update
This commit is contained in:
@@ -16,9 +16,9 @@ const REWARD_WIN := 100
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const REWARD_LOSS := 50
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# Schwierigkeit: Leben der Gegner, KI und Münzen.
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const DIFFICULTIES := {
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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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"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: eine Stufe abgeben bringt Staub, eine Stufe aufwerten kostet Staub.
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const DUST_DISMANTLE := {"Common": 50, "Rare": 100, "Super Rare": 200, "Ultra Rare": 500, "Ultimate Rare": 1000}
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@@ -36,215 +36,215 @@ var perk := "" # gewähltes eigenes Merkmal (nach Kapitel 1)
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## Neues Profil: noch ohne Karten, das Startdeck wählt der Spieler (choose_start).
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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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return p
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var p := Profile.new()
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p.coins = START_COINS
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return p
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## Hat der Spieler schon ein Startdeck gewählt?
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func started() -> bool:
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return not collection.is_empty()
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return not collection.is_empty()
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## Das Startdeck eines Elements wird Sammlung und Stapel.
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func choose_start(element: String) -> void:
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collection = {}
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deck = DeckGen.start_deck(element)
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for id in deck:
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collection[id] = 0
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collection = {}
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deck = DeckGen.start_deck(element)
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for id in deck:
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collection[id] = 0
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## Lädt den Spielstand; bei Schaden die Sicherung; sonst ein neues Profil.
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static func load_or_new(path: String = SAVE_PATH) -> Profile:
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for candidate in [path, path + ".bak"]:
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if FileAccess.file_exists(candidate):
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var json := JSON.new()
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if json.parse(FileAccess.get_file_as_string(candidate)) == OK and json.data is Dictionary:
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return from_dict(json.data)
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if FileAccess.file_exists(path):
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DirAccess.rename_absolute(ProjectSettings.globalize_path(path), ProjectSettings.globalize_path(path) + ".corrupt")
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var p := starter()
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p.save(path)
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return p
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for candidate in [path, path + ".bak"]:
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if FileAccess.file_exists(candidate):
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var json := JSON.new()
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if json.parse(FileAccess.get_file_as_string(candidate)) == OK and json.data is Dictionary:
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return from_dict(json.data)
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if FileAccess.file_exists(path):
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DirAccess.rename_absolute(ProjectSettings.globalize_path(path), ProjectSettings.globalize_path(path) + ".corrupt")
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var p := starter()
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p.save(path)
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return p
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## Liest jede Spielstand-Version; ältere Stände behalten Münzen, Staub, Kampagne und
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## Einstellungen und bekommen die Startsammlung.
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static func from_dict(d: Dictionary) -> Profile:
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var p := Profile.new()
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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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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.collection[cid] = clampi(int(coll[cid]), 0, Cards.RARITIES.size() - 1)
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var ids := []
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for cid in d.get("deck", []):
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if p.collection.has(cid) and not (cid in ids):
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ids.append(cid)
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p.deck = ids.slice(0, Game.DECK_MAX)
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var se = d.get("settings", {})
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p.settings = {"volume": float(se.get("volume", 0.0)), "music": float(se.get("music", 0.0)),
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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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var p := Profile.new()
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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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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.collection[cid] = clampi(int(coll[cid]), 0, Cards.RARITIES.size() - 1)
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var ids := []
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for cid in d.get("deck", []):
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if p.collection.has(cid) and not (cid in ids):
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ids.append(cid)
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p.deck = ids.slice(0, Game.DECK_MAX)
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var se = d.get("settings", {})
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p.settings = {"volume": float(se.get("volume", 0.0)), "music": float(se.get("music", 0.0)),
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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, "deck": deck,
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"campaign_stage": campaign_stage, "settings": settings, "perk": perk}
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return {"version": SAVE_VERSION, "coins": coins, "dust": dust, "collection": collection, "deck": deck,
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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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func save(path: String = SAVE_PATH) -> void:
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var abs := ProjectSettings.globalize_path(path)
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if FileAccess.file_exists(path):
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DirAccess.copy_absolute(abs, abs + ".bak")
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var f := FileAccess.open(path, FileAccess.WRITE)
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f.store_string(JSON.stringify(to_dict(), "\t"))
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f.close()
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var abs := ProjectSettings.globalize_path(path)
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if FileAccess.file_exists(path):
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DirAccess.copy_absolute(abs, abs + ".bak")
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var f := FileAccess.open(path, FileAccess.WRITE)
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f.store_string(JSON.stringify(to_dict(), "\t"))
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f.close()
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func take_notices() -> Array[String]:
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var out := notices.duplicate()
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notices.clear()
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return out
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var out := notices.duplicate()
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notices.clear()
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return out
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# --- Sammlung und Stapel -----------------------------------------------------------
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func owns(cid: String) -> bool:
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return collection.has(cid)
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return collection.has(cid)
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func level(cid: String) -> int:
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return int(collection.get(cid, 0))
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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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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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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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## Der Stapel für den Kampf: der gewählte, mit weiteren eigenen Karten bis DECK_MIN aufgefüllt,
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## falls er zu klein ist (Karten können durch Zerlegen wegfallen).
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func deck_cards() -> Array:
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return DeckGen.fill(deck.filter(func(id): return collection.has(id)), collection.keys(), Game.DECK_MIN)
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return DeckGen.fill(deck.filter(func(id): return collection.has(id)), collection.keys(), Game.DECK_MIN, collection)
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## Karte in den Stapel oder heraus. Gibt "" zurück oder eine Fehlermeldung.
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func toggle_deck(cid: String) -> String:
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if cid in deck:
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deck.erase(cid)
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return ""
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if not owns(cid):
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return "Karte nicht in der Sammlung"
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if deck.size() >= Game.DECK_MAX:
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return "Der Stapel ist voll (%d Karten)" % Game.DECK_MAX
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deck.append(cid)
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return ""
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if cid in deck:
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deck.erase(cid)
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return ""
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if not owns(cid):
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return "Karte nicht in der Sammlung"
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if deck.size() >= Game.DECK_MAX:
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return "Der Stapel ist voll (%d Karten)" % Game.DECK_MAX
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deck.append(cid)
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return ""
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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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if not owns(cid):
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return "Karte nicht in der Sammlung"
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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] = lvl + 1
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return ""
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if not owns(cid):
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return "Karte nicht in der Sammlung"
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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] = lvl + 1
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return ""
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## Entzaubern: eine Stufe abgeben bringt Staub; eine Common-Karte verlässt die Sammlung.
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## Gibt "" zurück oder eine Fehlermeldung.
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func dismantle(cid: String) -> String:
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if not owns(cid):
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return "Karte nicht in der Sammlung"
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var lvl := level(cid)
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dust += DUST_DISMANTLE[Cards.RARITIES[lvl]]
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if lvl == 0:
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collection.erase(cid)
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deck.erase(cid)
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else:
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collection[cid] = lvl - 1
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return ""
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if not owns(cid):
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return "Karte nicht in der Sammlung"
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var lvl := level(cid)
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dust += DUST_DISMANTLE[Cards.RARITIES[lvl]]
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if lvl == 0:
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collection.erase(cid)
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deck.erase(cid)
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else:
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collection[cid] = lvl - 1
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return ""
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## Herstellen: eine fehlende Karte für Staub als Common. Gibt "" zurück oder eine Fehlermeldung.
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func craft(cid: String) -> String:
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if owns(cid):
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return "Karte schon in der Sammlung"
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if dust < CRAFT_COST:
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return "Nicht genug Staub (%d nötig)" % CRAFT_COST
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dust -= CRAFT_COST
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collection[cid] = 0
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return ""
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if owns(cid):
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return "Karte schon in der Sammlung"
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if dust < CRAFT_COST:
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return "Nicht genug Staub (%d nötig)" % CRAFT_COST
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dust -= CRAFT_COST
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collection[cid] = 0
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return ""
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# --- Booster ----------------------------------------------------------------------
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## Fünf Karten mit gewürfelter Seltenheit.
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static func roll_booster(r: RandomNumberGenerator) -> Array:
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var rarities := RARITY_WEIGHTS.keys()
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var weights := PackedFloat32Array(RARITY_WEIGHTS.values())
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var pool := Cards.all()
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var out := []
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for i in BOOSTER_SIZE:
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var rar: String = rarities[r.rand_weighted(weights)]
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if i == BOOSTER_SIZE - 1 and out.all(func(x): return x.rarity == "Common"):
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rar = "Rare" # mindestens eine Rare pro Booster
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out.append({"card": pool[r.randi_range(0, pool.size() - 1)], "rarity": rar})
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return out
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var rarities := RARITY_WEIGHTS.keys()
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var weights := PackedFloat32Array(RARITY_WEIGHTS.values())
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var pool := Cards.all()
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var out := []
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for i in BOOSTER_SIZE:
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var rar: String = rarities[r.rand_weighted(weights)]
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if i == BOOSTER_SIZE - 1 and out.all(func(x): return x.rarity == "Common"):
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rar = "Rare" # mindestens eine Rare pro Booster
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out.append({"card": pool[r.randi_range(0, pool.size() - 1)], "rarity": rar})
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return out
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## Öffnet einen Booster. Neue Karten kommen in Sammlung und Stapel (solange Platz ist). Von jeder
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## Karte zählt die seltenste Version: eine höhere ersetzt die alte, die zu Staub wird; eine gleiche
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## oder niedrigere wird selbst zu Staub. Gibt die Ergebnisse zurück, leer wenn die Münzen nicht reichen.
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func open_booster(r: RandomNumberGenerator = null) -> Array:
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if coins < BOOSTER_COST:
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return []
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if r == null:
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r = Game.make_rng()
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coins -= BOOSTER_COST
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var out := roll_booster(r)
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for res in out:
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var lvl: int = Cards.RARITIES.find(res.rarity)
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res["new"] = not owns(res.card.id)
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res["upgraded"] = false
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res["dust"] = 0
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if res.new:
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collection[res.card.id] = lvl
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if deck.size() < Game.DECK_MAX:
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deck.append(res.card.id)
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elif lvl > level(res.card.id):
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res["upgraded"] = true
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res["dust"] = DUST_DISMANTLE[rarity(res.card.id)]
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collection[res.card.id] = lvl
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else:
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res["dust"] = DUST_DISMANTLE[res.rarity]
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dust += res.dust
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return out
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if coins < BOOSTER_COST:
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return []
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if r == null:
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r = Game.make_rng()
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coins -= BOOSTER_COST
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var out := roll_booster(r)
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for res in out:
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var lvl: int = Cards.RARITIES.find(res.rarity)
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res["new"] = not owns(res.card.id)
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res["upgraded"] = false
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res["dust"] = 0
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if res.new:
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collection[res.card.id] = lvl
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if deck.size() < Game.DECK_MAX:
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deck.append(res.card.id)
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elif lvl > level(res.card.id):
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res["upgraded"] = true
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res["dust"] = DUST_DISMANTLE[rarity(res.card.id)]
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collection[res.card.id] = lvl
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else:
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res["dust"] = DUST_DISMANTLE[res.rarity]
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dust += res.dust
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return out
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# --- Kampf und Kampagne -----------------------------------------------------------
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@@ -252,20 +252,20 @@ func open_booster(r: RandomNumberGenerator = null) -> Array:
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## Verbucht ein Kampfergebnis und gibt die Münzbelohnung zurück.
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## stage >= 0: Kampagnenstufe; ein erster Sieg schaltet die nächste Stufe frei.
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func record_battle(won: bool, stage: int = -1, reward_factor: float = 1.0) -> int:
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var reward := REWARD_LOSS
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if won:
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reward = int(round(REWARD_WIN * 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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notices.append("Kampagne: %s besiegt" % Campaign.stage(stage).name)
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coins += reward
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return reward
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var reward := REWARD_LOSS
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if won:
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reward = int(round(REWARD_WIN * 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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notices.append("Kampagne: %s besiegt" % Campaign.stage(stage).name)
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coins += reward
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return reward
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func difficulty() -> Dictionary:
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return DIFFICULTIES.get(settings.get("difficulty", "normal"), DIFFICULTIES.normal)
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return DIFFICULTIES.get(settings.get("difficulty", "normal"), DIFFICULTIES.normal)
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func perk_unlocked() -> bool:
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return campaign_stage >= Campaign.STAGES.size()
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return campaign_stage >= Campaign.STAGES.size()
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||||
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||||
Reference in New Issue
Block a user