILTER_STOP if o.alive() else Control.MOUSE_FILTER_IGNORE
|
||||
var labels: Dictionary = hero_labels[o]
|
||||
labels.name.add_theme_color_override("font_color", Style.TEXT if o.alive() else Style.MUTED)
|
||||
if o.alive():
|
||||
labels.life.text = "♥ %d" % maxi(o.life, 0)
|
||||
var traps_txt := (" F %d" if compact() else " Fallen %d") % o.traps.size() if not o.traps.is_empty() else ""
|
||||
labels.stats.text = ("H %d D %d%s ◆ %d" if compact() else "Hand %d Deck %d%s ◆ %d") % [o.hand.size(), o.deck.size(), traps_txt, o.max_energy]
|
||||
else:
|
||||
labels.life.text = "besiegt"
|
||||
labels.life.add_theme_color_override("font_color", Style.MUTED)
|
||||
labels.stats.text = ""
|
||||
|
||||
var seen := {}
|
||||
for p in g.players:
|
||||
for j in p.board.size():
|
||||
var cr: Game.Creature = p.board[j]
|
||||
var rect := slot_rect(p, j)
|
||||
seen[cr.uid] = true
|
||||
var tile: CreatureView
|
||||
if tiles.has(cr.uid):
|
||||
tile = tiles[cr.uid]
|
||||
tile.creature = cr
|
||||
if tile.size != rect.size:
|
||||
tile.size = rect.size
|
||||
tile.custom_minimum_size = rect.size
|
||||
tile.pivot_offset = rect.size / 2
|
||||
else:
|
||||
tile = CreatureView.new(cr, rect.size)
|
||||
tile.position = rect.position
|
||||
tile.slot = rect.position
|
||||
tiles[cr.uid] = tile
|
||||
tile_layer.add_child(tile)
|
||||
tile.hover.connect(show_preview)
|
||||
var uid := cr.uid
|
||||
tile.clicked.connect(func(_v):
|
||||
var c := game.find_creature(uid)
|
||||
if c != null:
|
||||
on_tile_click(c))
|
||||
fx.pop_in(tile)
|
||||
tile.slot = rect.position
|
||||
if not tile.busy and tile.position != rect.position:
|
||||
fx.move_to(tile, rect.position)
|
||||
var b = null
|
||||
var w := 2
|
||||
if cr == selected:
|
||||
b = Style.YELLOW
|
||||
w = 4
|
||||
elif cr in valid or (selected != null and g.can_attack(selected, cr)[0]):
|
||||
b = Style.ORANGE
|
||||
w = 3
|
||||
elif p == h and mine and cr.can_attack():
|
||||
b = Style.GREEN
|
||||
w = 3
|
||||
tile.border = b
|
||||
tile.width = w
|
||||
tile.queue_redraw()
|
||||
if p == h:
|
||||
own_views.append(tile)
|
||||
else:
|
||||
enemy_views.append(tile)
|
||||
for uid in tiles.keys():
|
||||
if not seen.has(uid):
|
||||
var t: CreatureView = tiles[uid]
|
||||
tiles.erase(uid)
|
||||
fx.fade_out(t)
|
||||
|
||||
Style.clear(trap_layer)
|
||||
if not h.traps.is_empty():
|
||||
Style.label(trap_layer, "Fallen", 13, Style.MUTED, Rect2(335, 492, 60, 20))
|
||||
for i in h.traps.size():
|
||||
var tv := CardView.new(h.traps[i], BattleLayout.trap_rect(i).size)
|
||||
tv.position = BattleLayout.trap_rect(i).position
|
||||
tv.hover.connect(show_preview)
|
||||
trap_layer.add_child(tv)
|
||||
trap_views.append(tv)
|
||||
|
||||
Style.clear(hand_layer)
|
||||
for i in h.hand.size():
|
||||
var card: Cards.Card = h.hand[i]
|
||||
var playable: bool = mine and g.can_play(h, card)[0]
|
||||
var r := BattleLayout.hand_rect(h.hand.size(), i)
|
||||
var v := CardView.new(card, r.size)
|
||||
v.position = r.position
|
||||
if card == pending:
|
||||
v.border = Style.YELLOW
|
||||
elif playable:
|
||||
v.border = Style.GREEN
|
||||
v.dim = not playable
|
||||
v.hover.connect(show_hand_preview)
|
||||
v.clicked.connect(func(_view): on_click("hand", card))
|
||||
hand_layer.add_child(v)
|
||||
hand_views.append(v)
|
||||
|
||||
var bar_border = Style.BLUE if mine else null
|
||||
if int(flash_until.get(g.players.find(h), 0)) > now:
|
||||
bar_border = Style.RED
|
||||
bar_panel.add_theme_stylebox_override("panel", Style.box(Style.PANEL, 8, bar_border, 3 if bar_border != null else 0))
|
||||
name_label.text = h.name
|
||||
life_label.text = "♥ %d" % maxi(h.life, 0)
|
||||
energy_label.text = "◆ %d/%d" % [h.energy, h.max_energy]
|
||||
deck_label.text = "Deck %d" % h.deck.size()
|
||||
status_label.text = "Zug %d · %s" % [g.turn, "Du bist dran" if mine else g.current().name + " ist dran …"]
|
||||
b_end.disabled = not mine
|
||||
var lines: Array[String] = []
|
||||
var start := maxi(0, g.log.size() - 60)
|
||||
for i in range(start, g.log.size()):
|
||||
var line := g.log[i]
|
||||
if line.begins_with("---"):
|
||||
lines.append("[color=#6eaaf0]%s[/color]" % line)
|
||||
elif line.begins_with("Feldkombo") or line.begins_with("Falle von"):
|
||||
lines.append("[color=#f5c850]%s[/color]" % line)
|
||||
else:
|
||||
lines.append(line)
|
||||
log_box.text = "\n".join(lines)
|
||||
if tutorial:
|
||||
_tutorial_refresh()
|
||||
|
||||
Style.clear(zoom_layer)
|
||||
if zoom_player != null and zoom_player.alive():
|
||||
build_zoom(valid)
|
||||
|
||||
if g.winner != "":
|
||||
var wp := g.winner_player
|
||||
if counts_for_profile():
|
||||
var won := g.winner == "human"
|
||||
result_label.text = "Sieg!" if won else "Niederlage"
|
||||
result_label.add_theme_color_override("font_color", Style.GREEN if won else Style.RED)
|
||||
reward_label.text = "+%d Münzen" % maxi(reward, 0)
|
||||
var notes: Array[String] = app.profile.take_notices()
|
||||
if not notes.is_empty():
|
||||
notice_label.text = "\n".join(notes)
|
||||
else:
|
||||
var mine_win: bool = wp != null and wp == perspective
|
||||
result_label.text = ("%s gewinnt!" % wp.name) if wp != null and wp.is_human else "Die KI gewinnt"
|
||||
result_label.add_theme_color_override("font_color", Style.GREEN if mine_win else Style.RED)
|
||||
reward_label.text = "Gemeinsame Partie, keine Münzen"
|
||||
overlay.visible = true
|
||||
confirm.visible = false
|
||||
handover.visible = false
|
||||
mulligan_box.visible = false
|
||||
|
||||
|
||||
func build_zoom(valid: Array) -> void:
|
||||
var o: Game.Player = zoom_player
|
||||
var g := game
|
||||
var box := Rect2(190, 190, 900, 300)
|
||||
var back := Style.panel(zoom_layer, box, Style.PANEL, 10, Style.GOLD, 2)
|
||||
back.mouse_filter = Control.MOUSE_FILTER_STOP
|
||||
Style.label(zoom_layer, "%s · %s ♥ %d Hand %d Deck %d Fallen %d ◆ %d" % [o.name, o.title, o.life, o.hand.size(), o.deck.size(), o.traps.size(), o.max_energy],
|
||||
18, Style.TEXT, Rect2(box.position.x + 20, box.position.y + 12, 800, 30), "left", true)
|
||||
for j in o.board.size():
|
||||
var cr: Game.Creature = o.board[j]
|
||||
var b = null
|
||||
if cr in valid or (selected != null and g.can_attack(selected, cr)[0]):
|
||||
b = Style.ORANGE
|
||||
var v := CreatureView.new(cr, Vector2(110, 140), b, 3 if b != null else 2)
|
||||
v.position = Vector2(box.position.x + 20 + j * 122, box.position.y + 56)
|
||||
v.hover.connect(show_preview)
|
||||
v.clicked.connect(func(_x): on_tile_click(cr))
|
||||
zoom_layer.add_child(v)
|
||||
if o.board.is_empty():
|
||||
Style.label(zoom_layer, "Keine Wesen auf dem Feld", 16, Style.MUTED, Rect2(box.position.x + 20, box.position.y + 110, 600, 30))
|
||||
var hero_ok: bool = (o in valid) or (selected != null and g.can_attack(selected, o)[0])
|
||||
var bh := Style.button(zoom_layer, "Held als Ziel", Rect2(box.position.x + 20, box.end.y - 60, 180, 44), func(): on_click("hero", o), Color("5a3c28"))
|
||||
bh.disabled = not hero_ok
|
||||
Style.button(zoom_layer, "Schließen", Rect2(box.end.x - 180, box.end.y - 60, 160, 44), func():
|
||||
zoom_player = null
|
||||
refresh())
|
||||
Reference in New Issue
Block a user