update
Some checks failed
Tests / headless (push) Has been cancelled
Tests / fenster-schnell (push) Has been cancelled
Tests / fenster-voll (push) Has been cancelled
Tests / balance (push) Has been cancelled

This commit is contained in:
team3
2026-10-03 01:17:27 +02:00
parent 24a03ed1ee
commit 5f9442497a
27 changed files with 1040 additions and 871 deletions

View File

@@ -1,8 +1,10 @@
class_name BattleScreen
extends Control
## Kampf: Zustand, Eingabe und Abgleich der Ansicht. Layout in BattleLayout, Animationen in BattleFx.
## Rechtsklick (oder Y) auf eine Handkarte oder ein eigenes Wesen öffnet das Kartenmenü:
## verdeckt legen, aufdecken, Eigenschaften kaufen.
## Mittlere Maustaste auf eine Handkarte legt sie verdeckt. Rechtsklick auf eine Handkarte oder
## ein eigenes Wesen öffnet das Kartenmenü: verdeckt legen, aufdecken, Eigenschaften kaufen.
## Verschmelzen: eine Karte auf eine andere ziehen und dort eine Sekunde stillhalten. Mit
## Gamepad öffnet Y das Menü, dort zusätzlich mit „Verschmelzen mit …“.
## Modi: Einzelspieler, Kampagne, Netzwerk (Host, Mitspieler oder Zuschauer).
var app
@@ -14,8 +16,16 @@ var game: Game
var perspective: Game.Player # der Mensch, dessen Hand unten liegt
var fx: BattleFx
var selected = null # Game.Creature
var fusing := false # Verschmelzen gewählt: zwei eigene Wesen anklicken
var fuse_first = null # Game.Creature, erstes Wesen der Verschmelzung
var fuse_first = null # Karte oder Wesen, für das im Menü „Verschmelzen mit …“ gewählt wurde
var hold_time := 1.0 # so lange still über dem Ziel halten, dann verschmelzen die beiden
var press_target = null # Karte oder Wesen unter der gedrückten linken Maustaste
var press_view: Control = null
var press_pos := Vector2.ZERO
var drag_ghost: Control = null # schwebende Kopie der gezogenen Karte
var drag_target = null # mögliches Verschmelzungsziel unter dem Zeiger
var drag_target_view: Control = null
var hold_t := 0.0
var hold_pos := Vector2.ZERO
var msg_t := 0.0
var ai_delay := 0.75
var ai_timer := 0.0
@@ -40,7 +50,6 @@ var undo_t := 0.0
# Ansichten (auch für Tests)
var tiles := {}
var hand_views: Array = []
var pick_views: Array = [] # Karten der offenen Wahl
var own_views: Array = []
var enemy_views: Array = []
var hero_panels := {} # Player -> Panel
@@ -50,9 +59,6 @@ var flash_until := {} # Spielerindex -> Zeitpunkt (ms)
var hero_layer: Control
var tile_layer: Control
var hand_layer: Control
var pick_layer: Control # Überlagerung der offenen Wahl
var pick_box: Control # ihr Inhalt (wird je Wahl neu aufgebaut)
var pick_key := "" # welche Wahl gerade aufgebaut ist
var deck: Deck
var log_overlay: Control
var b_log: Button
@@ -67,7 +73,6 @@ var income_label: Label
var status_label: Label
var msg_label: Label
var b_end: Button
var b_fuse: Button
var b_giveup: Button
var element_view: ElementView
var info_label: Label # Vorschau: Elementbonus, Merkmale
@@ -197,9 +202,6 @@ func _build_static() -> void:
energy_label = Style.label(self, "", 26, Style.BLUE, Rect2(sx + 12, sy + 78, 100, 34), "left", true)
income_label = Style.label(self, "", 15, Style.MUTED, Rect2(sx + 100, sy + 88, 100, 22), "left")
status_label = Style.label(self, "", 13, Style.MUTED, Rect2(sx + 12, sy + 124, 190, 22), "left")
b_fuse = Style.button(self, "Verschmelzen", L.B_FUSE, toggle_fuse, Color("3c2858"))
b_fuse.add_theme_font_size_override("font_size", 15)
b_fuse.visible = false
b_undo = Style.button(self, "Rückgängig", L.B_UNDO, undo)
b_undo.add_theme_font_size_override("font_size", 15)
b_undo.visible = false
@@ -222,11 +224,6 @@ func _build_static() -> void:
info_label.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
info_label.visible = false
fx_layer = _layer()
# offene Wahl: drei sehen, eine nehmen (zu Beginn fünf sehen, drei nehmen)
pick_layer = Style.overlay(self)
pick_box = Control.new()
pick_box.mouse_filter = Control.MOUSE_FILTER_IGNORE
pick_layer.add_child(pick_box)
# Kartenmenü: durchsichtiger Fänger, der das Menü beim Klick daneben schließt
menu_layer = Control.new()
menu_layer.set_anchors_preset(Control.PRESET_FULL_RECT)
@@ -372,6 +369,20 @@ func _input(event: InputEvent) -> void:
cancel_all()
get_viewport().set_input_as_handled() # sonst schließt derselbe Klick das Menü gleich wieder
return
if event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_MIDDLE:
var under := get_viewport().gui_get_hovered_control()
if under is CardView and under in hand_views and my_turn() and not any_overlay():
cancel()
play(under.card, true)
after_action()
get_viewport().set_input_as_handled()
return
if event is InputEventMouseMotion:
_drag_motion(event.position)
return
if event is InputEventMouseButton and not event.pressed and event.button_index == MOUSE_BUTTON_LEFT:
_release()
return
if event is InputEventJoypadButton and event.pressed:
pad.button(event.button_index)
return
@@ -385,7 +396,7 @@ func _input(event: InputEvent) -> void:
close_menu()
elif log_overlay.visible:
log_overlay.visible = false
elif selected != null or fusing:
elif selected != null or fuse_first != null:
cancel_all()
elif not any_overlay():
confirm.visible = true
@@ -401,11 +412,9 @@ func _input(event: InputEvent) -> void:
if overlay.visible:
leave()
_:
if event.keycode >= KEY_1 and event.keycode <= KEY_9 and not spectating() and not any_overlay():
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 not perspective.offer.is_empty():
do_pick(idx)
elif my_turn() and idx < perspective.hand.size():
if idx < perspective.hand.size():
on_click("hand", perspective.hand[idx])
elif event.keycode == KEY_Z and my_turn() and not any_overlay():
on_click("deck", null)
@@ -429,6 +438,15 @@ func _process(delta: float) -> void:
undo_t -= delta
if undo_t <= 0.0:
clear_undo()
if drag_ghost != null and drag_target != null:
_set_hold(hold_t + delta)
if hold_t >= hold_time:
var a = press_target
var b = drag_target
press_target = null
_end_drag()
do_fuse(a, b)
after_action()
if is_online() and net.is_host:
net.tick()
if game.winner != "":
@@ -503,8 +521,109 @@ func say(m: String) -> void:
func cancel() -> void:
selected = null
fusing = false
fuse_first = null
press_target = null
_end_drag()
# --- Ziehen mit der Maus: Klick beim Loslassen, Verschmelzen nach einer Sekunde über dem Ziel ---
func _press(obj, view: Control, pos: Vector2) -> void:
_end_drag()
press_target = obj
press_view = view
press_pos = pos
func _drag_motion(pos: Vector2) -> void:
if press_target == null:
return
if drag_ghost == null:
if pos.distance_to(press_pos) < 8.0 or not my_turn() or any_overlay():
return
_start_drag(pos)
drag_ghost.position = pos - drag_ghost.size / 2
var t = _fusion_target_at(pos)
if t != drag_target or pos.distance_to(hold_pos) > 6.0:
_set_hold(0.0)
drag_target = t
drag_target_view = _view_of(t)
hold_pos = pos
## Loslassen ohne Ziehen ist der Klick.
func _release() -> void:
var obj = press_target
var dragged := drag_ghost != null
press_target = null
_end_drag()
if obj == null:
return
if dragged:
refresh()
elif obj is Cards.Card:
on_click("hand", obj)
else:
on_tile_click(obj)
func _start_drag(pos: Vector2) -> void:
show_preview(null, false)
if press_target is Cards.Card:
var size := Vector2(BattleLayout.HAND_W, BattleLayout.HAND_H) * 0.8
drag_ghost = CardView.new(press_target, size, false, press_target.rarity_in(perspective.looks))
else:
drag_ghost = CreatureView.new(press_target, BattleLayout.own_slot(0).size)
drag_ghost.mouse_filter = Control.MOUSE_FILTER_IGNORE
drag_ghost.modulate.a = 0.85
drag_ghost.position = pos - drag_ghost.size / 2
fx_layer.add_child(drag_ghost)
if press_view != null:
press_view.modulate.a = 0.4
func _end_drag() -> void:
if drag_ghost != null:
drag_ghost.queue_free()
drag_ghost = null
if is_instance_valid(press_view):
press_view.modulate.a = 1.0
_set_hold(0.0)
drag_target = null
drag_target_view = null
func _set_hold(v: float) -> void:
hold_t = v
if is_instance_valid(drag_target_view):
drag_target_view.hold = clampf(v / hold_time, 0.0, 1.0) if v > 0.0 else 0.0
drag_target_view.queue_redraw()
## Karte oder Wesen unter pos, mit dem sich die gezogene Karte verschmelzen lässt.
func _fusion_target_at(pos: Vector2):
for v in (hand_views if press_target is Cards.Card else own_views):
var obj = v.card if v is CardView else v.creature
var r: Rect2 = Rect2(v.slot, v.size) if v is CreatureView else v.get_global_rect() # Kacheln zählen an ihrem Platz, auch während sie dorthin gleiten
if obj != press_target and r.has_point(pos) and game.can_fuse(perspective, press_target, obj)[0]:
return obj
return null
func _view_of(obj) -> Control:
if obj is Cards.Card:
for v in hand_views:
if v.card == obj:
return v
elif obj is Game.Creature and tiles.has(obj.uid):
return tiles[obj.uid]
return null
## Mögliche Partner für „Verschmelzen mit …“: andere Handkarten bzw. andere eigene Wesen.
func fusion_partners(target) -> Array:
var pool: Array = perspective.hand if target is Cards.Card else perspective.board
return pool.filter(func(o): return o != target and game.can_fuse(perspective, target, o)[0])
func play(card: Cards.Card, face_down: bool = false) -> void:
@@ -556,10 +675,12 @@ func do_upgrade(target, keyword: String) -> void:
after_action()
## Kartenmenü neben einer Handkarte oder einem eigenen Wesen.
func open_menu(target, anchor: Rect2) -> void:
## Kartenmenü neben einer Handkarte oder einem eigenen Wesen. full: auch verschmelzen anbieten
## (Gamepad, das nicht ziehen kann).
func open_menu(target, anchor: Rect2, full: bool = false) -> void:
if spectating() or not my_turn():
return
cancel()
Style.clear(menu_layer)
menu_target = target
var entries := [] # [Text, Callable, aktiv]
@@ -570,8 +691,14 @@ func open_menu(target, anchor: Rect2) -> void:
entries.append([tr("Verdeckt legen ◆ %d") % card.cost, func():
play(card, true)
after_action(), ok[0]])
elif target.hidden:
elif not is_card and target.hidden:
entries.append([tr("Aufdecken"), func(): do_reveal(target), game.can_reveal(perspective, target)[0]])
if full:
var partners := fusion_partners(target)
entries.append([tr("Verschmelzen mit … ◆ %d") % card.fusion_cost(), func():
fuse_first = target
say(tr("Ziel wählen"))
refresh(), not partners.is_empty()])
for kw in Cards.KEYWORDS:
var k: String = kw
var ok := game.can_upgrade(perspective, target, k)
@@ -607,16 +734,7 @@ func close_menu() -> void:
menu_target = null
## Verschmelzen an- und abwählen (zwei eigene Wesen, siehe Game.fuse).
func toggle_fuse() -> void:
var on := not fusing
cancel()
fusing = on
say(tr("Zwei eigene Wesen wählen") if on else tr("Abgebrochen"))
after_action()
## Ziehen: kostet Mana, öffnet die Wahl aus drei Karten.
## Ziehen: kostet Mana, eine Karte kommt auf die Hand.
func do_draw() -> void:
clear_undo()
if is_client():
@@ -629,31 +747,15 @@ func do_draw() -> void:
fx.sfx("buy")
## Nimmt eine Karte der offenen Wahl auf die Hand (jederzeit, auch außerhalb des Zugs).
func do_pick(index: int) -> void:
if spectating() or index < 0 or index >= pick_views.size():
return
clear_undo()
var from := Rect2(pick_views[index].position, pick_views[index].size)
var card: Cards.Card = pick_views[index].card
if is_client():
net.send_action({"type": "pick", "index": index})
return
var err := game.pick(perspective, index)
if err != "":
say(tr(err))
return
fx.sfx("play")
fx.fly_card(card, from, BattleLayout.hand_rect(perspective.hand.size(), perspective.hand.size() - 1),
Cards.RARITIES[int(perspective.looks.get(card.id, 0))])
after_action()
## Verschmilzt zwei Handkarten oder zwei eigene Wesen (siehe Game.fuse).
func do_fuse(a, b) -> void:
cancel()
clear_undo()
if is_client():
net.send_action({"type": "fuse", "uid": a.uid, "other": b.uid})
if a is Cards.Card:
net.send_action({"type": "fuse", "hand": perspective.hand.find(a), "other_hand": perspective.hand.find(b)})
else:
net.send_action({"type": "fuse", "uid": a.uid, "other": b.uid})
return
var err := game.fuse(perspective, a, b)
if err != "":
@@ -703,17 +805,13 @@ func on_click(kind: String, obj) -> void:
var g := game
if not my_turn() or any_overlay():
return
if fusing:
if kind != "own":
cancel()
say(tr("Abgebrochen"))
elif fuse_first == null:
fuse_first = obj
say(tr("Zweites Wesen wählen"))
elif obj == fuse_first:
fuse_first = null
if fuse_first != null:
var first = fuse_first
fuse_first = null
if obj != null and obj != first and g.can_fuse(perspective, first, obj)[0]:
do_fuse(first, obj)
else:
do_fuse(fuse_first, obj)
say(tr("Abgebrochen"))
after_action()
return
if selected != null:
@@ -745,6 +843,8 @@ func on_click(kind: String, obj) -> void:
if obj.can_attack():
selected = obj
say(tr("Wähle ein Angriffsziel"))
elif not obj.ready:
say(tr("%s greift erst im nächsten Zug an") % obj.card.title())
else:
say(tr("%s kann nicht angreifen") % obj.card.title())
after_action()
@@ -783,7 +883,7 @@ func show_preview(card, entered: bool, owner_looks: Dictionary = {}, info: Strin
info_label.text = info if entered else ""
if entered and card != null:
var r := BattleLayout.preview_rect(anchor)
var v := CardView.new(card, r.size, false, Cards.RARITIES[int(owner_looks.get(card.id, 0))])
var v := CardView.new(card, r.size, false, card.rarity_in(owner_looks))
v.position = r.position
v.mouse_filter = Control.MOUSE_FILTER_IGNORE
preview_holder.add_child(v)
@@ -792,69 +892,32 @@ func show_preview(card, entered: bool, owner_looks: Dictionary = {}, info: Strin
info_label.size = ir.size
## Eigene Hand- und Wahlkarte: zeigt den Elementbonus, den sie offen gelegt bekäme.
## Eigene Handkarte: zeigt den Elementbonus, den sie offen gelegt bekäme.
func show_hand_preview(card: Cards.Card, entered: bool, anchor: Rect2 = Rect2()) -> void:
if drag_ghost != null:
return
var a := game.forecast(perspective, card)
var info := ""
if a > 0:
info = tr("Elementbonus +%d/+%d") % [a, a]
elif a < 0:
info = tr("Elementbonus %d/%d") % [a, a]
show_preview(card, entered, perspective.looks, info, anchor)
## Offene Wahl als Überlagerung: nur neu aufbauen, wenn sich das Angebot geändert hat.
func build_pick() -> void:
var h := perspective
var key := ""
if not spectating() and not h.offer.is_empty():
key = "%d:%s" % [h.picks_left, ",".join(h.offer.map(func(c): return c.id))]
if key == pick_key:
return
pick_key = key
Style.clear(pick_box)
pick_views = []
if key == "":
pick_layer.visible = false
return
var box := BattleLayout.PICK_PANEL
Style.panel(pick_box, box, Style.PANEL, 12, Style.GOLD, 2)
Style.label(pick_box, tr("Wähle %d von %d") % [h.picks_left, h.offer.size()], 26, Style.GOLD,
Rect2(box.position.x, box.position.y + 24, box.size.x, 40), "center", true)
for i in h.offer.size():
var card: Cards.Card = h.offer[i]
var r := BattleLayout.pick_rect(h.offer.size(), i)
var v := CardView.new(card, r.size, false, Cards.RARITIES[int(h.looks.get(card.id, 0))])
v.position = r.position
v.lift = true
apply_forecast(v)
var idx := i
v.clicked.connect(func(_view): do_pick(idx))
pick_box.add_child(v)
pick_views.append(v)
pick_layer.visible = true
if Style.animations:
for i in pick_views.size():
fx.deal(pick_views[i], i)
## Hand- und Wahlkarten tragen den Elementbonus als Vorschau.
func apply_forecast(v: CardView) -> void:
v.bonus = game.forecast(perspective, v.card)
## Was den Angriff eines Wesens gerade hebt oder senkt.
## Was ein Wesen gerade hebt, was es kann und ob es schon angreift.
func creature_info(cr: Game.Creature) -> String:
var parts: Array[String] = []
if cr.aura > 0:
parts.append(tr("Elementbonus +%d/+%d") % [cr.aura, cr.aura])
elif cr.aura < 0:
parts.append(tr("Elementbonus %d/%d") % [cr.aura, cr.aura])
var perk := cr.power() - cr.attack - cr.aura
if perk > 0:
parts.append(tr("Merkmal +%d") % perk)
for k in cr.keywords():
if not (k in cr.card.keywords):
parts.append(tr("%s durch das Element") % tr(k))
if cr.hidden:
parts.append(tr("verdeckt"))
elif not cr.ready and not cr.has("Flink") and cr.owner() == perspective:
parts.append(tr("greift erst im nächsten Zug an"))
return " · ".join(parts)
@@ -1020,10 +1083,10 @@ func refresh() -> void:
else:
show_preview(card, entered, looks, creature_info(tile.creature) if entered else "", Rect2(tile.slot, tile.size)))
var uid := cr.uid
tile.clicked.connect(func(_v):
tile.pressed.connect(func(_v, pos):
var c := game.find_creature(uid)
if c != null:
on_tile_click(c))
_press(c, tile, pos))
if arrivals.has(cr.uid):
fx.fly_in(tile, arrivals[cr.uid])
arrivals.erase(cr.uid)
@@ -1037,7 +1100,7 @@ func refresh() -> void:
if cr == selected or cr == fuse_first:
b = Style.YELLOW
w = 4
elif fusing and p == h and mine:
elif fuse_first != null and p == h and mine and g.can_fuse(h, fuse_first, cr)[0]:
b = Style.PURPLE
w = 3
elif selected != null and g.can_attack(selected, cr)[0]:
@@ -1060,7 +1123,6 @@ func refresh() -> void:
var t: CreatureView = tiles[uid]
tiles.erase(uid)
fx.fade_out(t)
build_pick()
deck.visible = not spectating()
deck.enabled = mine and g.can_draw(h)[0]
deck.count = g.deck.size()
@@ -1075,15 +1137,20 @@ func refresh() -> void:
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, false, Cards.RARITIES[int(h.looks.get(card.id, 0))])
var v := CardView.new(card, r.size, false, card.rarity_in(h.looks))
v.position = r.position
v.lift = mine
apply_forecast(v)
if playable:
v.bonus = g.forecast(h, card)
if fuse_first != null and mine and g.can_fuse(h, fuse_first, card)[0]:
v.border = Style.PURPLE
elif card == fuse_first:
v.border = Style.YELLOW
elif playable:
v.border = Style.GREEN
v.dim = not playable
v.dim = not playable and card != fuse_first
v.drag_enabled = true
v.hover.connect(func(c, e): show_hand_preview(c, e, Rect2(v.position, v.size)))
v.clicked.connect(func(_view): on_click("hand", card))
v.pressed.connect(func(_view, pos): _press(card, v, pos))
hand_layer.add_child(v)
hand_views.append(v)
@@ -1103,18 +1170,16 @@ func refresh() -> void:
b_skip.visible = ai_running
b_end.visible = not ai_running and not spectating()
b_undo.visible = undo_state != null and mine
b_fuse.visible = mine and not spectating() and h.board.size() >= 2
b_fuse.text = tr("Abbrechen") if fusing else tr("Verschmelzen")
element_view.update_from(g)
element_view.update_from(g, h)
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 " verschmelzen zu " in line or " wird aufgedeckt." in line:
elif " verschmelzen " in line or " wird aufgedeckt." in line:
lines.append("[color=#8c78dc]%s[/color]" % line)
elif " bekommt " in line:
elif " bekommt " in line or " regeneriert sich." in line:
lines.append("[color=#5ad282]%s[/color]" % line)
else:
lines.append(line)