Deckstärke, Schwierigkeitsgrade mit Archetypen, Gegnerdecks entlang der Energiekurve, Starter mit zwei seltenen Karten

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01QPgKvy5W9WRNFHjkm5QsHx
This commit is contained in:
Team3
2026-09-16 14:04:13 +02:00
parent 46c3fae233
commit 7ae6017f12
16 changed files with 371 additions and 72 deletions

View File

@@ -778,43 +778,115 @@ static func validate_deck(cards: Array, owned = null) -> Array:
return [true, ""]
## Gegnerdeck aus den Elementen. bias > 1 bevorzugt seltene Karten (Kampagne).
## Deckstärke: Durchschnitt der Kartenwerte (1 = nur gewöhnliche Karten, bis etwa 3,5).
static func deck_rating(cards: Array) -> float:
if cards.is_empty():
return 0.0
var sum := 0.0
for c in cards:
sum += Cards.card_value(c)
return sum / cards.size()
## Gegnerdeck auf eine Zielstärke: die Gewichtung wird angepasst, bis das Deck nahe am Ziel liegt.
static func build_opponent_deck_rated(r: RandomNumberGenerator, elements: Array, target: float, tolerance: float = 0.12) -> Array:
var bias := 1.0
var best := []
var best_diff := 99.0
for attempt in 24:
var deck := build_opponent_deck(r, elements, bias)
var diff := deck_rating(deck) - target
if absf(diff) < best_diff:
best = deck
best_diff = absf(diff)
if absf(diff) <= tolerance:
break
bias = clampf(bias * (1.35 if diff < 0 else 1.0 / 1.35), 0.05, 20.0)
return best
# Gemessene Stärke der Elementkombinationen (Siegquote gegen das Feld, KI gegen KI, tests/strength_probe.gd).
const ARCHETYPE_STRENGTH := {
"Feuer": 33, "Wasser": 20, "Erde": 53, "Luft": 46,
"Feuer+Wasser": 46, "Feuer+Erde": 60, "Feuer+Luft": 60,
"Wasser+Erde": 23, "Wasser+Luft": 36, "Erde+Luft": 66,
}
## Elementkombinationen einer Stufe: "leicht" die schwächere Hälfte, "schwer" die stärkere, sonst alle.
static func archetypes(tier: String = "") -> Array:
var keys: Array = ARCHETYPE_STRENGTH.keys()
keys.sort_custom(func(a, b): return ARCHETYPE_STRENGTH[a] < ARCHETYPE_STRENGTH[b])
var half: int = keys.size() / 2
match tier:
"leicht":
return keys.slice(0, half)
"schwer":
return keys.slice(half)
return keys
# Energiekurve der Gegnerdecks: Anzahl Karten je Kosten (6 = sechs und mehr).
const CURVE := {1: 3, 2: 5, 3: 4, 4: 3, 5: 2, 6: 3}
## Gegnerdeck aus den Elementen entlang der Energiekurve. bias > 1 bevorzugt seltene Karten, bias < 1 gewöhnliche.
static func build_opponent_deck(r: RandomNumberGenerator, elements: Array, bias: float = 1.0) -> Array:
var pool := Cards.all().filter(func(c): return c.elements.all(func(e): return e in elements))
var weights := PackedFloat32Array()
for c in pool:
var w: float = OPPONENT_RARITY_WEIGHT[c.rarity]
weights.append(w / bias if c.rarity == "gewöhnlich" else w * bias)
var deck := []
var counts := {}
for bucket in CURVE:
for i in CURVE[bucket]:
var c = _pick_for_cost(r, pool, counts, bucket, bias)
if c != null:
counts[c.id] = counts.get(c.id, 0) + 1
deck.append(c)
while deck.size() < DECK_SIZE:
var c = pool[r.rand_weighted(weights)]
if counts.get(c.id, 0) < MAX_COPIES:
counts[c.id] = counts.get(c.id, 0) + 1
deck.append(c)
var c = _pick_for_cost(r, pool, counts, r.randi_range(1, 6), bias)
if c == null:
break
counts[c.id] = counts.get(c.id, 0) + 1
deck.append(c)
return deck
static func random_opponent(r: RandomNumberGenerator, index: int, life: int = START_LIFE) -> Player:
var elements: Array
if r.randf() < 0.4:
elements = [Cards.ELEMENTS[r.randi_range(0, Cards.ELEMENTS.size() - 1)]]
else:
var pool: Array = Cards.ELEMENTS.duplicate()
shuffle(pool, r)
elements = [pool[0], pool[1]]
return Player.new("Gegner %d" % index, build_opponent_deck(r, elements), false, life,
Cards.combo_name(elements) + "-Magier")
## Karte nahe den gewünschten Kosten, gewichtet nach Seltenheit (bias) und Kostenabstand.
## Bei extremer Seltenheitsvorgabe darf die Kurve nachgeben, sonst wäre das Ziel unerreichbar.
static func _pick_for_cost(r: RandomNumberGenerator, pool: Array, counts: Dictionary, cost: int, bias: float):
var candidates := []
var weights := PackedFloat32Array()
for c in pool:
if counts.get(c.id, 0) >= MAX_COPIES:
continue
var spread: int = absi(mini(c.cost, 6) - cost)
var w: float = OPPONENT_RARITY_WEIGHT[c.rarity]
w = w / bias if c.rarity == "gewöhnlich" else w * bias
w *= pow(0.3, spread)
candidates.append(c)
weights.append(w)
if candidates.is_empty():
return null
return candidates[r.rand_weighted(weights)]
## rules: {"human_perks": [...], "everyone_perk": String, "start_life": int}
## Zufälliger Gegner. target > 0: Deck auf diese Stärke gebaut. tier: Archetypen der Schwierigkeit.
static func random_opponent(r: RandomNumberGenerator, index: int, life: int = START_LIFE, target: float = 0.0, tier: String = "") -> Player:
var options := archetypes(tier)
var elements: Array = options[r.randi_range(0, options.size() - 1)].split("+")
var deck := build_opponent_deck_rated(r, elements, target) if target > 0.0 else build_opponent_deck(r, elements)
return Player.new("Gegner %d" % index, deck, false, life, Cards.combo_name(elements) + "-Magier")
## rules: {"human_perks": [...], "everyone_perk": String, "start_life": int, "target_rating": float, "tier": String}
static func new_battle(deck: Array, n_opp: int, r: RandomNumberGenerator = null, rules: Dictionary = {}) -> Game:
assert(n_opp >= 1 and n_opp <= MAX_OPPONENTS, "1 bis 5 Gegner")
if r == null:
r = make_rng()
var target: float = float(rules.get("target_rating", 0.0))
var tier: String = str(rules.get("tier", ""))
var opps := []
for i in n_opp:
opps.append(random_opponent(r, i + 1))
opps.append(random_opponent(r, i + 1, START_LIFE, target, tier))
return new_battle_with(deck, opps, r, false, rules)