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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37
tests/strength_probe.gd
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37
tests/strength_probe.gd
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@@ -0,0 +1,37 @@
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extends SceneTree
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## Archetyp-Stärke: jede Elementkombination gegen zufällige andere, gleiche Zielstärke, beide KI.
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func archetypes() -> Array:
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var out := []
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for e in Cards.ELEMENTS:
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out.append([e])
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for i in Cards.ELEMENTS.size():
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for j in range(i + 1, Cards.ELEMENTS.size()):
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out.append([Cards.ELEMENTS[i], Cards.ELEMENTS[j]])
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return out
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func _initialize() -> void:
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var r := RandomNumberGenerator.new()
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r.seed = 21
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var arts := archetypes()
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var n := 30
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var results := {}
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for a in arts:
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var wins := 0
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for i in n:
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var b: Array = arts[r.randi_range(0, arts.size() - 1)]
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var deck_a := Game.build_opponent_deck_rated(r, a, 1.6)
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var deck_b := Game.build_opponent_deck_rated(r, b, 1.6)
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var opp := Game.Player.new("Gegner 1", deck_b, false, Game.START_LIFE, "x")
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var g := Game.new_battle_with(deck_a, [opp], r)
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var guard := 0
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while g.winner == "" and guard < 300:
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AI.take_turn(g, g.current())
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guard += 1
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if g.winner == "human":
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wins += 1
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results["+".join(a)] = wins * 100 / n
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print("%-14s %3d%%" % ["+".join(a), wins * 100 / n])
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quit()
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1
tests/strength_probe.gd.uid
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1
tests/strength_probe.gd.uid
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@@ -0,0 +1 @@
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uid://d4m21t7od3kdm
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@@ -106,6 +106,8 @@ func _initialize() -> void:
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test_neue_fallen()
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test_kapitel_zwei_und_merkmalwahl()
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test_herausforderung_und_bestenliste()
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test_deckstaerke_und_schwierigkeit()
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test_starter_gegen_passende_gegner()
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print("%d Prüfungen bestanden, %d fehlgeschlagen" % [passed, failed])
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quit(1 if failed > 0 else 0)
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@@ -456,7 +458,7 @@ func test_spielstand() -> void:
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p.coins = 999
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p.save(path)
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var p2 := Profile.load_or_new(path)
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check(p2.coins == 999 and p2.deck.size() == 20 and p2.collection.size() == 39, "geladen")
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check(p2.coins == 999 and p2.deck.size() == 20 and p2.collection.size() == 41, "geladen")
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for suffix in ["", ".bak"]:
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if FileAccess.file_exists(path + suffix):
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DirAccess.remove_absolute(abs + suffix)
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@@ -1197,3 +1199,65 @@ func test_herausforderung_und_bestenliste() -> void:
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check(text.begins_with("karte;seltenheit;gespielt;partien;siege") and "beste_serie;5" in text, "CSV-Inhalt")
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DirAccess.remove_absolute(ProjectSettings.globalize_path(path))
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Profile.today_override = ""
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func test_deckstaerke_und_schwierigkeit() -> void:
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check(is_equal_approx(Cards.card_value(C("f_kobold")), 1.0) and is_equal_approx(Cards.card_value(C("ff_phoenix")), 4.6), "Kartenwert aus Seltenheit, Schlüsselwörtern, Effekten")
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var starter := Profile.starter().deck_cards()
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var rs := Game.deck_rating(starter)
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check(rs > 1.2 and rs < 1.5, "Starter mit zwei seltenen Karten bei etwa 1,3 (%.2f)" % rs)
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check(Profile.starter().deck_valid()[0] and starter.any(func(c): return c.id == "f_drache") and starter.any(func(c): return c.id == "e_baum"), "Feuerdrache und Uralter Baum im Starterdeck")
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var r := RandomNumberGenerator.new()
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r.seed = 5
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for target in [1.2, 1.6, 2.2, 2.6]:
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for elems in [["Feuer"], ["Wasser", "Luft"]]:
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var d := Game.build_opponent_deck_rated(r, elems, target)
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check(Game.validate_deck(d)[0] and absf(Game.deck_rating(d) - target) <= 0.25, "Zielstärke %.1f für %s erreicht (%.2f)" % [target, "+".join(elems), Game.deck_rating(d)])
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var strong := Game.build_opponent_deck_rated(r, ["Feuer", "Luft"], 3.0)
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check(Game.deck_rating(strong) >= 2.8, "Zielstärke 3,0 mit zwei Elementen erreichbar (%.2f)" % Game.deck_rating(strong))
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var g := Game.new_battle(starter, 2, r, {"target_rating": 1.3})
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for o in g.opponents:
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check(absf(Game.deck_rating(o.deck + o.hand) - 1.3) <= 0.3, "Gegner auf Zielstärke (%.2f)" % Game.deck_rating(o.deck + o.hand))
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check(is_equal_approx(Campaign.target_rating(0, 1.3), 1.3) and is_equal_approx(Campaign.target_rating(0, 2.5), 2.5) and is_equal_approx(Campaign.target_rating(9, 1.3), 2.6), "Kampagne: Stufe oder eigene Stärke, was höher ist")
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var opps := Campaign.opponents(2, r, 1.3)
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check(opps.size() == 2 and absf(Game.deck_rating(opps[0].deck) - 1.5) <= 0.25 and absf(Game.deck_rating(opps[1].deck) - 1.5) <= 0.3, "Borin und Gefolge auf 1,5")
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var p := Profile.starter()
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check(p.difficulty().name == "Normal" and is_equal_approx(p.target_rating(), rs), "Normal: Zielstärke gleich eigener Stärke")
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p.settings.difficulty = "schwer"
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check(is_equal_approx(p.target_rating(), rs * 1.2) and p.difficulty().smart, "Schwer: 1,2-fach mit Vorausschau-KI")
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p.settings.difficulty = "leicht"
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check(not p.difficulty().smart and is_equal_approx(p.target_rating(), rs * 0.9), "Leicht: einfache KI, 0,9-fach")
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var reward := p.record_battle(true, 1, starter, -1, [], 5, {}, p.difficulty().reward)
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check(reward == int(round(Profile.REWARD_WIN[1] * 0.75)), "Leicht: weniger Münzen")
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var v := Profile.from_dict(JSON.parse_string(JSON.stringify(p.to_dict())))
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check(v.settings.difficulty == "leicht", "Schwierigkeit gespeichert")
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v.settings.difficulty = "unsinn"
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check(v.difficulty().name == "Normal", "unbekannte Schwierigkeit fällt auf Normal zurück")
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func test_starter_gegen_passende_gegner() -> void:
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check(Game.archetypes("leicht").size() == 5 and Game.archetypes("schwer").size() == 5 and Game.archetypes().size() == 10, "Archetypen geteilt")
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check("Wasser" in Game.archetypes("leicht") and "Erde+Luft" in Game.archetypes("schwer"), "schwache und starke Archetypen")
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var r := RandomNumberGenerator.new()
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r.seed = 6
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var starter := Profile.starter().deck_cards()
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var rs := Game.deck_rating(starter)
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var results := {}
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for key in ["leicht", "schwer"]:
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var d: Dictionary = Profile.DIFFICULTIES[key]
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var wins := 0
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var games := 24
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for i in games:
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var g := Game.new_battle(starter, 1, r, {"target_rating": rs * float(d.factor), "tier": d.tier})
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var arch := Cards.combo_key(Game.deck_elements(g.opponents[0].deck + g.opponents[0].hand))
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check(arch in Game.archetypes(d.tier), "Archetyp passt zur Stufe (%s)" % arch)
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var guard := 0
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while g.winner == "" and guard < 300:
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var p := g.current()
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AI.take_turn(g, p, (not d.smart) and not p.is_human)
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guard += 1
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if g.winner == "human":
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wins += 1
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results[key] = wins
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check(results.leicht > results.schwer, "Leicht ist leichter als Schwer (%d zu %d von 24)" % [results.leicht, results.schwer])
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check(results.leicht >= 16, "Leicht: Starter gewinnt meistens (%d von 24)" % results.leicht)
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@@ -206,6 +206,7 @@ func test_deckbau() -> void:
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var scr = screen()
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check(scr is DeckScreen, "Deckbildschirm")
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check(scr.deck.size() == 20, "Deck geladen")
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check("Stärke" in scr.elems_label.text, "Deckstärke im Deckbau")
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await shot("05_deck")
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await click(find_button("Leeren"))
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check(scr.deck.is_empty(), "geleert")
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@@ -345,8 +346,28 @@ func start_battle(n_opp: int) -> void:
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func test_gegnerauswahl() -> void:
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await click(find_button("Einzelspieler"))
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check(screen() is OpponentSelectScreen, "Gegnerauswahl geöffnet")
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var sel = screen()
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check(sel is OpponentSelectScreen, "Gegnerauswahl geöffnet")
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check("Deckstärke" in sel.rating_label.text, "Deckstärke angezeigt")
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await click(find_button("Schwer"))
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check(main.profile.settings.difficulty == "schwer" and Profile.load_or_new(SAVE).settings.difficulty == "schwer", "Schwer gewählt und gespeichert")
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await shot("07_gegnerauswahl")
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await click(find_button("1 Gegner"))
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var hard = screen()
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var own := Game.deck_rating(main.profile.deck_cards())
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var opp: Game.Player = hard.game.opponents[0]
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var opp_rating := Game.deck_rating(opp.deck + opp.hand)
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check(opp_rating >= own * 1.05 and hard.smart_ai, "Schwer: Gegnerdeck stärker (%.2f zu %.2f), Vorausschau-KI" % [opp_rating, own])
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await give_up()
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await click(find_button("Einzelspieler"))
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await click(find_button("Leicht"))
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await click(find_button("1 Gegner"))
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var easy = screen()
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opp = easy.game.opponents[0]
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check(Game.deck_rating(opp.deck + opp.hand) <= own * 1.0 + 0.15 and not easy.smart_ai, "Leicht: schwächeres Deck, einfache KI")
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await give_up()
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await click(find_button("Einzelspieler"))
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await click(find_button("Normal"))
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await click(find_button("Zurück"))
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check(screen() is MenuScreen, "zurück im Menü")
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for n in [1, 5]:
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@@ -608,7 +629,7 @@ func test_netzwerk() -> void:
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check(b is BattleScreen and b.is_online() and not b.is_client(), "Netzwerkkampf als Host")
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b.ai_delay = 0.0
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var rounds := 0
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while b.game != null and b.game.winner == "" and rounds < 4:
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while b.game != null and b.game.winner == "" and rounds < 2:
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if b.game.current() == b.perspective:
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await clear_mulligan(b)
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if b.game.current() == b.perspective:
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@@ -618,7 +639,9 @@ func test_netzwerk() -> void:
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await frames(1)
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w2 += 1
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rounds += 1
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check(b.game.turn >= 3 and b.game.winner == "", "mehrere Runden gespielt, Partie läuft (Zug %d)" % b.game.turn)
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if b.game.winner != "":
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print("DEBUG Netz: Sieger=", b.game.winner, " Verlauf=", b.game.log.slice(maxi(0, b.game.log.size() - 12)))
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check(b.game.turn >= 2 and b.game.winner == "", "Runden gespielt, Partie läuft (Zug %d)" % b.game.turn)
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check(b.game.log.any(func(l): return l.begins_with("Bot spielt") or l.begins_with("Bot behält") or l.begins_with("Bot tauscht")), "Bot hat gehandelt")
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await shot("24_netzwerk_kampf")
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# Bot verlässt geordnet: Platz bleibt frei, Züge werden übersprungen
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@@ -750,8 +773,12 @@ func test_kampf_abbrechen() -> void:
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await click(trap_view)
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check(g.human.traps.size() == 1 and scr.trap_views.size() == 1, "Falle gelegt und sichtbar")
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var reiter_view = scr.hand_views.filter(func(v): return v.card.id == "w_reiter")[0]
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await hover(scr.log_box) # erst weg von der Hand, damit das Betreten sicher ausgelöst wird
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await hover(reiter_view)
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var hint_boxes = scr.preview_holder.get_children().filter(func(c): return c is RichTextLabel)
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if hint_boxes.size() != 1:
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print("DEBUG Hinweis: hints=", scr.combo_hints(Cards.by_id("w_reiter")), " kinder=", scr.preview_holder.get_children().map(func(c): return c.get_class()),
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" brett=", g.human.board.map(func(c): return c.name), " hovered=", get_viewport().gui_get_hovered_control(), " reiter_pos=", reiter_view.get_global_rect())
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check(hint_boxes.size() == 1 and "Feldkombo Dampf" in hint_boxes[0].text, "Kombo-Hinweis in der Vorschau")
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await shot("21_kampf_falle_hinweis")
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var spells: Array = scr.hand_views.filter(func(v): return v.card.target_type() != "" and g.can_play(g.human, v.card)[0])
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@@ -762,6 +789,9 @@ func test_kampf_abbrechen() -> void:
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await right_click()
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check(scr.pending == null and card in g.human.hand, "Rechtsklick bricht ab")
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await hover(scr.hand_views[0])
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if scr.preview_holder.get_child_count() == 0:
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print("DEBUG Hover: mulligan=", scr.mulligan_box.visible, " overlay=", scr.any_overlay(), " hand=", scr.hand_views.size(),
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" dran=", g.current().name, " Sieger=", g.winner, " hovered=", get_viewport().gui_get_hovered_control())
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check(scr.preview_holder.get_child_count() > 0, "Vorschau bei Hover")
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await click(find_button("Lupe"))
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check(scr.zoom_player == scr.others()[0], "Lupe öffnet die erste Spalte")
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