update
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@@ -1,7 +1,7 @@
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class_name CollectionScreen
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extends Control
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## Sammlung: alle Karten mit Besitzstand; ausgewählte Karten lassen sich
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## zerlegen (Staub) oder herstellen.
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## Sammlung: alle Karten gehören dir. Gesammelt wird die Seltenheitsstufe — reine Optik.
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## Aufwerten kostet Staub, eine Stufe abgeben bringt Staub.
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var app
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var filter := ""
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@@ -14,14 +14,11 @@ var msg_label: Label
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var preview_holder: Control
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var info_label: Label
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var b_dismantle: Button
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var b_craft: Button
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var b_extras: Button
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var b_upgrade: Button
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func _ready() -> void:
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Style.label(self, "Sammlung", 30, Style.GOLD, Rect2(20, 8, 400, 40), "left", true)
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Style.label(self, "Karte anklicken, dann zerlegen oder herstellen. Überschuss: alles über %d Kopien." % Game.MAX_COPIES,
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14, Style.MUTED, Rect2(240, 18, 600, 24))
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Style.button(self, "Alle", Rect2(20, 55, 60, 34), set_filter.bind(""))
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for i in Cards.ELEMENTS.size():
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var e: String = Cards.ELEMENTS[i]
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@@ -44,10 +41,9 @@ func _ready() -> void:
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preview_holder.mouse_filter = Control.MOUSE_FILTER_IGNORE
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add_child(preview_holder)
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info_label = Style.label(self, "", 14, Style.MUTED, Rect2(860, 396, 390, 66), "center")
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b_dismantle = Style.button(self, "", Rect2(860, 470, 390, 44), dismantle, Color("5a3c28"))
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b_craft = Style.button(self, "", Rect2(860, 524, 390, 44), craft, Color("285a3c"))
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b_extras = Style.button(self, "", Rect2(860, 600, 390, 44), dismantle_extras)
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msg_label = Style.label(self, "", 15, Style.GREEN, Rect2(860, 660, 390, 48), "center")
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b_upgrade = Style.button(self, "", Rect2(860, 480, 390, 44), upgrade, Color("285a3c"))
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b_dismantle = Style.button(self, "", Rect2(860, 534, 390, 44), dismantle, Color("5a3c28"))
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msg_label = Style.label(self, "", 15, Style.GREEN, Rect2(860, 600, 390, 48), "center")
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Style.button(self, "Zurück", Rect2(1150, 740, 110, 44), func(): app.show_screen(MenuScreen.new()))
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refresh()
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@@ -83,71 +79,57 @@ func say(m: String, ok: bool) -> void:
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msg_label.add_theme_color_override("font_color", Style.GREEN if ok else Style.RED)
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func upgrade() -> void:
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if selected == null:
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return
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var err: String = app.profile.upgrade(selected.id)
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if err == "":
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app.sfx.play("play")
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app.save()
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say(tr("%s ist jetzt %s") % [selected.title(), tr(app.profile.rarity(selected.id))], true)
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else:
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say(err, false)
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refresh()
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func dismantle() -> void:
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if selected == null:
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return
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var lvl: int = app.profile.level(selected.id)
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var err: String = app.profile.dismantle(selected.id)
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if err == "":
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app.sfx.play("click")
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app.save()
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say(tr("%s zerlegt (+%d Staub)") % [selected.title(), Profile.DUST_DISMANTLE[selected.rarity]], true)
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say(tr("%s zerlegt (+%d Staub)") % [selected.title(), Profile.DUST_DISMANTLE[Cards.RARITIES[lvl]]], true)
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else:
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say(err, false)
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refresh()
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func craft() -> void:
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if selected == null:
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return
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var err: String = app.profile.craft(selected.id)
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if err == "":
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app.sfx.play("play")
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app.save()
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var notes: Array[String] = app.profile.take_notices()
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say(tr("%s hergestellt") % selected.title() + (" · " + " · ".join(notes) if not notes.is_empty() else ""), true)
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else:
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say(err, false)
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refresh()
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func dismantle_extras() -> void:
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var got: int = app.profile.dismantle_extras()
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if got > 0:
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app.save()
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say("Überschuss zerlegt: +%d Staub" % got, true)
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else:
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say("Kein Überschuss vorhanden", false)
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refresh()
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func refresh() -> void:
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var p: Profile = app.profile
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dust_label.text = "Staub: %d" % p.dust
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grid.fill(cards(),
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func(c): return "%dx" % p.collection.get(c.id, 0) if p.collection.get(c.id, 0) > 0 else "fehlt",
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func(c): return p.collection.get(c.id, 0) == 0)
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grid.fill(cards(), func(c): return tr(p.rarity(c.id)), func(_c): return false, func(c): return p.rarity(c.id))
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Style.clear(preview_holder)
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if selected == null:
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info_label.text = "Keine Karte gewählt"
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b_upgrade.text = "Aufwerten"
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b_dismantle.text = "Zerlegen"
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b_craft.text = "Herstellen"
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b_upgrade.disabled = true
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b_dismantle.disabled = true
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b_craft.disabled = true
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return
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var v := CardView.new(selected, Vector2(200, 280), false, p.rarity(selected.id))
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v.position = Vector2(955, 100)
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v.mouse_filter = Control.MOUSE_FILTER_IGNORE
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preview_holder.add_child(v)
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var lvl := p.level(selected.id)
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info_label.text = "%s · %s" % [tr(selected.combo()), tr(p.rarity(selected.id))]
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if lvl >= Cards.RARITIES.size() - 1:
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b_upgrade.text = "Höchste Stufe"
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b_upgrade.disabled = true
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else:
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var v := CardView.new(selected, Vector2(200, 280))
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v.position = Vector2(955, 100)
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v.mouse_filter = Control.MOUSE_FILTER_IGNORE
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preview_holder.add_child(v)
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var owned: int = p.collection.get(selected.id, 0)
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var st: Dictionary = p.card_stats.get(selected.id, {"played": 0, "games": 0, "wins": 0})
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info_label.text = "%s · %s · Wert %.1f\nIm Besitz: %dx · Gespielt %dx · %d Partien, %d Siege" % [
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selected.combo(), selected.rarity, Cards.card_value(selected), owned, st.played, st.games, st.wins]
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b_dismantle.text = "Zerlegen (+%d Staub)" % Profile.DUST_DISMANTLE[selected.rarity]
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b_craft.text = "Herstellen (%d Staub)" % Profile.DUST_CRAFT[selected.rarity]
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b_dismantle.disabled = owned == 0
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b_craft.disabled = p.dust < Profile.DUST_CRAFT[selected.rarity]
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var extras := 0
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for cid in p.collection:
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extras += maxi(0, p.collection[cid] - Game.MAX_COPIES)
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b_extras.text = "Überschuss zerlegen (%d Karten)" % extras
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b_extras.disabled = extras == 0
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var next: String = Cards.RARITIES[lvl + 1]
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b_upgrade.text = "Aufwerten zu %s (%d Staub)" % [tr(next), Profile.DUST_UPGRADE[next]]
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b_upgrade.disabled = p.dust < Profile.DUST_UPGRADE[next]
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b_dismantle.text = "Zerlegen" if lvl == 0 else "Zerlegen (+%d Staub)" % Profile.DUST_DISMANTLE[Cards.RARITIES[lvl]]
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b_dismantle.disabled = lvl == 0
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