update
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@@ -1,10 +1,11 @@
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class_name ElementView
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extends Control
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## Elementzähler der eigenen Seite, mittig: je Element zweimal das Symbol seines Sondereffekts in
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## der Elementfarbe, leuchtend je offenem eigenen Wesen (beide: Effekt aktiv), daneben in der
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## Elementfarbe das Mana der bisher ausgespielten Karten (je Game.ELEMENT_MANA gibt es +1 Angriff).
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## Elementzähler einer Seite als Liste neben ihrem Brett. Es stehen nur Elemente da, bei denen
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## etwas passiert ist: je Zeile Name, zweimal das Symbol seines Sondereffekts (leuchtend je
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## offenem Wesen, beide: Effekt aktiv), die Zahl der ausgespielten Karten und ab
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## Game.ELEMENT_COUNT der Bonus +1/+1.
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const ENTRY_W := 180.0
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const ROW := 32.0
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var own := {} # offene eigene Wesen je Element
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var played := {} # ausgespielte Karten je Element
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@@ -31,37 +32,41 @@ func paired(e: String) -> bool:
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func bonus(e: String) -> int:
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return int(played.get(e, 0)) / Game.ELEMENT_MANA
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return int(played.get(e, 0)) / Game.ELEMENT_COUNT
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## Elemente, bei denen sich etwas getan hat (offene Wesen oder ausgespielte Karten).
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func shown() -> Array:
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return Cards.ELEMENTS.filter(func(e): return int(own.get(e, 0)) > 0 or int(played.get(e, 0)) > 0)
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## Der Inhalt als Text (Tests, Protokoll): Element offen/gespielt, dazu Effekt und Bonus.
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func text() -> String:
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var parts: Array[String] = []
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for e in Cards.ELEMENTS:
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for e in shown():
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var s := "%s %d/%d" % [tr(e), int(own.get(e, 0)), int(played.get(e, 0))]
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if paired(e):
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s += " (%s)" % tr(Cards.ELEMENT_KEYWORD[e])
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if bonus(e) > 0:
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s += " (+%d)" % bonus(e)
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s += " (+%d/+%d)" % [bonus(e), bonus(e)]
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parts.append(s)
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return " · ".join(parts)
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func _draw() -> void:
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var x0 := (size.x - ENTRY_W * Cards.ELEMENTS.size()) / 2
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var cy := size.y / 2
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for i in Cards.ELEMENTS.size():
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var e: String = Cards.ELEMENTS[i]
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var y := ROW / 2
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for e in shown():
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var col: Color = Cards.ELEMENT_COLORS[e]
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var active := paired(e) or bonus(e) > 0
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var px := x0 + i * ENTRY_W + 10
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Style.text(self, tr(e), 13, Style.TEXT if active else Style.MUTED, Vector2(px, cy), "midleft", active)
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px += Style.FONT_BOLD.get_string_size(tr(e), HORIZONTAL_ALIGNMENT_LEFT, -1, Style.fs(13)).x + 10
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draw_style_box(Style.box(Color(col, 0.18 if active else 0.1), 6, Color(col, 0.6 if active else 0.0), 1 if active else 0), Rect2(0, y - ROW / 2 + 2, size.x, ROW - 4))
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var px := 10.0
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Style.text(self, tr(e), 13, Style.TEXT if active else Style.MUTED, Vector2(px, y), "midleft", active)
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px = 76
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for k in Game.ELEMENT_PAIR:
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var filled := k < int(own.get(e, 0))
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Style.keyword_icon(self, Cards.ELEMENT_KEYWORD[e], Vector2(px + k * 24 + 10, cy), 8, Style.lighter(col, 0.45) if filled else Color(col, 0.3))
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Style.keyword_icon(self, Cards.ELEMENT_KEYWORD[e], Vector2(px + k * 24 + 10, y), 8, Style.lighter(col, 0.45) if filled else Color(col, 0.3))
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px += Game.ELEMENT_PAIR * 24 + 8
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Style.text(self, str(int(played.get(e, 0))), 15, Style.lighter(col, 0.45), Vector2(px, cy), "midleft", true)
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px += 20
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Style.text(self, str(int(played.get(e, 0))), 15, Style.lighter(col, 0.45), Vector2(px, y), "midleft", true)
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if bonus(e) > 0:
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Style.text(self, "+%d" % bonus(e), 12, Style.GREEN, Vector2(px, cy), "midleft", true)
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Style.text(self, "+%d/+%d" % [bonus(e), bonus(e)], 12, Style.GREEN, Vector2(size.x - 6, y), "midright", true)
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y += ROW
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