update
This commit is contained in:
@@ -1,90 +1,39 @@
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class_name Profile
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extends RefCounted
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## Spielstand: Sammlung, Münzen, Decks, Staub, Booster, Kartenstatistik (für Deckstärke und Schwierigkeit), Tagesaufgabe, Einstellungen.
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## Spielstand: Münzen, Staub, Sammlung, Kampagne, Einstellungen.
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## Jede Karte gehört jedem von Anfang an. Gesammelt wird die Seltenheitsstufe, und die
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## ist reine Optik: sie ändert weder Werte noch Text einer Karte.
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const SAVE_VERSION := 5
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const PITY_BOOSTERS := 20 # danach ist eine mythische Karte garantiert
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const SAVE_VERSION := 6
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const SAVE_PATH := "user://spielstand.json"
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const BOOSTER_COST := 100
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const ELEMENT_BOOSTER_COST := 120 # nur Karten eines Elements (auch seine Kombos)
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const CODE_PREFIX := "DINGER1:" # Deck-Code zum Teilen
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const BOOSTER_SIZE := 5
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const RARITY_WEIGHTS := {"gewöhnlich": 70.0, "selten": 20.0, "episch": 7.5, "legendär": 2.0, "mythisch": 0.5}
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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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# Schwierigkeit: Leben der Gegner, KI und Münzen.
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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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"leicht": {"name": "Leicht", "life": 25, "reward": 0.75, "smart": false},
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"normal": {"name": "Normal", "life": 30, "reward": 1.0, "smart": true},
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"schwer": {"name": "Schwer", "life": 35, "reward": 1.5, "smart": true},
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}
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# Sammlung: Zerlegen bringt Staub, Herstellen kostet Staub.
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# Sammlung: eine Stufe abgeben bringt Staub, eine Stufe aufwerten 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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const DAILY_TASKS := [
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{"id": "sieg", "kind": "win", "text": "Gewinne einen Kampf", "goal": 1, "reward": 80},
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{"id": "kaempfe", "kind": "game", "text": "Bestreite zwei Kämpfe", "goal": 2, "reward": 60},
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{"id": "booster", "kind": "booster", "text": "Öffne einen Booster", "goal": 1, "reward": 40},
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{"id": "wesen", "kind": "creature_played", "text": "Spiele fünf Wesen", "goal": 5, "reward": 50},
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{"id": "falle", "kind": "trap_set", "text": "Lege eine Falle", "goal": 1, "reward": 50},
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{"id": "kombo", "kind": "combo", "text": "Löse zwei Feldkombos aus", "goal": 2, "reward": 60},
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{"id": "herstellen", "kind": "craft", "text": "Stelle eine Karte her", "goal": 1, "reward": 50},
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{"id": "tisch", "kind": "win_vs3", "text": "Gewinne gegen 3 oder mehr Gegner", "goal": 1, "reward": 120},
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{"id": "feuer", "kind": "win_element:Feuer", "text": "Gewinne mit einem Feuer-Deck", "goal": 1, "reward": 90},
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{"id": "wasser", "kind": "win_element:Wasser", "text": "Gewinne mit einem Wasser-Deck", "goal": 1, "reward": 90},
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{"id": "erde", "kind": "win_element:Erde", "text": "Gewinne mit einem Erde-Deck", "goal": 1, "reward": 90},
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{"id": "luft", "kind": "win_element:Luft", "text": "Gewinne mit einem Luft-Deck", "goal": 1, "reward": 90},
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]
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static var today_override := "" # für Tests
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const DUST_UPGRADE := {"selten": 100, "episch": 400, "legendär": 1600, "mythisch": 3200}
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var coins := 0
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var dust := 0
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var collection := {} # id -> Anzahl
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var decks: Array = [] # DECK_SLOTS Einträge {"name": String, "cards": Array von ids}
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var active_deck := 0
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var stats := {"games": 0, "wins": 0, "boosters": 0, "wins_by_opp": {}}
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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 collection := {} # id -> Seltenheitsstufe (Index in Cards.RARITIES), fehlend = gewöhnlich
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var campaign_stage := 0 # Anzahl abgeschlossener Kampagnenstufen
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var settings := {"volume": 0.8, "music": 0.5, "ai_speed": 1.0, "animations": true, "language": "de", "difficulty": "normal", "big_font": false}
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var notices: Array[String] = [] # Meldungen für die Oberfläche (Tagesaufgabe, Fortschritt)
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var card_stats := {} # id -> {"played", "games", "wins"}
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var booster_since_mythic := 0
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var perk := "" # gewähltes eigenes Merkmal (nach Kapitel 1)
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var records := {"streak": 0, "best_streak": 0, "fastest_win": 0, "loss_streak": 0, "margins": []}
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## Das aktive Deck (Kartenliste des gewählten Slots).
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var deck: Array:
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get:
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return decks[active_deck].cards
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set(value):
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decks[active_deck].cards = value
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func _init() -> void:
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for i in DECK_SLOTS:
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decks.append({"name": "Deck %d" % (i + 1), "cards": []})
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var notices: Array[String] = [] # Meldungen für die Oberfläche (Kampagnenfortschritt)
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var perk := "" # gewähltes eigenes Merkmal (nach Kapitel 1)
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static func starter() -> Profile:
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var p := Profile.new()
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p.coins = START_COINS
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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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@@ -102,71 +51,34 @@ static func load_or_new(path: String = SAVE_PATH) -> Profile:
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return p
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## Liest jede Spielstand-Version; fehlende Felder bekommen Standardwerte (Migration).
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## Liest jede Spielstand-Version; ältere Stände behalten Münzen, Staub, Kampagne und
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## Einstellungen, die alte Sammlung (Anzahl je Karte) hat keine Entsprechung mehr.
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static func from_dict(d: Dictionary) -> Profile:
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var p := Profile.new()
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var version := int(d.get("version", 1))
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p.coins = int(d.get("coins", 0))
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p.dust = int(d.get("dust", 0))
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var coll = d.get("collection", {})
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for cid in coll:
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if Cards.has_id(cid):
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p.collection[cid] = int(coll[cid])
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if version >= 3:
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var list = d.get("decks", [])
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for i in mini(list.size(), DECK_SLOTS):
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p.decks[i].name = str(list[i].get("name", "Deck %d" % (i + 1)))
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p.decks[i].cards = []
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for cid in list[i].get("cards", []):
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if Cards.has_id(cid):
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p.decks[i].cards.append(cid)
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p.active_deck = clampi(int(d.get("active_deck", 0)), 0, DECK_SLOTS - 1)
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else:
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for cid in d.get("deck", []):
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p.campaign_stage = int(d.get("campaign_stage", 0))
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if int(d.get("version", 1)) >= SAVE_VERSION:
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var coll = d.get("collection", {})
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for cid in coll:
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if Cards.has_id(cid):
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p.decks[0].cards.append(cid)
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if version >= 2:
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var st = d.get("stats", {})
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p.stats.games = int(st.get("games", 0))
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p.stats.wins = int(st.get("wins", 0))
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p.stats.boosters = int(st.get("boosters", 0))
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for k in st.get("wins_by_opp", {}):
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p.stats.wins_by_opp[str(k)] = int(st.wins_by_opp[k])
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p.campaign_stage = int(d.get("campaign_stage", 0))
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var dl = d.get("daily", {})
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p.daily = {"date": str(dl.get("date", "")), "task": str(dl.get("task", "")),
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"progress": int(dl.get("progress", 0)), "done": bool(dl.get("done", false))}
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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")), "difficulty": str(se.get("difficulty", "normal")),
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"big_font": bool(se.get("big_font", false))}
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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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var st = d.card_stats[cid]
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p.card_stats[cid] = {"played": int(st.get("played", 0)), "games": int(st.get("games", 0)), "wins": int(st.get("wins", 0))}
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p.booster_since_mythic = int(d.get("booster_since_mythic", 0))
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if version >= 5:
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p.perk = str(d.get("perk", ""))
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if not Game.PERKS.has(p.perk):
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p.perk = ""
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var rc = d.get("records", {})
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p.records = {"streak": int(rc.get("streak", 0)), "best_streak": int(rc.get("best_streak", 0)),
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"fastest_win": int(rc.get("fastest_win", 0)), "loss_streak": int(rc.get("loss_streak", 0)),
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"margins": Array(rc.get("margins", [])).map(func(m): return int(m))}
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p.collection[cid] = clampi(int(coll[cid]), 0, Cards.RARITIES.size() - 1)
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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")), "difficulty": str(se.get("difficulty", "normal")),
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"big_font": bool(se.get("big_font", false))}
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if not DIFFICULTIES.has(p.settings.difficulty):
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p.settings.difficulty = "normal"
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p.perk = str(d.get("perk", ""))
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if not Game.PERKS.has(p.perk):
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p.perk = ""
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return p
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func to_dict() -> Dictionary:
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return {"version": SAVE_VERSION, "coins": coins, "dust": dust, "collection": collection,
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"decks": decks, "active_deck": active_deck,
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"stats": stats, "campaign_stage": campaign_stage,
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"daily": daily, "settings": settings, "card_stats": card_stats,
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"booster_since_mythic": booster_since_mythic,
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"perk": perk, "records": records}
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"campaign_stage": campaign_stage, "settings": settings, "perk": perk}
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## Speichert und sichert den vorherigen Stand als .bak.
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@@ -185,363 +97,114 @@ func take_notices() -> Array[String]:
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return out
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# --- Decks und Sammlung -----------------------------------------------------------
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# --- Sammlung: Seltenheit als Aussehen --------------------------------------------
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func deck_cards(slot: int = -1) -> Array:
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var ids: Array = decks[slot if slot >= 0 else active_deck].cards
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var out := []
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for cid in ids:
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out.append(Cards.by_id(cid))
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func level(cid: String) -> int:
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return int(collection.get(cid, 0))
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func rarity(cid: String) -> String:
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return Cards.RARITIES[level(cid)]
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## Karten-ID -> Stufe für den Kampf (nur aufgewertete Karten, siehe Game.Player.looks).
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func looks() -> Dictionary:
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var out := {}
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for cid in collection:
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if int(collection[cid]) > 0:
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out[cid] = int(collection[cid])
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return out
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func deck_valid(slot: int = -1) -> Array:
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return Game.validate_deck(deck_cards(slot), collection)
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func deck_name(slot: int = -1) -> String:
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return decks[slot if slot >= 0 else active_deck].name
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func rename_deck(slot: int, name: String) -> String:
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var n := name.strip_edges()
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if n.is_empty() or n.length() > 20:
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return "Name muss 1 bis 20 Zeichen haben"
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decks[slot].name = n
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return ""
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## Füllt einen Slot mit eigenen Karten auf 20 auf, entlang einer Energiekurve.
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## Ohne Karten im Slot werden die beiden Elemente mit den meisten eigenen Karten gewählt.
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func autofill_deck(slot: int) -> String:
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var cards: Array = decks[slot].cards
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var elems := Game.deck_elements(deck_cards(slot))
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if elems.is_empty():
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var count := {}
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for c in owned_cards():
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for e in c.elements:
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count[e] = count.get(e, 0) + 1
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var ranked: Array = count.keys()
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ranked.sort_custom(func(a, b): return count[a] > count[b])
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elems = ranked.slice(0, Game.MAX_DECK_ELEMENTS)
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var pool := owned_cards().filter(func(c): return c.elements.all(func(e): return e in elems))
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pool.sort_custom(func(a, b): return Cards.RARITIES.find(a.rarity) > Cards.RARITIES.find(b.rarity))
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var counts := {}
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for cid in cards:
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counts[cid] = counts.get(cid, 0) + 1
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var progressed := true
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while cards.size() < Game.DECK_SIZE and progressed:
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progressed = false
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for cost in range(1, 11):
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if cards.size() >= Game.DECK_SIZE:
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break
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for c in pool:
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if c.cost != cost:
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continue
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var have: int = counts.get(c.id, 0)
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if have < mini(collection.get(c.id, 0), Game.MAX_COPIES):
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cards.append(c.id)
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counts[c.id] = have + 1
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progressed = true
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break
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var ok := Game.validate_deck(deck_cards(slot), collection)
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return "" if ok[0] else ok[1]
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func owned_cards() -> Array:
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return Cards.all().filter(func(c): return collection.get(c.id, 0) > 0)
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func distinct_owned() -> int:
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## Anzahl Karten über der gewöhnlichen Stufe.
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func upgraded_count() -> int:
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var n := 0
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for cid in collection:
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if collection[cid] > 0:
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if int(collection[cid]) > 0:
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n += 1
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return n
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# --- Zerlegen und Herstellen ------------------------------------------------------
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## Zerlegt n Kopien in Staub. Gibt "" zurück oder eine Fehlermeldung.
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func dismantle(cid: String, n: int = 1) -> String:
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var owned: int = collection.get(cid, 0)
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if owned < n:
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return "Nicht genug Kopien"
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var needed := 0
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for d in decks:
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needed = maxi(needed, d.cards.count(cid))
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if owned - n < needed:
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return "Wird in einem Deck gebraucht"
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collection[cid] = owned - n
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dust += DUST_DISMANTLE[Cards.by_id(cid).rarity] * n
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return ""
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## Stellt eine Karte aus Staub her. Gibt "" zurück oder eine Fehlermeldung.
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func craft(cid: String) -> String:
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var cost: int = DUST_CRAFT[Cards.by_id(cid).rarity]
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## Wertet eine Karte um eine Stufe auf. Gibt "" zurück oder eine Fehlermeldung.
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func upgrade(cid: String) -> String:
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var lvl := level(cid)
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if lvl >= Cards.RARITIES.size() - 1:
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return "Schon auf der höchsten Stufe"
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var cost: int = DUST_UPGRADE[Cards.RARITIES[lvl + 1]]
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if dust < cost:
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return "Nicht genug Staub (%d nötig)" % cost
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dust -= cost
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collection[cid] = collection.get(cid, 0) + 1
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daily_event("craft")
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collection[cid] = lvl + 1
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return ""
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## Zerlegt alle Kopien über dem Deck-Limit. Gibt den gewonnenen Staub zurück.
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func dismantle_extras() -> int:
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var before := dust
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for cid in collection.keys():
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var extra: int = collection[cid] - Game.MAX_COPIES
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if extra > 0:
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dismantle(cid, extra)
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return dust - before
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## Gibt eine Stufe ab und bekommt Staub dafür. Gibt "" zurück oder eine Fehlermeldung.
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func dismantle(cid: String) -> String:
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var lvl := level(cid)
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if lvl == 0:
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return "Gewöhnliche Karten lassen sich nicht zerlegen"
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dust += DUST_DISMANTLE[Cards.RARITIES[lvl]]
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collection[cid] = lvl - 1
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return ""
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# --- Booster ----------------------------------------------------------------------
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## Kartenpool einer Seltenheit, bei Elementboostern nur Karten mit diesem Element.
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static func booster_pool(rarity: String, element: String) -> Array:
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var pool := Cards.of_rarity(rarity)
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if element != "":
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pool = pool.filter(func(c): return element in c.elements)
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return pool
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|
||||
static func roll_booster(r: RandomNumberGenerator, element: String = "") -> Array:
|
||||
## Fünf Karten mit gewürfelter Seltenheit.
|
||||
static func roll_booster(r: RandomNumberGenerator) -> Array:
|
||||
var rarities := RARITY_WEIGHTS.keys()
|
||||
var weights := PackedFloat32Array(RARITY_WEIGHTS.values())
|
||||
var cards := []
|
||||
for i in BOOSTER_SIZE:
|
||||
var rarity: String = rarities[r.rand_weighted(weights)]
|
||||
if i == BOOSTER_SIZE - 1 and rarity == "gewöhnlich" \
|
||||
and cards.all(func(c): return c.rarity == "gewöhnlich"):
|
||||
rarity = "selten" # mindestens eine seltene Karte pro Booster
|
||||
var pool := booster_pool(rarity, element)
|
||||
cards.append(pool[r.randi_range(0, pool.size() - 1)])
|
||||
return cards
|
||||
|
||||
|
||||
## Deck-Code zum Teilen: "DINGER1:id*anzahl,…" (sortiert, daher vergleichbar).
|
||||
static func deck_code(card_ids: Array) -> String:
|
||||
var counts := {}
|
||||
for cid in card_ids:
|
||||
counts[cid] = counts.get(cid, 0) + 1
|
||||
var keys := counts.keys()
|
||||
keys.sort()
|
||||
return CODE_PREFIX + ",".join(keys.map(func(k): return "%s*%d" % [k, counts[k]]))
|
||||
|
||||
|
||||
## Karten-IDs aus einem Deck-Code; leer bei ungültigem Code.
|
||||
static func parse_deck_code(code: String) -> Array:
|
||||
var s := code.strip_edges()
|
||||
if not s.begins_with(CODE_PREFIX):
|
||||
return []
|
||||
var pool := Cards.all()
|
||||
var out := []
|
||||
for part in s.substr(CODE_PREFIX.length()).split(",", false):
|
||||
var kv: PackedStringArray = part.strip_edges().split("*")
|
||||
if kv.size() != 2 or not Cards.has_id(kv[0]) or not kv[1].is_valid_int():
|
||||
return []
|
||||
for i in clampi(int(kv[1]), 0, Game.MAX_COPIES):
|
||||
out.append(kv[0])
|
||||
for i in BOOSTER_SIZE:
|
||||
var rar: String = rarities[r.rand_weighted(weights)]
|
||||
if i == BOOSTER_SIZE - 1 and out.all(func(x): return x.rarity == "gewöhnlich"):
|
||||
rar = "selten" # mindestens eine seltene Karte pro Booster
|
||||
out.append({"card": pool[r.randi_range(0, pool.size() - 1)], "rarity": rar})
|
||||
return out
|
||||
|
||||
|
||||
## Öffnet einen Booster (element: Elementbooster). Gibt die Karten zurück, leer wenn die Münzen nicht reichen.
|
||||
func open_booster(r: RandomNumberGenerator = null, element: String = "") -> Array:
|
||||
var cost := ELEMENT_BOOSTER_COST if element != "" else BOOSTER_COST
|
||||
if coins < cost:
|
||||
## Öffnet einen Booster. Höhere Stufen werten die Karte auf, alles andere wird zu Staub.
|
||||
## Gibt die Ergebnisse zurück, leer wenn die Münzen nicht reichen.
|
||||
func open_booster(r: RandomNumberGenerator = null) -> Array:
|
||||
if coins < BOOSTER_COST:
|
||||
return []
|
||||
if r == null:
|
||||
r = Game.make_rng()
|
||||
coins -= cost
|
||||
var cards := roll_booster(r, element)
|
||||
booster_since_mythic += 1
|
||||
var has_mythic: bool = cards.any(func(c): return c.rarity == "mythisch")
|
||||
if booster_since_mythic >= PITY_BOOSTERS and not has_mythic:
|
||||
var pool := booster_pool("mythisch", element)
|
||||
cards[BOOSTER_SIZE - 1] = pool[r.randi_range(0, pool.size() - 1)]
|
||||
has_mythic = true
|
||||
if has_mythic:
|
||||
booster_since_mythic = 0
|
||||
for c in cards:
|
||||
collection[c.id] = collection.get(c.id, 0) + 1
|
||||
stats.boosters += 1
|
||||
daily_event("booster")
|
||||
return cards
|
||||
coins -= BOOSTER_COST
|
||||
var out := roll_booster(r)
|
||||
for res in out:
|
||||
var lvl: int = Cards.RARITIES.find(res.rarity)
|
||||
if lvl > level(res.card.id):
|
||||
collection[res.card.id] = lvl
|
||||
res["upgraded"] = true
|
||||
res["dust"] = 0
|
||||
else:
|
||||
res["upgraded"] = false
|
||||
res["dust"] = DUST_DISMANTLE[res.rarity]
|
||||
dust += res.dust
|
||||
return out
|
||||
|
||||
|
||||
# --- Kampfergebnis, Tagesaufgabe -------------------------------------------
|
||||
# --- Kampf und Kampagne -----------------------------------------------------------
|
||||
|
||||
## Verbucht ein Kampfergebnis und gibt die Münzbelohnung zurück.
|
||||
## stage >= 0: Kampagnenstufe; ein erster Sieg schaltet die nächste Stufe frei.
|
||||
## turns: Dauer der Partie für die Bestenliste.
|
||||
func record_battle(won: bool, n_opp: int, deck_used: Array, stage: int = -1, played_ids: Array = [],
|
||||
turns: int = 0, reward_factor: float = 1.0, remaining_life: int = -1) -> int:
|
||||
stats.games += 1
|
||||
records.margins.append(maxi(remaining_life, 0) if won else 0)
|
||||
while records.margins.size() > 5:
|
||||
records.margins.pop_front()
|
||||
if won:
|
||||
records.streak += 1
|
||||
records.loss_streak = 0
|
||||
records.best_streak = maxi(records.best_streak, records.streak)
|
||||
if turns > 0 and (records.fastest_win == 0 or turns < records.fastest_win):
|
||||
records.fastest_win = turns
|
||||
else:
|
||||
records.streak = 0
|
||||
records.loss_streak += 1
|
||||
var tip := suggest_difficulty()
|
||||
if tip != "" and stage < 0:
|
||||
notices.append("Tipp: %s. Schwierigkeit %s?" % [
|
||||
"%d Siege in Folge" % records.streak if won else "%d Niederlagen in Folge" % records.loss_streak, DIFFICULTIES[tip].name])
|
||||
for cid in played_ids:
|
||||
_stat(cid).played += 1
|
||||
var seen := {}
|
||||
for c in deck_used:
|
||||
if not seen.has(c.id):
|
||||
seen[c.id] = true
|
||||
_stat(c.id).games += 1
|
||||
if won:
|
||||
_stat(c.id).wins += 1
|
||||
func record_battle(won: bool, n_opp: int, stage: int = -1, reward_factor: float = 1.0) -> int:
|
||||
var reward := REWARD_LOSS
|
||||
if won:
|
||||
stats.wins += 1
|
||||
var key := str(n_opp)
|
||||
stats.wins_by_opp[key] = int(stats.wins_by_opp.get(key, 0)) + 1
|
||||
reward = int(round(REWARD_WIN[n_opp] * reward_factor))
|
||||
if stage >= 0 and stage == campaign_stage:
|
||||
campaign_stage += 1
|
||||
reward = Campaign.stage(stage).reward
|
||||
notices.append("Kampagne: %s besiegt!" % Campaign.stage(stage).name)
|
||||
notices.append("Kampagne: %s besiegt" % Campaign.stage(stage).name)
|
||||
coins += reward
|
||||
daily_event("game")
|
||||
if won:
|
||||
daily_event("win")
|
||||
if n_opp >= 3:
|
||||
daily_event("win_vs3")
|
||||
for e in Game.deck_elements(deck_used):
|
||||
daily_event("win_element:" + e)
|
||||
return reward
|
||||
|
||||
|
||||
func _stat(cid: String) -> Dictionary:
|
||||
if not card_stats.has(cid):
|
||||
card_stats[cid] = {"played": 0, "games": 0, "wins": 0}
|
||||
return card_stats[cid]
|
||||
|
||||
|
||||
func difficulty() -> Dictionary:
|
||||
return DIFFICULTIES.get(settings.get("difficulty", "normal"), DIFFICULTIES.normal)
|
||||
|
||||
|
||||
## Vorschlag: rauf nach drei deutlichen Siegen in Folge (im Schnitt mindestens 12 Leben übrig) oder fünf
|
||||
## Siegen egal wie knapp; runter nach drei Niederlagen in Folge. "" = kein Vorschlag.
|
||||
func suggest_difficulty() -> String:
|
||||
var order := ["leicht", "normal", "schwer"]
|
||||
var i := order.find(str(settings.get("difficulty", "normal")))
|
||||
if i < order.size() - 1 and records.streak >= 3:
|
||||
var last: Array = records.margins.slice(maxi(0, records.margins.size() - 3))
|
||||
var avg := 0.0
|
||||
for m in last:
|
||||
avg += float(m) / last.size()
|
||||
if records.streak >= 5 or (records.margins.size() >= 3 and avg >= 12.0):
|
||||
return order[i + 1]
|
||||
if records.loss_streak >= 3 and i > 0:
|
||||
return order[i - 1]
|
||||
return ""
|
||||
|
||||
|
||||
## Eigene Deckstärke, mit Kartenstatistik gewichtet.
|
||||
func deck_rating(cards: Array = []) -> float:
|
||||
var deck_used: Array = cards if not cards.is_empty() else deck_cards()
|
||||
return Game.deck_rating(deck_used, card_stats)
|
||||
|
||||
|
||||
## Zielstärke der Gegnerdecks: eigene Deckstärke mal Schwierigkeitsfaktor.
|
||||
func target_rating(cards: Array = []) -> float:
|
||||
return deck_rating(cards) * float(difficulty().factor)
|
||||
|
||||
|
||||
## Tauscht die schwächste Karte des aktiven Decks gegen cid, wenn das Deck dadurch stärker und gültig bleibt.
|
||||
## dry_run: nur prüfen. Gibt "" zurück oder den Grund, warum nicht.
|
||||
func improve_deck_with(cid: String, dry_run: bool = false) -> String:
|
||||
if collection.get(cid, 0) <= 0:
|
||||
return "Karte nicht in der Sammlung"
|
||||
var card := Cards.by_id(cid)
|
||||
if deck.count(cid) >= mini(collection[cid], Game.MAX_COPIES):
|
||||
return "Schon so oft im Deck wie möglich"
|
||||
var elems := Game.deck_elements(deck_cards())
|
||||
for e in card.elements:
|
||||
if not (e in elems):
|
||||
elems.append(e)
|
||||
if elems.size() > Game.MAX_DECK_ELEMENTS:
|
||||
return "Passt nicht zu den Elementen des Decks"
|
||||
var weakest := ""
|
||||
var weakest_value := Cards.card_value(card)
|
||||
for other in deck:
|
||||
if other == cid:
|
||||
continue
|
||||
var v := Cards.card_value(Cards.by_id(other))
|
||||
if v < weakest_value:
|
||||
weakest_value = v
|
||||
weakest = other
|
||||
if weakest == "":
|
||||
return "Keine schwächere Karte im Deck"
|
||||
if dry_run:
|
||||
return ""
|
||||
var trial: Array = deck.duplicate()
|
||||
trial[trial.find(weakest)] = cid
|
||||
var ok := Game.validate_deck(trial.map(func(id): return Cards.by_id(id)), collection)
|
||||
if not ok[0]:
|
||||
return ok[1]
|
||||
deck = trial
|
||||
return ""
|
||||
|
||||
|
||||
## Karten aus new_ids, die das aktive Deck verbessern würden.
|
||||
func deck_suggestions(new_ids: Array) -> Array:
|
||||
var out := []
|
||||
for cid in new_ids:
|
||||
if not (cid in out) and improve_deck_with(cid, true) == "":
|
||||
out.append(cid)
|
||||
return out
|
||||
|
||||
|
||||
func perk_unlocked() -> bool:
|
||||
return campaign_stage >= Campaign.STAGES.size()
|
||||
|
||||
|
||||
static func today() -> String:
|
||||
return today_override if today_override != "" else Time.get_date_string_from_system()
|
||||
|
||||
|
||||
## Wählt die Tagesaufgabe neu, wenn ein neuer Tag begonnen hat.
|
||||
func refresh_daily() -> void:
|
||||
var t := today()
|
||||
if daily.date != t:
|
||||
var day_number := int(Time.get_unix_time_from_datetime_string(t + "T00:00:00") / 86400)
|
||||
var task: Dictionary = DAILY_TASKS[day_number % DAILY_TASKS.size()]
|
||||
daily = {"date": t, "task": task.id, "progress": 0, "done": false}
|
||||
|
||||
|
||||
func daily_task() -> Dictionary:
|
||||
refresh_daily()
|
||||
for t in DAILY_TASKS:
|
||||
if t.id == daily.task:
|
||||
return t
|
||||
return DAILY_TASKS[0]
|
||||
|
||||
|
||||
## Zählt ein Ereignis (siehe DAILY_TASKS) für die Tagesaufgabe. Gibt die Belohnung zurück.
|
||||
func daily_event(kind: String, n: int = 1) -> int:
|
||||
var task := daily_task()
|
||||
if daily.done or task.kind != kind:
|
||||
return 0
|
||||
daily.progress += n
|
||||
if daily.progress >= task.goal:
|
||||
daily.done = true
|
||||
coins += task.reward
|
||||
notices.append("Tagesaufgabe erfüllt: %s (+%d Münzen)" % [task.text, task.reward])
|
||||
return task.reward
|
||||
return 0
|
||||
|
||||
Reference in New Issue
Block a user