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
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@@ -12,6 +12,12 @@ const START_COINS := 150
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const REWARD_WIN := {1: 100, 2: 150, 3: 200, 4: 250, 5: 300}
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const REWARD_LOSS := 50
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const DECK_SLOTS := 5
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# Schwierigkeit: Faktor auf die Zielstärke der Gegnerdecks, Belohnung und KI-Tiefe.
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const DIFFICULTIES := {
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"leicht": {"name": "Leicht", "factor": 0.9, "reward": 0.75, "smart": false, "tier": "leicht"},
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"normal": {"name": "Normal", "factor": 1.0, "reward": 1.0, "smart": true, "tier": ""},
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"schwer": {"name": "Schwer", "factor": 1.2, "reward": 1.5, "smart": true, "tier": "schwer"},
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}
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# Werkstatt: Zerlegen bringt Staub, Herstellen kostet Staub.
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const DUST_DISMANTLE := {"gewöhnlich": 5, "selten": 20, "episch": 100, "legendär": 400, "mythisch": 1600}
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const DUST_CRAFT := {"gewöhnlich": 40, "selten": 100, "episch": 400, "legendär": 1600, "mythisch": 3200}
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@@ -21,7 +27,7 @@ const ACHIEVEMENTS := [
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{"id": "duellant", "name": "Duellant", "text": "Gewinne ein Duell.", "reward": 50},
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{"id": "tischherr", "name": "Herr des Tisches", "text": "Gewinne gegen 3 oder mehr Gegner.", "reward": 100},
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{"id": "chaosmeister", "name": "Chaosmeister", "text": "Gewinne gegen 5 Gegner.", "reward": 200},
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{"id": "sammler", "name": "Sammler", "text": "Besitze 40 verschiedene Karten.", "reward": 100},
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{"id": "sammler", "name": "Sammler", "text": "Besitze 50 verschiedene Karten.", "reward": 100},
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{"id": "vollstaendig", "name": "Vollständig", "text": "Besitze jede Karte.", "reward": 500},
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{"id": "boosterfreund", "name": "Boosterfreund", "text": "Öffne 10 Booster.", "reward": 100},
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{"id": "elementarist", "name": "Elementarist", "text": "Gewinne mit einem Deck aus nur einem Element.", "reward": 100},
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@@ -58,7 +64,7 @@ var stats := {"games": 0, "wins": 0, "boosters": 0, "wins_by_opp": {}}
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var achievements: Array = []
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var campaign_stage := 0 # Anzahl abgeschlossener Kampagnenstufen
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var daily := {"date": "", "task": "", "progress": 0, "done": false}
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var settings := {"volume": 0.8, "music": 0.5, "ai_speed": 1.0, "animations": true, "language": "de"}
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var settings := {"volume": 0.8, "music": 0.5, "ai_speed": 1.0, "animations": true, "language": "de", "difficulty": "normal"}
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var notices: Array[String] = [] # Meldungen für die Oberfläche (Erfolge, Tagesaufgabe)
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var card_stats := {} # id -> {"played", "games", "wins"}
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var booster_since_mythic := 0
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@@ -86,11 +92,16 @@ static func starter() -> Profile:
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for c in Cards.of_rarity("gewöhnlich"):
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if c.id.begins_with("f_") or c.id.begins_with("w_") or c.id.begins_with("e_") or c.id.begins_with("l_"):
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p.collection[c.id] = 2
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# Zwei seltene Karten zum Start, damit es etwas zum Aufbauen gibt
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p.collection["f_drache"] = 1
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p.collection["e_baum"] = 1
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var starter_ids := ["f_funke", "f_kobold", "f_wolf", "f_feuerball", "f_asche",
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"e_wall", "e_wurzel", "e_haerten", "e_golem", "e_troll"]
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for cid in starter_ids:
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p.deck.append(cid)
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p.deck.append(cid)
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p.deck[p.deck.find("f_asche")] = "f_drache"
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p.deck[p.deck.find("e_troll")] = "e_baum"
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return p
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@@ -147,7 +158,9 @@ static func from_dict(d: Dictionary) -> Profile:
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var se = d.get("settings", {})
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p.settings = {"volume": float(se.get("volume", 0.8)), "music": float(se.get("music", 0.5)),
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"ai_speed": float(se.get("ai_speed", 1.0)), "animations": bool(se.get("animations", true)),
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"language": str(se.get("language", "de"))}
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"language": str(se.get("language", "de")), "difficulty": str(se.get("difficulty", "normal"))}
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if not DIFFICULTIES.has(p.settings.difficulty):
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p.settings.difficulty = "normal"
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if version >= 4:
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for cid in d.get("card_stats", {}):
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if Cards.has_id(cid):
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@@ -363,7 +376,7 @@ func open_booster(r: RandomNumberGenerator = null) -> Array:
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## stage >= 0: Kampagnenstufe; ein erster Sieg schaltet die nächste Stufe frei.
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## turns: Dauer der Partie für die Bestenliste. challenge: Herausforderung dieser Woche.
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func record_battle(won: bool, n_opp: int, deck_used: Array, stage: int = -1, played_ids: Array = [],
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turns: int = 0, challenge: Dictionary = {}) -> int:
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turns: int = 0, challenge: Dictionary = {}, reward_factor: float = 1.0) -> int:
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stats.games += 1
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if won:
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records.streak += 1
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@@ -386,7 +399,7 @@ func record_battle(won: bool, n_opp: int, deck_used: Array, stage: int = -1, pla
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stats.wins += 1
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var key := str(n_opp)
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stats.wins_by_opp[key] = int(stats.wins_by_opp.get(key, 0)) + 1
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reward = REWARD_WIN[n_opp]
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reward = int(round(REWARD_WIN[n_opp] * reward_factor))
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if stage >= 0 and stage == campaign_stage:
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campaign_stage += 1
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reward = Campaign.stage(stage).reward
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@@ -440,7 +453,7 @@ func _achieved(id: String, ctx: Dictionary) -> bool:
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"chaosmeister":
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return won and n == 5
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"sammler":
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return distinct_owned() >= 40
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return distinct_owned() >= 50
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"vollstaendig":
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return distinct_owned() >= Cards.all().size()
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"boosterfreund":
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@@ -460,6 +473,16 @@ func _achieved(id: String, ctx: Dictionary) -> bool:
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return false
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func difficulty() -> Dictionary:
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return DIFFICULTIES.get(settings.get("difficulty", "normal"), DIFFICULTIES.normal)
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## Zielstärke der Gegnerdecks: eigene Deckstärke mal Schwierigkeitsfaktor.
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func target_rating(cards: Array = []) -> float:
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var deck_used: Array = cards if not cards.is_empty() else deck_cards()
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return Game.deck_rating(deck_used) * float(difficulty().factor)
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func perk_unlocked() -> bool:
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return campaign_stage >= Campaign.STAGES.size()
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