update
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@@ -2,8 +2,8 @@ class_name ElementView
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extends Control
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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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## offenem Wesen, beide: Effekt aktiv; Neutral hat keinen), die Zahl der ausgespielten Karten
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## und ab Game.ELEMENT_COUNT der Bonus +1/+1.
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const ROW := 32.0
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@@ -15,20 +15,24 @@ func _init(rect: Rect2) -> void:
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position = rect.position
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size = rect.size
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mouse_filter = Control.MOUSE_FILTER_IGNORE
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for e in Cards.ELEMENTS:
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for e in all():
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own[e] = 0
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played[e] = 0
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static func all() -> Array:
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return Cards.ELEMENTS + [Cards.NEUTRAL]
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func update_from(_g: Game, me: Game.Player) -> void:
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for e in Cards.ELEMENTS:
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for e in all():
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own[e] = me.element_count(e) if me != null else 0
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played[e] = int(me.played.get(e, 0)) if me != null else 0
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queue_redraw()
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func paired(e: String) -> bool:
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return int(own.get(e, 0)) >= Game.ELEMENT_PAIR
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return Cards.ELEMENT_KEYWORD.has(e) and int(own.get(e, 0)) >= Game.ELEMENT_PAIR
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func bonus(e: String) -> int:
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@@ -37,7 +41,7 @@ func bonus(e: String) -> int:
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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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return all().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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@@ -62,9 +66,10 @@ func _draw() -> void:
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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, y), 8, Style.lighter(col, 0.45) if filled else Color(col, 0.3))
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if Cards.ELEMENT_KEYWORD.has(e):
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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, 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, y), "midleft", true)
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if bonus(e) > 0:
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