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No files matched your search
@@ -1,6 +1,11 @@
|
||||
name: Tests
|
||||
|
||||
on: [push, pull_request]
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on:
|
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push:
|
||||
pull_request:
|
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schedule:
|
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- cron: "0 3 * * *"
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workflow_dispatch:
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jobs:
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headless:
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@@ -13,10 +18,11 @@ jobs:
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||||
unzip -q godot.zip
|
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mv Godot_v4.7.2-stable_linux.x86_64 godot
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||||
chmod +x godot
|
||||
- name: Tests
|
||||
- name: Statische Prüfung und Tests
|
||||
run: ./tests/run_headless.sh ./godot
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||||
|
||||
fenster:
|
||||
fenster-schnell:
|
||||
if: github.event_name != 'schedule'
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runs-on: ubuntu-latest
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steps:
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- uses: actions/checkout@v4
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@@ -29,7 +35,42 @@ jobs:
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sudo apt-get update -qq && sudo apt-get install -y -qq xvfb libgl1 libegl1
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||||
- name: Import
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run: ./godot --headless --path . --import || true
|
||||
- name: Fenster-Test (virtueller Bildschirm)
|
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- name: Fenster-Test (schnell)
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run: DINGER_FAST=1 xvfb-run -a --server-args="-screen 0 1280x800x24" ./godot --path . tests/ui_test.tscn 2>&1 | tee fenster.log | grep -E "FEHLER|Prüfungen" || true
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- name: Ergebnis
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run: grep -q " 0 fehlgeschlagen" fenster.log
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fenster-voll:
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if: github.event_name == 'schedule' || github.event_name == 'workflow_dispatch'
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runs-on: ubuntu-latest
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steps:
|
||||
- uses: actions/checkout@v4
|
||||
- name: Godot und Xvfb laden
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||||
run: |
|
||||
curl -sSL -o godot.zip https://github.com/godotengine/godot/releases/download/4.7.2-stable/Godot_v4.7.2-stable_linux.x86_64.zip
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unzip -q godot.zip
|
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mv Godot_v4.7.2-stable_linux.x86_64 godot
|
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chmod +x godot
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sudo apt-get update -qq && sudo apt-get install -y -qq xvfb libgl1 libegl1
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||||
- name: Import
|
||||
run: ./godot --headless --path . --import || true
|
||||
- name: Fenster-Test (voll)
|
||||
run: xvfb-run -a --server-args="-screen 0 1280x800x24" ./godot --path . tests/ui_test.tscn 2>&1 | tee fenster.log | grep -E "FEHLER|Prüfungen" || true
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||||
- name: Ergebnis
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||||
run: grep -q " 0 fehlgeschlagen" fenster.log
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balance:
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if: github.event_name == 'schedule' || github.event_name == 'workflow_dispatch'
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runs-on: ubuntu-latest
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steps:
|
||||
- uses: actions/checkout@v4
|
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- name: Godot laden
|
||||
run: |
|
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curl -sSL -o godot.zip https://github.com/godotengine/godot/releases/download/4.7.2-stable/Godot_v4.7.2-stable_linux.x86_64.zip
|
||||
unzip -q godot.zip
|
||||
mv Godot_v4.7.2-stable_linux.x86_64 godot
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||||
chmod +x godot
|
||||
- name: Import
|
||||
run: ./godot --headless --path . --import || true
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||||
- name: Balance messen
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||||
run: ./godot --headless --path . -s tests/simulate.gd 2>&1 | grep -E "Siege|Dauer"
|
||||
@@ -1,43 +1,63 @@
|
||||
# Dinger
|
||||
|
||||
Kartenspiel in 2D (Godot 4.7): du und 1 bis 5 KI-Magier, jeder gegen jeden, alle mit denselben Regeln.
|
||||
Kartenspiel in 2D (Godot 4.7): ein Duell gegen einen KI-Magier, beide mit denselben Regeln.
|
||||
|
||||
## Start
|
||||
## Starten
|
||||
|
||||
Projektordner in Godot öffnen und auf „Play“ drücken, oder im Terminal:
|
||||
Projektordner in Godot öffnen und auf „Play" drücken, oder im Terminal:
|
||||
|
||||
```
|
||||
godot --path .
|
||||
./start.sh # Linux/macOS (start.bat unter Windows); Godot 4.7 muss als `godot` im Pfad liegen
|
||||
godot --path . # wenn das Projekt schon einmal importiert wurde
|
||||
```
|
||||
|
||||
Frisch geklont fehlt das Verzeichnis `.godot` mit Godots Import-Cache. Die Startskripte holen den Import
|
||||
beim ersten Start nach; alternativ das Projekt einmal im Godot-Editor öffnen oder
|
||||
`godot --headless --path . --import` ausführen.
|
||||
|
||||
Der Spielstand liegt unter `user://spielstand.json`
|
||||
(Linux: `~/.local/share/godot/app_userdata/Dinger/spielstand.json`).
|
||||
|
||||
## Spielsysteme
|
||||
|
||||
- 100 Karten in `data/karten.json`: 4 Elemente, 10 Zweier-Kombos (auch gleiche Elemente), 4 mythische Dreifach-Kombos, 4 Fallen
|
||||
- Resonanz: gleiche Elemente auf dem Feld verstärken sich. Feldkombos: verschiedene Elemente lösen beim Ausspielen Effekte aus
|
||||
- Fallen liegen verdeckt und lösen im gegnerischen Zug aus (die KI kennt fremde Fallen nicht)
|
||||
- Jeder gegen jeden mit ausgeloster Zugreihenfolge, 1 bis 5 KI-Gegner (KI mit Vorausschau), Kampagne mit 10 Magiern, Erfolge, Tagesaufgabe
|
||||
- Lokal zu mehreren: bis zu 4 Menschen am selben Rechner plus KI
|
||||
- Booster, fünf Deck-Slots, Werkstatt (Zerlegen und Herstellen aus Staub), Einstellungen (Ton, KI-Tempo, Animationen)
|
||||
- 550 Karten in `data/karten.json`: je Element und neutral alle Werte von 0/1 bis 10/10, die ID verrät sie (`f_3_2` = Feuer 3/2, `n_…` neutral), Namen aus Eigenschaft und Wesen; Kombos sind die Namen verschmolzener Wesen. Neutrale Karten sind nie im Vorteil oder Nachteil, bilden kein Paar, haben aber ihren eigenen Zähler (+1/+1 je drei); verschmolzen mit einem Element (Feuerritter …) bleibt dessen Vorteil, die Schwäche fällt weg
|
||||
- Karten haben nur Element, Angriff und Leben; die Kosten sind zwei Drittel Angriff plus ein Drittel Leben, abgerundet (0/2 kostet nichts)
|
||||
- Mana: 1 im ersten Zug, jede Runde eins mehr ohne Grenze; was übrig bleibt, verfällt. Mana geht in Ziehen und Legen
|
||||
- Jeder spielt mit seinem eigenen Stapel aus 30 bis 60 Karten (Menü „Deck“: eigene Karten rein oder raus, mit Element- und Manafilter, Manakurve und Elementanteilen; „Auffüllen“ nimmt die wertvollsten des gewählten Filters, bei gleichem Wert die teuersten; „Stärke“ ist der mittlere Kartenwert: faire Kosten (⌊(2·Angriff + Leben)/3⌋ + Eigenschaften + weitere Elemente wie in der Werkstatt) − Kosten + 1, mal 100, plus 100 je Eigenschaft; also 100 für Grundkarten bis 500 für Ultimate Rare, Eigenbauten 100 je Eigenschaft mehr, Fusionen 100 für das zweite Element). Zu Beginn die obersten fünf Karten des gemischten Stapels. Ziehen bringt eine Karte, die erste im Zug ist frei, dann 1, 2, 3 … Mana; ist der Stapel leer, kostet jeder Zug 1, 2, 3 … Leben (Erschöpfung); eine Handkarte abwerfen bringt 1 Mana (Rechtsklick)
|
||||
- Eigenschaften gibt es nur über Elementpaare (siehe Elementboni): Spott (muss zuerst angegriffen werden), Flink (greift sofort an), Regeneration (heilt am Zugende ganz), Doppelschlag (greift zweimal je Zug). Gelegte Wesen greifen erst im nächsten Zug an, außer sie sind flink; verletzte Wesen heilen nicht von selbst
|
||||
- Verdeckt legen (mittlere Maustaste auf die Handkarte oder im Kartenmenü): gleich teuer, das Wesen greift nicht an, zählt nicht fürs Elementpaar; aufdecken ist kostenlos, frühestens im nächsten Zug, danach greift es sofort an; ein Angriff deckt es auf
|
||||
- Man startet mit allen 110 neutralen Karten in der Sammlung, der Stapel sind 30 davon nach Manakurve (2 zu 0 Mana, 5 zu 1, 6 zu 2, 6 zu 3, 5 zu 4, 3 zu 5, 2 zu 6, 1 zu 7); die Elemente schaltet die Kampagne frei: mit jedem offenen Kapitel gibt es den Booster seines Elements, die Werkstatt bringt den Rest; Sammlung, Deckfilter und Booster zeigen nur Elemente offener Kapitel. Jede eigene Karte hat eine Seltenheitsstufe (Common, Rare, Super Rare, Ultra Rare, Ultimate Rare) und ist je Stufe +1/+1 stärker, bei gleichen Kosten; die Stufe zeigt sich auch in der Optik (Glanz, Holo, Relief, Funkeln). Verschmolzene Wesen tragen die höhere Stufe ihrer Eltern
|
||||
- Booster: neutral 100 Münzen, je Element 200 (ab seinem Kapitel), einzeln oder fünf und zehn auf einmal; fünf Karten des Elements mit gewürfelter Stufe (45/25/15/10/5 %, mindestens eine Rare); neue kommen in Sammlung und Stapel, eine höhere Stufe ersetzt die alte Version (die wird zu Staub), der Rest wird zu Staub (50/100/200/500/1000). Werkstatt in der Sammlung: Aufwerten kostet 100/200/500/1000 Staub, Zerlegen bringt den Wert zurück (Common verlässt die Sammlung), Herstellen einer fehlenden Karte kostet 200 Staub
|
||||
- Elementpaare, jeder Spieler für sich: zwei eigene offene Wesen eines Elements geben allen eigenen Wesen dieses Elements seinen Effekt (Erde Spott, Luft Flink, Wasser Regeneration, Feuer Doppelschlag); verdeckte zählen nicht. Verschmolzene Wesen zählen für alle ihre Elemente und bekommen alle Effekte. Die Liste links neben dem jeweiligen Brett zeigt nur Elemente mit offenen Wesen: zwei Symbole, gefüllt je offenem eigenen Wesen, und die Zahl der Wesen
|
||||
- Elementvorteil beim Kampf (Wasser > Feuer > Luft > Erde > Wasser): wer im Vorteil ist, macht doppelten Schaden; wer im Nachteil ist, halben (aufgerundet); beim Angriff wie beim Konter, gegen Helden nichts; ein Wesen mit mehreren Elementen kämpft mit dem, das gegen den Gegner am besten steht, mit Neutral verschmolzen ist es nie im Nachteil; das Boss-Merkmal „kein Elementnachteil“ hebt den Nachteil auf. Ist ein Angreifer gewählt, zeigen die Gegnerkarten ihren Konter gegen ihn; über einem Ziel zeigt der Angreifer seinen Angriff mit Vorteil, und wer stirbt, trägt die Marke „stirbt“
|
||||
- Angriffe treffen erst Wesen (Wesen mit Spott zuerst); das Leben ist nur ohne Wesen angreifbar, per Doppelklick auf das eigene Wesen direkt. Nichts schlägt durch. Den Zug beendet die Leertaste oder der Rechtsklick ins Leere; Esc öffnet die Optionen (Verlauf, Aufgeben, Einstellungen, Hauptmenü, Beenden)
|
||||
- Verschmelzen: eine Handkarte oder ein eigenes Wesen auf eine andere ziehen und loslassen, auch gemischt; das Ergebnis erscheint über dem Ziel, darunter „Verschmelzen“ oder „Abbrechen“ (Gamepad: Y, „Verschmelzen mit …“). Es kostet nichts; Wesen verlassen das Brett, die neue Karte kommt unverletzt auf die Hand und wird wie jede andere ausgespielt. Je Wert die aufgerundete Hälfte der Grundwertsumme plus eins, Kosten daraus wie bei jeder Karte, dann die höhere Stufe der Eltern mit ihrem +1/+1; Elemente und Eigenschaften beider; drei oder mehr Elemente ergeben eine Chimäre
|
||||
- Duell mit ausgeloster Zugreihenfolge, beide beginnen mit 1 Mana; keine Grenze für Handkarten, das Feld fasst 5 Wesen
|
||||
- Münzen nach jedem Kampf: 5 je eigenem Zug, 5 je ausgespielter Karte, 5 je Zug unter 15 Sekunden; ein Sieg verdoppelt alles; das Ergebnisbild schlüsselt es auf. In der Kampagne ohne Schwierigkeitsfaktor, der erste Sieg einer Stufe bringt ihre Belohnung obendrauf
|
||||
- Erfahrung und Skilltree (Menü „Skilltree“): jede verdiente Münze zählt als Erfahrung; Level n braucht 50·n·(n+1) EP (100, 300, 600 …), jedes Level bringt einen Skillpunkt, Münzen kaufen keine Punkte. Vier Äste als Pfade von oben nach unten, der nächste Skill öffnet, sobald der davor eine Stufe hat: Glück (Packglück: Common −8, die höheren Stufen +3/+2/+2/+1 Prozentpunkte je Stufe, bis 3; Garantie: jeder Booster bringt mindestens eine Super Rare statt Rare), Wirtschaft (Händler: Booster 10 % billiger je Stufe, bis 3; Münzsegen: +10 % Münzen je Stufe, bis 3; Staubsammler: +25 % Staub je Stufe, bis 3), Kraft (Zäh: +1 Leben je Stufe auf jeder eigenen Karte im Kampf, bis 3; Stark: +1 Angriff je Stufe, bis 3; beides liegt wie die Stufe auf den Grundwerten, Fusionen rechnen ohne und bekommen es danach wieder), Weisheit (Freies Ziehen: auch das zweite Ziehen je Zug gratis; Starker Start: 3 statt 1 Mana im ersten Zug; Sparsam: Karten ab 7/5/3 Mana kosten 1 weniger, auch Fusionen). 24 Stufen insgesamt; jeder Knoten zeigt die Wirkung jetzt und auf der nächsten Stufe in Zahlen, „Lernen“ nur wenn lernbar, fertige zeigen „Gelernt“
|
||||
- Cheats (kleiner Knopf unten rechts im Hauptmenü): Münzen, Staub, Level, Skills, Kapitel, Werkstatt und Sammlung direkt setzen, zum Ausprobieren
|
||||
- Werkstatt (Menü, nach dem Boss von Kapitel 5): eigene Karten aus Staub bauen: beliebig viele Elemente, Angriff 0 bis 10, Leben 1 bis 10, beliebig viele Eigenschaften, eigener Name; Kosten = ⌊(2·Angriff + Leben)/3⌋ + je Eigenschaft (Spott 1, Flink ⌊Angriff/3⌋, Regeneration ⌊Leben/3⌋, Doppelschlag ⌊2·Angriff/3⌋, mindestens 1) + weitere Elemente (das zweite 1, das dritte 2, das vierte 3 …), ohne Obergrenze; Preis = doppelter Kartenwert + 100 je weiterem Element in Staub; die Karte kommt als Common in Sammlung und Stapel (IDs `c_n`) und lässt sich wie jede andere aufwerten
|
||||
- Schwierigkeit Leicht/Normal/Schwer (Einzelspieler): der Gegner spielt 30 Karten eines Elements aus den offenen Kapiteln nach Manakurve, seine Karten eine Stufe unter deiner Deckstärke, auf ihr oder eine darüber (Stärke 100 → Common … 500 → Ultimate Rare); Leicht mit einfacher KI, Schwer mit einem zufälligen Merkmal; 30 Leben wie du; Münzen 1/1,5/2-fach
|
||||
- KI mit Vorausschau in zwei Stufen und Zeitbudget (150 ms), sie rechnet im Hintergrund-Thread
|
||||
- Kampagne: zehn Kapitel mit je zehn Magiern, der zehnte ist der Boss; Kapitel 1 spielt neutrale Karten, Kapitel 2 bis 5 Feuer, Wasser, Luft, Erde; Kapitel 6 bis 10 wiederholen die Elemente mit Effektkarten (Titel „II“): jede Gegnerkarte trägt in Kapitel 6 und 7 eine, ab 8 zwei Eigenschaften, Kosten wie in der Werkstatt; jeder Gegner spielt 30 Karten seines Elements nach Manakurve, der Kostendeckel steigt je Stufe von 3 auf 10 (Boss), Kapitel 1 und 2 Common, dann je Kapitel eine Stufe höher bis Ultra Rare (Kapitel 5 bis 9), Kapitel 10 Ultimate Rare; ein Merkmal je Gegner, ab Kapitel 3 zwei, ab Kapitel 5 drei; eigenes Merkmal nach Kapitel 1, Werkstatt nach Kapitel 5
|
||||
- Spielstand versioniert mit Sicherungskopie (`spielstand.json.bak`)
|
||||
- Anleitung (geführte erste Partie), Mulligan im ersten Zug, Tastatur (Leertaste, 1 bis 9, Esc, Enter)
|
||||
- Kampagnen-Bosse mit Merkmalen, Kartenstatistik, zwölf Tagesaufgaben, Pity-Zähler für mythische Karten
|
||||
- Netzwerkspiel im lokalen Netz (Host führt das Spiel, Mitspieler sehen nur ihre Hand)
|
||||
- Deck-Namen, Auto-Ausfüllen, Hintergrundmusik und Oberfläche wahlweise auf Englisch
|
||||
- Oberfläche und Kartentexte wahlweise auf Englisch (`translations/ui.csv`, `name_en` in `data/karten.json`)
|
||||
- Gamepad in Menü, Sammlung, Booster und Kampf; große Schrift und Animationen in den Einstellungen; Ton und Musik sind standardmäßig aus
|
||||
|
||||
## Tests
|
||||
|
||||
`tests/run_headless.sh` führt Import und Headless-Prüfungen aus (auch in `.github/workflows/tests.yml`).
|
||||
`tests/run_headless.sh` führt Import, statische Prüfung (`tests/lint.gd`) und Headless-Prüfungen aus. `.github/workflows/tests.yml`:
|
||||
Headless und schneller Fenster-Test bei jedem Push, voller Fenster-Test nachts um 3 Uhr oder von Hand (Xvfb, lokal nicht geprüft).
|
||||
Beide Suiten brechen beim ersten Fehler ab. Der Fenster-Test spielt eine kurze Partie (einfache KI, Gegner mit 1 Leben) und läuft in wenigen Sekunden.
|
||||
|
||||
```
|
||||
godot --headless --path . --import # einmalig: Ressourcen importieren
|
||||
godot --headless --path . --import # einmalig nach dem Klonen: Ressourcen importieren
|
||||
godot --headless --path . -s tests/test_runner.gd # Regeln, KI, Booster, Spielstand
|
||||
godot --headless --path . -s tests/simulate.gd # Balance: KI spielt gegen KI
|
||||
godot --headless --path . -s tests/matchup.gd # Startvorteil und Mono gegen Paar
|
||||
godot --headless --path . -s tests/dump_cards.gd # Kartenpool aus Code nach JSON schreiben (nur bei Bedarf)
|
||||
DINGER_SHOTS=/tmp/shots godot --path . tests/ui_test.tscn # Oberfläche mit Fenster und Screenshots
|
||||
DINGER_ONLY=test_sammlung godot --path . tests/ui_test.tscn # nur einzelne Oberflächentests
|
||||
godot --headless --path . -s tests/perf_probe.gd # Laufzeiten: KI-Entscheidung, Stapel, Musik
|
||||
godot --path . tests/frame_probe.tscn # Bildzeiten im Kampf
|
||||
```
|
||||
|
||||
## Export
|
||||
@@ -52,11 +72,12 @@ godot --headless --path . --export-release Windows build/dinger-windows.exe
|
||||
## Aufbau
|
||||
|
||||
- `scripts/cards.gd` – Elemente, Kombos, Kartenklassen; Pool aus `data/karten.json`
|
||||
- `scripts/game.gd` – Spielregeln, Züge, Kampf, Fallen, Feldkombos, Resonanz, Deckregeln, Gegner, Hotseat
|
||||
- `scripts/game.gd` – Spielregeln: Züge, Mana, Ziehen, verdeckte Wesen, Elementboni, Kampf, Verschmelzen
|
||||
- `scripts/deckgen.gd` – Stapel: zufällige für Gegner, Standardstapel aus der Sammlung
|
||||
- `scripts/ai.gd` – KI mit Vorausschau (plus gierige Vergleichs-KI)
|
||||
- `scripts/profile.gd` – Spielstand (versioniert), Booster, Erfolge, Tagesaufgabe, Einstellungen
|
||||
- `scripts/profile.gd` – Spielstand (versioniert), Sammlung, Stapel, Booster, Werkstatt, Einstellungen
|
||||
- `scripts/campaign.gd` – Kampagnenstufen
|
||||
- `scripts/ui/` – Oberfläche: Menü, Gegnerauswahl, Kampagne, Hotseat, Lobby, Booster, Deckbau, Werkstatt, Kampf (Bildschirm, Layout, Effekte), Erfolge, Einstellungen, Regeln, Ton
|
||||
- `scenes/main.tscn` – Startszene
|
||||
- `scripts/net.gd` – Netzwerkspiel (ENet)
|
||||
- `scripts/ui/` – Bildschirme; `card_view.gd` und `creature_view.gd` zeichnen Karten und Wesen, `element_view.gd` die Elementpaare, `battle_layout.gd` die Aufteilung des Kampfes
|
||||
- `translations/ui.csv` – englische Oberflächentexte
|
||||
- `design.md` – Gestaltung: Vorbilder, Karte, Kampfbildschirm, Bewegung, Menüs
|
||||
+27
-16
@@ -1,24 +1,35 @@
|
||||
# Dinger
|
||||
# Cards
|
||||
##
|
||||
|
||||
|
||||
## Grundidee
|
||||
- Kartenspiel wie zum Beispiel Magic
|
||||
- PC-Spiel
|
||||
- Jeder gegen jeden: Spieler und 1 bis 5 KI-Gegner (oder Spieler), alle mit gleichen Regeln
|
||||
- Einzelspieler-Knopf führt zur Auswahl der Gegnerzahl
|
||||
- Kampagne gegen benannte Magier, Erfolge und Tagesaufgaben als Fortschritt
|
||||
- Lokal zu mehreren am selben Rechner und im lokalen Netz möglich
|
||||
- Geführte erste Partie als Einstieg
|
||||
- Duell: Spieler gegen einen KI-Gegner, beide mit gleichen Regeln
|
||||
- Einzelspieler-Knopf führt zur Wahl der Schwierigkeit: der Gegner spielt ein Element aus den offenen Kapiteln, Karten eine Stufe unter deiner Deckstärke / auf ihr / eine darüber; Leicht einfache KI, Schwer ein zufälliges Merkmal; Münzen ×1/×1,5/×2
|
||||
- Münzen nach jedem Kampf: 5 je eigenem Zug, 5 je ausgespielter Karte, 5 je Zug unter 15 s; ein Sieg verdoppelt; Kampagne ohne Faktor, der erste Sieg einer Stufe bringt ihre Belohnung obendrauf
|
||||
- Erfahrung = verdiente Münzen; Level n braucht 50·n·(n+1) EP, je Level ein Skillpunkt (nicht kaufbar); Skilltree mit vier Ästen als Pfade (der nächste Skill braucht eine Stufe im vorherigen): Glück (Packglück, Garantie: Super Rare je Booster), Wirtschaft (Händler, Münzsegen, Staubsammler), Kraft (Zäh, Stark: +1 Leben/Angriff je Stufe auf eigenen Karten im Kampf), Weisheit (Freies Ziehen, Starker Start, Sparsam: Karten ab 7/5/3 Mana 1 billiger)
|
||||
- Kampagne: zehn Kapitel mit je zehn Magiern, der zehnte ist der Boss; Kapitel 1 neutral, dann Feuer, Wasser, Luft, Erde; Kapitel 6 bis 10 dieselben Elemente mit Effektkarten (6 und 7 eine Eigenschaft, ab 8 zwei); Gegner spielen 30 Karten ihres Elements nach Manakurve, Kostendeckel je Stufe 3 bis 10, Kapitel 1 und 2 Common, dann je Kapitel eine Stufe höher bis Ultra Rare, Kapitel 10 Ultimate Rare; ein offenes Kapitel schaltet den Booster seines Elements frei (neutral 100 Münzen, Element 200); der Boss von Kapitel 5 öffnet die Werkstatt
|
||||
- Werkstatt: eigene Karten aus Staub: beliebig viele Elemente, Angriff 0 bis 10, Leben 1 bis 10, beliebig viele Eigenschaften, Name; Kosten = Grundkosten + je Eigenschaft (Spott 1, Flink Angriff/3, Regeneration Leben/3, Doppelschlag 2·Angriff/3, abgerundet, mindestens 1) + weitere Elemente (1, 2, 3 …), ohne Obergrenze; Preis = doppelter Kartenwert + 100 je weiterem Element; die Karte kommt als Common in Sammlung und Stapel
|
||||
|
||||
## Sammeln
|
||||
- Booster öffnen
|
||||
- Karten haben Seltenheiten
|
||||
- Aus der Sammlung werden Decks gebaut (mehrere Slots)
|
||||
- Überschüssige Karten lassen sich zerlegen und neue herstellen
|
||||
- Man startet mit allen 110 neutralen Karten in der Sammlung, 30 davon nach Manakurve im Stapel; die Elemente kommen über die Kampagne und ihre Booster; alle Karten sammeln ist das lange Ziel
|
||||
- Jede eigene Karte hat eine Seltenheitsstufe (Common, Rare, Super Rare, Ultra Rare, Ultimate Rare); je Stufe +1/+1 bei gleichen Kosten, dazu Optik (Glanz, Holo, Relief, Funkeln); Fusionen tragen die höhere Stufe der Eltern
|
||||
- Booster öffnen (Chancen 45/25/15/10/5 %, mindestens eine Rare): neue Karten kommen in Sammlung und Stapel, von jeder Karte zählt die seltenste Version, die alte wird zu Staub, der Rest wird zu Staub (50/100/200/500/1000)
|
||||
- Werkstatt: Staub wertet gezielt auf (100/200/500/1000), Zerlegen bringt den Wert zurück (Common verlässt die Sammlung), Herstellen einer fehlenden Karte kostet 200 Staub
|
||||
- Jeder hat sein Deck: 30 bis 60 eigene Karten, im Menü „Deck“ zusammengestellt (Auffüllen folgt dem Filter, wertvollste zuerst; Stärke = mittlerer Kartenwert: faire Kosten − Kosten + 1, mal 100, plus 100 je Eigenschaft; Grundkarten 100 bis 500, Eigenbauten und Fusionen entsprechend mehr); zu Beginn die obersten fünf Karten daraus; Ziehen bringt eine Karte, die erste im Zug frei, dann 1, 2, 3 … Mana; leerer Stapel: jeder Zug kostet 1, 2, 3 … Leben
|
||||
- Mana für Ziehen und Legen (Kosten = 2/3 Angriff + 1/3 Leben, abgerundet, ohne Obergrenze; 0/2 kostet 0), Abwerfen bringt 1; 1 im ersten Zug, dann je Runde eins mehr; der Rest verfällt; keine Grenze für Handkarten
|
||||
- Karten haben nur Angriff und Leben; Eigenschaften kommen allein über Elementpaare: Spott (muss zuerst angegriffen werden), Flink (greift sofort an), Regeneration (heilt am Zugende ganz), Doppelschlag (greift zweimal je Zug)
|
||||
- Gelegte Wesen greifen erst im nächsten Zug an, außer sie sind flink (auch im ersten Zug); verletzte Wesen heilen nicht von selbst
|
||||
- Wesen lassen sich verdeckt legen (mittlere Maustaste oder Kartenmenü); aufdecken ist frei, frühestens im nächsten Zug, dann greift es sofort an; ein Angriff deckt auf
|
||||
- Leben erst ohne Wesen angreifbar; Wesen mit Spott zuerst; nichts schlägt durch
|
||||
- Kartenvorteil ist Manavorteil: Effekte geben Mana statt Nachziehen
|
||||
|
||||
## Elemente
|
||||
- Karten gehören zu Elementen
|
||||
- Elemente sind kombinierbar, daraus entstehen viele Varianten
|
||||
- Gleiche Elemente sind auch eine Kombo (Feuer + Feuer)
|
||||
- Jedes Element und jede Kombo hat eine eigene Spielweise
|
||||
- Elemente wirken auf dem Feld zusammen: gleiche verstärken sich (Resonanz), verschiedene lösen Feldkombos aus
|
||||
- Verdeckte Fallen bringen Bluff und Reaktion im gegnerischen Zug
|
||||
- Jede Karte gehört zu genau einem Element oder ist neutral; je Element und neutral gibt es alle Werte von 0/1 bis 10/10 (550 Karten). Neutral: nie im Vorteil oder Nachteil, kein Paar; verschmolzen nimmt das Wesen im schlechten Matchup die neutrale Seite
|
||||
- Kombos sind die Namen verschmolzener Wesen (Feuer + Wasser wird Dampf, gleiche Elemente werden Inferno, Tiefsee, Berg, Orkan)
|
||||
- Zwei eigene offene Wesen eines Elements: Sondereffekt für alle eigenen Wesen des Elements (Erde Spott, Luft Flink, Wasser Regeneration, Feuer Doppelschlag)
|
||||
- Verschmolzene Wesen zählen für alle ihre Elemente und bekommen alle Effekte; verdeckte zählen nicht fürs Paar
|
||||
- Elementvorteil im Kreis: Wasser schlägt Feuer, Feuer schlägt Luft, Luft schlägt Erde, Erde schlägt Wasser (wer im Vorteil ist, macht doppelten Schaden, wer im Nachteil ist, halben, aufgerundet; beim Angriff wie beim Konter; gegen Helden nichts; ein Wesen mit mehreren Elementen kämpft mit dem, das gegen den Gegner am besten steht; Boss-Merkmal „kein Elementnachteil“)
|
||||
- Verschmelzen: eine Handkarte oder ein eigenes Wesen auf eine andere ziehen und loslassen, auch gemischt; das Ergebnis erscheint über dem Ziel und wird bestätigt oder abgebrochen (Gamepad: über das Kartenmenü); kostet kein Mana; Wesen verlassen das Brett, die neue Karte kommt unverletzt auf die Hand; je Wert die aufgerundete Hälfte der Grundwertsumme plus eins, Kosten daraus, dann die höhere Stufe der Eltern (+1/+1 je Stufe); Elemente und Eigenschaften beider
|
||||
- Alle Karten sind Wesen: keine Zauber, keine Fallen; Effekte lösen beim Ausspielen aus
|
||||
+5362
-1860
File diff suppressed because it is too large.
Load diff
@@ -0,0 +1,160 @@
|
||||
# Design von Dinger
|
||||
|
||||
Stand: September 2026. Kein Enddesign, sondern die Richtung mit umgesetztem Entwurf.
|
||||
|
||||
## Woran wir uns orientieren
|
||||
|
||||
- **Hearthstone** – Kosten und Werte springen aus dem Kartenrahmen (Kristall oben links, Angriff
|
||||
und Leben in Kreisen unten), der Name liegt auf einem Band über die volle Breite, Text bleibt
|
||||
kurz. Auf dem Brett: eigene Seite unten, Gegner oben, links Elementzähler und Meldungen, rechts Stapel und Kästen beider Seiten, Wesen
|
||||
als kompakte Kacheln statt voller Karten. Zugbeginn und Kartenzüge werden angesagt.
|
||||
- **Teamfight Tactics** – Synergien durch gleiche Elemente: zwei eigene geben den Effekt des
|
||||
Elements, drei auf dem Tisch den Wertebonus; die Elementleiste zeigt den Stand.
|
||||
- **Yu-Gi-Oh** – verdeckt gelegte Monster, Angriffe erst auf Monster, Fusion durch Übereinander-
|
||||
legen (hier: ziehen und halten).
|
||||
- **Pokémon TCG** – Seltenheit ist Optik: Folienglanz, Funkeln, Schillern. Werte und Symbole
|
||||
statt Sätze.
|
||||
- **Allgemeine Regeln für Kartenspiel-Oberflächen** (GDKeys, Medium): klar getrennte Zonen,
|
||||
Lesefluss von links (Vergangenheit) über die Mitte (Spiel) nach rechts (Zukunft), die eigene
|
||||
Seite größer als die der Gegner, Zahlen groß, Text klein, Symbole statt Wörter, und Rückmeldung
|
||||
für jede Aktion (Bewegung, Ton, kurzes Zittern).
|
||||
|
||||
## Karte
|
||||
|
||||
- Oben links der Kostenkristall, daneben der Name (immer eine Zeile, nie abgeschnitten: die
|
||||
Schrift schrumpft etwas, dann wird der Text schmaler gezeichnet; das Feld ist so hoch wie der
|
||||
Kristall), in der Mitte das Bild als Elementsymbol im dunklen Kreis, so groß wie
|
||||
der Platz erlaubt (bei mehreren Elementen nur das stärkste: das die meisten anderen auf der
|
||||
Karte schlägt, bei Gleichstand ein festes zufälliges), unten Angriff (gelb, links) und Leben (blau, rechts) als Kreise. Karten
|
||||
haben keinen Text: nur Element, Angriff, Leben. Auf dem Feld stehen unter dem Namen links die
|
||||
Eigenschaften als Symbole (Ausrufezeichen = Spott, Doppelpfeil = Flink, Kreuz = Regeneration,
|
||||
gekreuzte Klingen = Doppelschlag, in der Farbe des Elements, das sie gibt).
|
||||
- Die Hand sind alle Karten in Feldgröße, ab sechs überlappend; Details kommen aus der schwebenden Vorschau.
|
||||
- Seltenheit nach Yu-Gi-Oh: Common matt; Rare silbern glänzender Name; Super Rare Holo-Bild
|
||||
(wandernder Regenbogenschimmer im Bildkreis); Ultra Rare golden glänzender Name plus Holo-Bild;
|
||||
Ultimate Rare goldener Name, goldenes Bild, glänzende Kosten und Werte, Schimmer über die ganze
|
||||
Karte, Funkeln, schillernder Rahmen. Der Rahmen trägt ab Rare die Stufenfarbe.
|
||||
Fusionen tragen die höhere Stufe ihrer Eltern.
|
||||
- Mehrere Elemente: der Hintergrund trägt je Element einen senkrechten Streifen; das Bild kommt
|
||||
vom stärkeren Elternteil (Angriff plus Leben).
|
||||
- Verdeckte fremde Wesen sind ein Kartenrücken mit „?“; eigene verdeckte zeigen die Karte mit
|
||||
dem Vermerk „verdeckt“.
|
||||
|
||||
## Kampfbildschirm (1280×800)
|
||||
|
||||
Nur, was gerade zählt, ist zu sehen. Von unten nach oben:
|
||||
|
||||
- **Hand** als alle Karten in Feldgröße unten, in einem leichten Bogen, die des Gegners
|
||||
gleich groß als Rückseiten oben; der
|
||||
eigener Stapel rechts unten als Kartenstoß mit den Kosten des nächsten Ziehens (das erste im Zug
|
||||
frei), darüber der eigene Kasten; der Stapel des Gegners rechts oben, sein Kasten darunter.
|
||||
- **Verschmelzen** per Ziehen: eine Handkarte oder ein eigenes Wesen auf eine andere ziehen
|
||||
(golden gerahmt) und loslassen, auch gemischt. Die neue Handkarte schwebt über dem Ziel, beide
|
||||
Ausgangskarten bleiben sichtbar; darunter „Verschmelzen“ und „Abbrechen“. Es kostet nichts;
|
||||
Wesen verlassen das Brett, die neue Karte wird wie jede andere ausgespielt. Mit Gamepad über
|
||||
das Y-Menü („Verschmelzen mit …“, dann A auf dem Partner).
|
||||
- **Eigenes Brett** mit fünf sichtbaren Plätzen; links daneben die eigene Leiste (Leben, Mana,
|
||||
Einkommen, Zug), rechts „Rückgängig“, nur wenn es gerade möglich ist.
|
||||
- **Elementpaare** je Spieler als Liste links neben seinem Brett, nur Elemente mit offenen Wesen.
|
||||
Je Element zwei Symbole in seiner Form, gefüllt je offenem eigenen Wesen (beide voll: Sondereffekt),
|
||||
daneben die Zahl der Wesen.
|
||||
- **Mittlere Maustaste** auf eine Handkarte legt sie verdeckt. **Kartenmenü** per Rechtsklick
|
||||
oder Y auf Hand- und Brettkarten: verdeckt legen, aufdecken, Spott, Flink, Regeneration und
|
||||
Doppelschlag kaufen; per Y zusätzlich verschmelzen.
|
||||
- **Gegner** oben in der Mitte mit seinem Brett in voller Größe. Das Spiel ist ein Duell wie
|
||||
Hearthstone: mehr als zwei Bretter passen nicht lesbar auf einen Bildschirm, und ein Gegner
|
||||
macht Ziele, Texte und Balance eindeutig.
|
||||
- **Vorschau** steht fest rechts auf halber Höhe, darunter die Zusatzzeile, mit Resonanz, Feld
|
||||
und Feldkombo darunter.
|
||||
- **Optionen** per Esc als Überlagerung: Verlauf, Aufgeben, Einstellungen, Hauptmenü, Beenden; der Verlauf
|
||||
öffnet darüber. Zug beenden per Leertaste oder Rechtsklick ins Leere, oben rechts nur Rückgängig.
|
||||
- Beim Angreifen zeigt das Ziel seinen Konter mit Elementvorteil (doppelt oder halb), bei
|
||||
Verdeckten nicht; über dem Ziel zeigt der Angreifer seinen Angriff mit Vorteil.
|
||||
|
||||
## Bewegung und Ton
|
||||
|
||||
- Zugbeginn: Band „Dein Zug“ quer über die Mitte, Ton.
|
||||
- Ausspielen: die Kachel fliegt von der Hand auf ihren Platz und federt ein.
|
||||
- Angriff: Ausfallschritt, roter Rahmen am Ziel, kurzes Zittern des Bretts, Schadenszahl.
|
||||
- Aufdecken: „Aufgedeckt!“ am Wesen; Regeneration am Zugende steigt grün auf.
|
||||
- Karten heben sich beim Zeigen an, Knöpfe federn beim Drücken, Bildschirme blenden ein.
|
||||
- Booster: Karten drehen sich auf, Stufen ab Rare blitzen in ihrer Farbe auf.
|
||||
- Alles hängt an der Einstellung „Animationen“.
|
||||
|
||||
## Menüs
|
||||
|
||||
- Hauptmenü: Titel, Einzelspieler, Kampagne und Deck links, darunter Booster, Sammlung, Skilltree
|
||||
(nach Kapitel 5 auch Werkstatt), in der Zeile darunter Einstellungen und Beenden, unten rechts der kleine Cheats-Knopf; rechts drei Karten der Sammlung (höchste Stufen zuerst) als Schaufenster; Münzen und
|
||||
Staub oben rechts.
|
||||
- Unterbildschirme: Titel links oben, „Zurück“ rechts oben, Inhalt darunter.
|
||||
- Kampagne als Pfad mit zehn Stationen je Kapitel (zehn Kapitel: Neutral, Feuer, Wasser, Luft,
|
||||
Erde, dann dieselben „mit Effektkarten“; das Element steht über dem Pfad), die nächste pulsiert; darunter die gewählte Stufe mit
|
||||
Gegner, Leben, Belohnung und Merkmalen. Die Gegner werden über Leben, Merkmale und die
|
||||
Seltenheit ihrer Karten stärker, nicht über Begleiter.
|
||||
- Werkstatt: links Elemente (Symbolknöpfe, beliebig viele), Schieber für Angriff und Leben, vier
|
||||
Schalter für Eigenschaften, Name, darunter Kosten · Wert · Preis und „Bauen“; rechts
|
||||
die große Vorschau der Karte mit ihren Eigenschaften.
|
||||
- Booster: je offenem Kapitel eine Pack-Kachel (Symbol, Name, Preis, ×1 ×5 ×10), mittig; gesperrte
|
||||
gibt es nicht zu sehen. Die Karten fliegen aus dem Pack ins Raster (ein Pack fünf große, mehrere
|
||||
zehn kleine je Reihe, beste Stufe zuerst) und liegen verdeckt; Aufdecken gestaffelt, seltene
|
||||
blitzen auf, ab Ultra Rare mit Pause. Danach das Fazit „n neu · n aufgewertet · +n Staub“, das
|
||||
gekaufte Pack pulsiert.
|
||||
- Skilltree: oben Level, Erfahrungsbalken bis zum nächsten Level und freie Punkte, darunter vier
|
||||
Spalten (Glück, Wirtschaft, Kraft, Weisheit) als senkrechte Pfade: Knoten mit Name, Wirkung,
|
||||
Rangpunkten, „Jetzt“ und „Nächste“ in Zahlen, durch Linien verbunden; gesperrte Knoten sind
|
||||
abgedunkelt („Erst … lernen“), „Lernen“ steht nur, wenn lernbar, fertige zeigen grün „Gelernt“.
|
||||
- Cheats (kleiner Knopf unten rechts im Hauptmenü): Stand oben, darunter Knopfreihen für Währung,
|
||||
Erfahrung, Kampagne und Sammlung; jeder Knopf speichert sofort.
|
||||
- Sammlung: sechs Spalten, nur Elemente offener Kapitel, eigene Karten zuerst (höchste Stufen vorn), fehlende abgedunkelt, rechts
|
||||
die große Vorschau mit Aufwerten, Zerlegen oder Herstellen. Deck: gleiches Raster, Filter nach Element (Symbolknöpfe)
|
||||
und Mana 0 bis 9 oder 10+, Stapelkarten zuerst und höchste Stufen vorn, Stapelkarten mit grünem Haken, die
|
||||
anderen abgedunkelt; Klick wechselt. Rechts Kartenzahl, Stärke (mittlerer Kartenwert, 100 für Grundkarten bis 500 für
|
||||
Ultimate Rare), Manakurve, Elementanteile und die Vorschau der gezeigten Karte.
|
||||
|
||||
## Grafik
|
||||
|
||||
Ziel
|
||||
- Wie ein normales Godot/Unity-Spiel, nicht primitiv
|
||||
- Keine Kunstwerke
|
||||
|
||||
Stil
|
||||
- Dunkler Tisch, Elemente leuchten
|
||||
- Rahmen wie Hearthstone, Glanz wie Pokémon TCG
|
||||
- Eine Palette, ein Font, eine Formensprache
|
||||
- Palette aus style.gd erweitern, nicht ersetzen
|
||||
- Font DejaVu Sans
|
||||
|
||||
Regeln
|
||||
- Zahlen groß, Kontrast hoch
|
||||
- Zustände sichtbar: Hover, Pressed, Disabled, Fokus
|
||||
- Icons als SVG, ein Strichstil
|
||||
|
||||
Verbote
|
||||
- Flache graue Panels
|
||||
- Lila Verläufe
|
||||
- Effekte ohne Zweck
|
||||
|
||||
Entschieden
|
||||
- Richtung Stein: warm, Holz und Bronze, Bevel-Rahmen, Vignette
|
||||
- Werte und Kristall bleiben im Kartenrahmen
|
||||
- Rundungen und Kanten glatt, keine Treppchen
|
||||
|
||||
Offen
|
||||
- Szene wählen: Taverne, Arena, Schrein (preview/out/3-*.png)
|
||||
- Radius, Ränder, Schatten im Spiel nachziehen
|
||||
|
||||
## Offen
|
||||
|
||||
- Bilder statt Elementsymbolen, wenn es einmal Kartenkunst gibt.
|
||||
- Hero-Porträts für Kampagnenbosse.
|
||||
- Ein Tisch mit mehreren Spielern ließe sich als TFT-Rotation obendrauf setzen: jede Runde ein
|
||||
anderer Gegner, das Brett bleibt.
|
||||
|
||||
## Quellen
|
||||
|
||||
- https://hearthstone.wiki.gg/wiki/Battlefield
|
||||
- https://hearthstone.fandom.com/wiki/Card
|
||||
- https://moirao.me/home/tft-ui
|
||||
- https://gdkeys.com/the-card-games-ui-design-of-fairtravel-battle/
|
||||
- https://medium.com/@acbassettone/5-ux-ui-lessons-from-designing-a-card-game
|
||||
- https://hackread.com/the-juice-factor-designing-game-feel/
|
||||
+4
-1
@@ -1,6 +1,10 @@
|
||||
; Engine configuration file.
|
||||
; It's best edited using the editor UI and not directly,
|
||||
; since the parameters that go here are not all obvious.
|
||||
;
|
||||
; Format:
|
||||
; [section] ; section goes between []
|
||||
; param=value ; assign values to parameters
|
||||
|
||||
config_version=5
|
||||
|
||||
@@ -15,7 +19,6 @@ config/features=PackedStringArray("4.7", "GL Compatibility")
|
||||
window/size/viewport_width=1280
|
||||
window/size/viewport_height=800
|
||||
window/stretch/mode="canvas_items"
|
||||
window/stretch/aspect="keep"
|
||||
|
||||
[internationalization]
|
||||
|
||||
|
||||
+215
-143
@@ -1,21 +1,19 @@
|
||||
class_name AI
|
||||
## KI mit einfacher Vorausschau: jede mögliche Aktion wird auf einer Kopie des
|
||||
## Spiels ausgeführt und die Stellung danach bewertet. Die gierige Variante
|
||||
## (choose_action_greedy) dient als Vergleich.
|
||||
## KI mit Vorausschau: jede mögliche Aktion wird auf einer Kopie des Spiels ausgeführt und die
|
||||
## Stellung danach bewertet; die besten Erstschritte werden um einen Folgeschritt vertieft.
|
||||
## Verdeckte gegnerische Wesen kennt die KI nicht (Game.masked_clone). Die gierige Variante
|
||||
## (choose_action_greedy) dient als Vergleich und für die Schwierigkeit Leicht. Alles hier ist
|
||||
## zustandslos und darf in einem Hintergrund-Thread auf einer Spielkopie laufen.
|
||||
|
||||
|
||||
# --- Bewertung -------------------------------------------------------------------
|
||||
|
||||
static func creature_value(c: Game.Creature) -> float:
|
||||
var v := float(c.power() + c.health)
|
||||
if c.taunt():
|
||||
v += 2.0
|
||||
if c.shield:
|
||||
v += 1.5
|
||||
if c.attacks_per_turn() == 2:
|
||||
v += c.power()
|
||||
if c.frozen:
|
||||
v -= c.power() * 0.5
|
||||
v += c.power() * 0.5
|
||||
if c.has("Regeneration"):
|
||||
v += 1.0
|
||||
return v
|
||||
|
||||
|
||||
@@ -26,13 +24,22 @@ static func board_value(p: Game.Player) -> float:
|
||||
return v
|
||||
|
||||
|
||||
## Stellung aus Sicht von p: eigenes Leben, Feld und Hand zählen positiv,
|
||||
## die der Gegner negativ. Ein besiegter Gegner ist viel wert.
|
||||
## Karten auf der Hand zählen nach ihren Werten: ein Drache ist mehr wert als ein Kobold.
|
||||
static func hand_value(p: Game.Player) -> float:
|
||||
var v := 0.0
|
||||
for c in p.hand:
|
||||
v += 0.15 * (c.attack + c.health)
|
||||
return v
|
||||
|
||||
|
||||
## Stellung aus Sicht von p: eigenes Leben, Brett und Hand zählen positiv, die des Gegners
|
||||
## negativ. Ohne eigene Wesen zielt gegnerische Angriffskraft aufs Leben, tödliche besonders.
|
||||
static func evaluate(g: Game, p: Game.Player) -> float:
|
||||
if not p.alive():
|
||||
return -10000.0
|
||||
var score := p.life * 1.0 + board_value(p) * 1.0 + p.hand.size() * 0.8 + p.traps.size() * 2.5
|
||||
var score := p.life * 1.0 + board_value(p) * 1.0 + hand_value(p) + p.energy * 0.01
|
||||
var alive_enemies := 0
|
||||
var threat := 0.0
|
||||
for e in g.players:
|
||||
if e == p:
|
||||
continue
|
||||
@@ -43,47 +50,120 @@ static func evaluate(g: Game, p: Game.Player) -> float:
|
||||
score -= e.life * 0.6 + board_value(e) * 0.9 + e.hand.size() * 0.2
|
||||
if e.life <= 6:
|
||||
score += 3.0 # fast besiegt: dranbleiben
|
||||
for c in e.board:
|
||||
if not c.hidden:
|
||||
threat += c.power() * c.attacks_per_turn()
|
||||
if alive_enemies == 0:
|
||||
return 10000.0
|
||||
if p.board.is_empty():
|
||||
if threat >= p.life:
|
||||
score -= 25.0
|
||||
else:
|
||||
score -= threat * 0.3
|
||||
else:
|
||||
score -= threat * 0.12 # auch hinter Wesen tut gegnerische Angriffskraft weh
|
||||
return score
|
||||
|
||||
|
||||
# --- Vorausschau ---------------------------------------------------------------
|
||||
|
||||
static func candidate_actions(game: Game, p: Game.Player) -> Array:
|
||||
const MAX_TARGETS := 4 # je Angreifer nur die aussichtsreichsten Ziele prüfen
|
||||
const DEEPEN := 8 # so viele beste Erstschritte bekommen Folgeschritte
|
||||
const FOLLOW_UPS := 10 # Folgeschritte je vertieftem Kandidat
|
||||
static var time_budget_ms := 150 # Zeitbudget je Entscheidung; danach der beste bisherige Zug
|
||||
|
||||
|
||||
## Rangfolge eines Angriffsziels: sichere Abtausche zuerst, dann der Rest.
|
||||
static func _attack_rank(cr: Game.Creature, t) -> float:
|
||||
if t is Game.Player:
|
||||
return 50.0 - t.life
|
||||
if _kills(cr, t):
|
||||
return (100.0 if not _kills(t, cr) else 60.0) + _value(t)
|
||||
return -float(t.health)
|
||||
|
||||
|
||||
static func _top(list: Array, rank: Callable, n: int) -> Array:
|
||||
if list.size() <= n:
|
||||
return list
|
||||
var ranked := []
|
||||
for t in list:
|
||||
ranked.append([rank.call(t), t])
|
||||
ranked.sort_custom(func(a, b): return a[0] > b[0])
|
||||
return ranked.slice(0, n).map(func(pair): return pair[1])
|
||||
|
||||
|
||||
## Mögliche Aktionen; mit prune nur die MAX_TARGETS besten Ziele je Angreifer.
|
||||
static func candidate_actions(game: Game, p: Game.Player, prune: bool = false) -> Array:
|
||||
var out := []
|
||||
for card in p.hand:
|
||||
if not game.can_play(p, card)[0]:
|
||||
continue
|
||||
var tt: String = card.target_type()
|
||||
if tt == "":
|
||||
out.append({"type": "play", "card": card, "target": null})
|
||||
else:
|
||||
var valid := game.valid_targets(p, tt)
|
||||
if valid.is_empty():
|
||||
out.append({"type": "play", "card": card, "target": null})
|
||||
for t in valid:
|
||||
out.append({"type": "play", "card": card, "target": t})
|
||||
if game.can_play(p, card)[0]:
|
||||
out.append({"type": "play", "card": card, "face_down": false})
|
||||
for cr in p.board:
|
||||
if cr.hidden and game.can_reveal(p, cr)[0]:
|
||||
out.append({"type": "reveal", "creature": cr})
|
||||
for pr in fusion_pairs(game, p, prune):
|
||||
out.append({"type": "fuse", "creature": pr[0], "other": pr[1]})
|
||||
for cr in p.board:
|
||||
if not cr.can_attack():
|
||||
continue
|
||||
var targets := []
|
||||
for e in game.enemies_of(p):
|
||||
for t in e.board + [e]:
|
||||
if game.can_attack(cr, t)[0]:
|
||||
out.append({"type": "attack", "creature": cr, "target": t})
|
||||
targets.append_array(e.board)
|
||||
if e.board.is_empty():
|
||||
targets.append(e)
|
||||
targets = targets.filter(func(t): return game.can_attack(cr, t)[0])
|
||||
if prune:
|
||||
targets = _top(targets, func(t): return _attack_rank(cr, t), MAX_TARGETS)
|
||||
for t in targets:
|
||||
out.append({"type": "attack", "creature": cr, "target": t})
|
||||
return out
|
||||
|
||||
|
||||
## Verschmelzungen, die sich lohnen könnten: Paare eigener Wesen (mit prune die schwächsten, die
|
||||
## Plätze frei machen), jedes angeschlagene Wesen mit der billigsten Handkarte, die zwei
|
||||
## billigsten Handkarten. Das Ergebnis kommt auf die Hand, die Vorausschau legt es im Folgeschritt.
|
||||
static func fusion_pairs(game: Game, p: Game.Player, prune: bool) -> Array:
|
||||
var pairs := []
|
||||
for i in p.board.size():
|
||||
for j in range(i + 1, p.board.size()):
|
||||
pairs.append([p.board[i], p.board[j]])
|
||||
if prune and pairs.size() > MAX_TARGETS:
|
||||
pairs = _top(pairs, func(pr): return -(_value(pr[0]) + _value(pr[1])), MAX_TARGETS)
|
||||
var cheap := _cheapest(p)
|
||||
if not cheap.is_empty():
|
||||
for cr in p.board:
|
||||
if cr.health < cr.max_health:
|
||||
pairs.append([cr, cheap[0]])
|
||||
if cheap.size() >= 2:
|
||||
pairs.append([cheap[0], cheap[1]])
|
||||
return pairs.filter(func(pr): return game.can_fuse(p, pr[0], pr[1])[0])
|
||||
|
||||
|
||||
## Handkarten nach Kosten aufsteigend.
|
||||
static func _cheapest(p: Game.Player) -> Array:
|
||||
var cheap: Array = p.hand.duplicate()
|
||||
cheap.sort_custom(func(a, b): return a.cost < b.cost)
|
||||
return cheap
|
||||
|
||||
|
||||
## Teil einer Verschmelzung in einem anderen Spiel: Handkarten sind in Kopien dieselben Objekte,
|
||||
## Wesen werden über ihre uid gefunden.
|
||||
static func _part(g: Game, x):
|
||||
return x if x is Cards.Card else g.find_creature(x.uid)
|
||||
|
||||
|
||||
## Führt eine Aktion des Originals auf der Kopie aus.
|
||||
static func apply_on_clone(g2: Game, game: Game, action: Dictionary) -> void:
|
||||
var p2: Game.Player = g2.players[game.current_idx]
|
||||
var target = null
|
||||
if action.get("target") != null:
|
||||
target = map_target(g2, game, action.target)
|
||||
if action.type == "play":
|
||||
g2.play_card(p2, action.card, target)
|
||||
else:
|
||||
g2.attack(g2.find_creature(action.creature.uid), target)
|
||||
match action.type:
|
||||
"play":
|
||||
g2.play_card(p2, action.card, bool(action.get("face_down", false)))
|
||||
"reveal":
|
||||
g2.reveal(p2, g2.find_creature(action.creature.uid))
|
||||
"fuse":
|
||||
g2.fuse(p2, _part(g2, action.creature), _part(g2, action.other))
|
||||
_:
|
||||
g2.attack(g2.find_creature(action.creature.uid), map_target(g2, game, action.target))
|
||||
|
||||
|
||||
static func map_target(g2: Game, game: Game, t):
|
||||
@@ -92,84 +172,102 @@ static func map_target(g2: Game, game: Game, t):
|
||||
return g2.players[game.players.find(t)]
|
||||
|
||||
|
||||
const FOLLOW_UPS := 10 # Folgeschritte je Kandidat in der zweiten Suchstufe
|
||||
## Überträgt eine auf der Kopie gewählte Aktion zurück auf das Original.
|
||||
static func map_action(game: Game, copy: Game, action: Dictionary) -> Dictionary:
|
||||
var out := action.duplicate()
|
||||
if action.has("creature"):
|
||||
out["creature"] = _part(game, action.creature)
|
||||
if action.has("other"):
|
||||
out["other"] = _part(game, action.other)
|
||||
if action.get("target") != null:
|
||||
out["target"] = map_target(game, copy, action.target)
|
||||
return out
|
||||
|
||||
|
||||
## Mulligan der KI: teure Karten im ersten Zug zurücklegen.
|
||||
static func mulligan_cards(p: Game.Player) -> Array:
|
||||
return p.hand.filter(func(c): return c.cost >= 5)
|
||||
|
||||
|
||||
## Beste Aktion nach einer Vorausschau von zwei Schritten: jede Aktion wird auf einer
|
||||
## Kopie ausgeführt und mit ihrem besten Folgeschritt bewertet (z. B. verstärken, dann angreifen).
|
||||
## Beste Aktion nach einer Vorausschau von zwei Schritten auf einer Kopie, die verdeckte
|
||||
## gegnerische Wesen nicht kennt. Bei Zeitmangel gilt der beste bisherige Zug.
|
||||
static func choose_action(game: Game, p: Game.Player) -> Dictionary:
|
||||
if game.winner != "" or game.enemies_of(p).is_empty():
|
||||
return {"type": "end"}
|
||||
if not p.mulligan_done and p.turns == 1 and p == game.current():
|
||||
return {"type": "mulligan", "cards": mulligan_cards(p)}
|
||||
var view := game.masked_clone(p)
|
||||
var me: Game.Player = view.players[game.players.find(p)]
|
||||
var t0 := Time.get_ticks_msec()
|
||||
var base := evaluate(view, me) + 0.01
|
||||
var firsts := [] # {action, game, score}
|
||||
for action in candidate_actions(view, me, true):
|
||||
if not firsts.is_empty() and Time.get_ticks_msec() - t0 > time_budget_ms:
|
||||
break
|
||||
var g2 := view.clone()
|
||||
apply_on_clone(g2, view, action)
|
||||
firsts.append({"action": action, "game": g2, "score": evaluate(g2, g2.players[view.current_idx])})
|
||||
firsts.sort_custom(func(a, b): return a.score > b.score)
|
||||
var best := {"type": "end"}
|
||||
var best_score := evaluate(game, p) + 0.01
|
||||
for action in candidate_actions(game, p):
|
||||
var g2 := game.clone_for(p)
|
||||
apply_on_clone(g2, game, action)
|
||||
var p2: Game.Player = g2.players[game.current_idx]
|
||||
var score := evaluate(g2, p2)
|
||||
var best_score := base
|
||||
for i in mini(firsts.size(), DEEPEN):
|
||||
var f: Dictionary = firsts[i]
|
||||
var g2: Game = f.game
|
||||
var score: float = f.score
|
||||
if g2.winner == "":
|
||||
var p2: Game.Player = g2.players[view.current_idx]
|
||||
var count := 0
|
||||
for f in candidate_actions(g2, p2):
|
||||
if count >= FOLLOW_UPS:
|
||||
for nxt in candidate_actions(g2, p2, true):
|
||||
if count >= FOLLOW_UPS or Time.get_ticks_msec() - t0 > time_budget_ms:
|
||||
break
|
||||
count += 1
|
||||
var g3 := g2.clone_for(p2)
|
||||
apply_on_clone(g3, g2, f)
|
||||
score = maxf(score, evaluate(g3, g3.players[g2.current_idx]) - 0.001)
|
||||
var g3 := g2.clone()
|
||||
apply_on_clone(g3, g2, nxt)
|
||||
score = maxf(score, evaluate(g3, g3.players[view.current_idx]) - 0.001)
|
||||
if score > best_score:
|
||||
best_score = score
|
||||
best = action
|
||||
return best
|
||||
best = f.action
|
||||
# Erstschritte ohne Vertiefung zählen mit ihrer Einzelbewertung
|
||||
for i in range(DEEPEN, firsts.size()):
|
||||
if firsts[i].score > best_score:
|
||||
best_score = firsts[i].score
|
||||
best = firsts[i].action
|
||||
if best.type == "end":
|
||||
if game.can_draw(p)[0]:
|
||||
return {"type": "draw"} # Mana übrig und Platz auf der Hand: lieber ziehen als passen
|
||||
return best
|
||||
return map_action(game, view, best)
|
||||
|
||||
|
||||
# --- Gierige Vergleichs-KI -------------------------------------------------------
|
||||
# --- Einfache Heuristiken ----------------------------------------------------------
|
||||
|
||||
static func _kills(attacker, defender) -> bool:
|
||||
return not defender.shield and defender.health <= attacker.power()
|
||||
if defender is Game.Player:
|
||||
return attacker.power() >= defender.life
|
||||
return attacker.power() + Game.matchup_bonus(attacker, defender) >= defender.health
|
||||
|
||||
|
||||
static func _value(c) -> int:
|
||||
return c.power() + c.health + (2 if c.taunt() else 0)
|
||||
if c is Game.Player:
|
||||
return 1000
|
||||
return c.power() + c.health
|
||||
|
||||
|
||||
static func _best(arr: Array, key: Callable):
|
||||
static func _best(list: Array, key: Callable):
|
||||
var best = null
|
||||
var best_v := 0
|
||||
for x in arr:
|
||||
var v: int = key.call(x)
|
||||
if best == null or v > best_v:
|
||||
best = x
|
||||
var best_v := -INF
|
||||
for t in list:
|
||||
var v := float(key.call(t))
|
||||
if v > best_v:
|
||||
best_v = v
|
||||
return best
|
||||
|
||||
|
||||
static func _threat_score(h) -> int:
|
||||
var board_attack := 0
|
||||
for c in h.board:
|
||||
board_attack += c.power()
|
||||
return h.life - board_attack
|
||||
|
||||
|
||||
static func _weakest(heroes: Array):
|
||||
var best = null
|
||||
for h in heroes:
|
||||
if best == null or _threat_score(h) < _threat_score(best):
|
||||
best = h
|
||||
best = t
|
||||
return best
|
||||
|
||||
|
||||
static func choose_action_greedy(game: Game, p: Game.Player) -> Dictionary:
|
||||
if game.winner != "" or game.enemies_of(p).is_empty():
|
||||
return {"type": "end"}
|
||||
if not p.mulligan_done and p.turns == 1 and p == game.current():
|
||||
return {"type": "mulligan", "cards": mulligan_cards(p)}
|
||||
# Gierig: ein Wesen mit höchstens halbem Leben heilen (mit der billigsten Handkarte
|
||||
# verschmelzen, wenn das Ergebnis bezahlbar bleibt), dann das teuerste Spielbare legen (bei
|
||||
# vollem Feld die zwei schwächsten Wesen verschmelzen), dann aufdecken und angreifen, dann ziehen.
|
||||
var cheap := _cheapest(p)
|
||||
if not cheap.is_empty():
|
||||
for cr in p.board:
|
||||
if cr.health * 2 <= cr.max_health and game.can_fuse(p, cr, cheap[0])[0] and Game.fusion_result(p, cr, cheap[0]).cost <= p.energy:
|
||||
return {"type": "fuse", "creature": cr, "other": cheap[0]}
|
||||
var playable := p.hand.filter(func(c): return game.can_play(p, c)[0])
|
||||
if not playable.is_empty():
|
||||
Game.shuffle(playable, game.rng)
|
||||
@@ -177,71 +275,40 @@ static func choose_action_greedy(game: Game, p: Game.Player) -> Dictionary:
|
||||
for c in playable:
|
||||
if c.cost > card.cost:
|
||||
card = c
|
||||
return {"type": "play", "card": card, "target": pick_target(game, p, card)}
|
||||
return {"type": "play", "card": card, "face_down": false}
|
||||
if p.board.size() >= Game.MAX_BOARD and p.hand.any(func(c): return c.cost <= p.energy):
|
||||
var weakest: Array = p.board.duplicate()
|
||||
weakest.sort_custom(func(a, b): return _value(a) < _value(b))
|
||||
if game.can_fuse(p, weakest[0], weakest[1])[0]:
|
||||
return {"type": "fuse", "creature": weakest[0], "other": weakest[1]}
|
||||
for cr in p.board:
|
||||
if cr.hidden and game.can_reveal(p, cr)[0]:
|
||||
return {"type": "reveal", "creature": cr}
|
||||
for cr in p.board:
|
||||
if cr.can_attack():
|
||||
var t = pick_attack_target(game, p, cr)
|
||||
if t != null:
|
||||
return {"type": "attack", "creature": cr, "target": t}
|
||||
if game.can_draw(p)[0]:
|
||||
return {"type": "draw"}
|
||||
return {"type": "end"}
|
||||
|
||||
|
||||
static func pick_target(game: Game, p: Game.Player, card: Cards.Card):
|
||||
var tt := card.target_type()
|
||||
if tt == "":
|
||||
return null
|
||||
var valid := game.valid_targets(p, tt)
|
||||
if valid.is_empty():
|
||||
return null
|
||||
var fx: Cards.Effect = null
|
||||
for f in card.effects:
|
||||
if f.target == tt:
|
||||
fx = f
|
||||
break
|
||||
var creatures := valid.filter(func(t): return t is Game.Creature)
|
||||
var heroes := valid.filter(func(t): return t is Game.Player)
|
||||
match fx.kind:
|
||||
"damage":
|
||||
var killable := creatures.filter(func(c): return not c.shield and c.health <= fx.amount)
|
||||
if not killable.is_empty():
|
||||
return _best(killable, Callable(AI, "_value"))
|
||||
if not heroes.is_empty():
|
||||
return _weakest(heroes)
|
||||
return _best(creatures, Callable(AI, "_value"))
|
||||
"freeze", "bounce":
|
||||
return _best(creatures, func(c): return c.card.cost * 100 + c.power())
|
||||
"buff", "shield":
|
||||
return _best(creatures, func(c): return (100 if c.can_attack() else 0) + c.power())
|
||||
return valid[0]
|
||||
|
||||
|
||||
## Ziel eines Angriffs: sichere Abtausche, dann gute Abtausche, dann das schwächste Wesen;
|
||||
## der Held nur, wenn kein Wesen mehr steht.
|
||||
static func pick_attack_target(game: Game, p: Game.Player, cr: Game.Creature):
|
||||
var enemies := game.enemies_of(p)
|
||||
var total := 0
|
||||
for c in p.board:
|
||||
if c.can_attack():
|
||||
total += c.power() * c.attacks_left
|
||||
var options := []
|
||||
for e in enemies:
|
||||
var taunts: Array = e.board.filter(func(c): return c.taunt())
|
||||
if not taunts.is_empty():
|
||||
options.append_array(taunts)
|
||||
else:
|
||||
if total >= e.life:
|
||||
return e
|
||||
options.append_array(e.board)
|
||||
options.append(e)
|
||||
var creatures := options.filter(func(t): return t is Game.Creature)
|
||||
var heroes := options.filter(func(t): return t is Game.Player)
|
||||
var good := creatures.filter(func(c): return _kills(cr, c) and not _kills(c, cr))
|
||||
if not good.is_empty():
|
||||
return _best(good, Callable(AI, "_value"))
|
||||
var trade := creatures.filter(func(c): return _kills(cr, c) and _value(c) > _value(cr))
|
||||
if not trade.is_empty():
|
||||
return _best(trade, Callable(AI, "_value"))
|
||||
if not heroes.is_empty():
|
||||
return _weakest(heroes)
|
||||
if not creatures.is_empty():
|
||||
for e in game.enemies_of(p):
|
||||
if e.board.is_empty():
|
||||
return e if game.can_attack(cr, e)[0] else null
|
||||
var creatures: Array = e.board.filter(func(c): return game.can_attack(cr, c)[0])
|
||||
if creatures.is_empty():
|
||||
continue
|
||||
var good: Array = creatures.filter(func(c): return not c.hidden and _kills(cr, c) and not _kills(c, cr))
|
||||
if not good.is_empty():
|
||||
return _best(good, Callable(AI, "_value"))
|
||||
var trade: Array = creatures.filter(func(c): return not c.hidden and _kills(cr, c) and _value(c) > _value(cr))
|
||||
if not trade.is_empty():
|
||||
return _best(trade, Callable(AI, "_value"))
|
||||
return _best(creatures, func(c): return 1000 - c.health)
|
||||
return null
|
||||
|
||||
@@ -251,11 +318,15 @@ static func pick_attack_target(game: Game, p: Game.Player, cr: Game.Creature):
|
||||
static func apply_action(game: Game, p: Game.Player, action: Dictionary) -> void:
|
||||
match action.type:
|
||||
"play":
|
||||
game.play_card(p, action.card, action.target)
|
||||
game.play_card(p, action.card, bool(action.get("face_down", false)))
|
||||
"draw":
|
||||
game.draw(p)
|
||||
"reveal":
|
||||
game.reveal(p, action.creature)
|
||||
"attack":
|
||||
game.attack(action.creature, action.target)
|
||||
"mulligan":
|
||||
game.mulligan(p, action.cards)
|
||||
"fuse":
|
||||
game.fuse(p, action.creature, action.other)
|
||||
_:
|
||||
game.end_turn()
|
||||
|
||||
@@ -267,3 +338,4 @@ static func take_turn(game: Game, p: Game.Player, greedy: bool = false, limit: i
|
||||
apply_action(game, p, action)
|
||||
if action.type == "end" or game.winner != "":
|
||||
return
|
||||
game.end_turn()
|
||||
+75
-42
@@ -1,59 +1,92 @@
|
||||
class_name Campaign
|
||||
## Kampagne: zehn benannte Magier, jede Stufe mit mehr Gegnern am Tisch.
|
||||
## Kampagne: zehn Kapitel mit je zehn benannten Magiern, der zehnte ist der Boss. Kapitel 1 spielt
|
||||
## neutrale Karten, Kapitel 2 bis 5 je ein Element; Kapitel 6 bis 10 wiederholen die Elemente mit
|
||||
## Effektkarten (Eigenschaften, DeckGen.effect_deck). Jeder Gegner spielt 30 Karten seines Elements
|
||||
## nach Manakurve mit steigendem Kostendeckel (COST_CAP), in der Stufe seines Kapitels (rarity_of).
|
||||
## Mit jedem offenen Kapitel der ersten Runde gibt es den Booster seines Elements
|
||||
## (Profile.booster_unlocked); nach Kapitel 5 öffnet die Werkstatt (Profile.workshop_unlocked).
|
||||
|
||||
const STAGES := [
|
||||
{"name": "Fenn", "title": "Kobold-Zähmer", "elements": ["Feuer"], "extra": 0, "bias": 1.0, "reward": 100, "perk": "feuer_angriff"},
|
||||
{"name": "Mara", "title": "Gezeitenhexe", "elements": ["Wasser"], "extra": 0, "bias": 1.0, "reward": 100, "perk": "leben_35"},
|
||||
{"name": "Borin", "title": "Steinfaust", "elements": ["Erde"], "extra": 1, "bias": 1.2, "reward": 150, "perk": "waechter_leben"},
|
||||
{"name": "Liska", "title": "Windläuferin", "elements": ["Luft"], "extra": 1, "bias": 1.2, "reward": 150, "perk": "flink_angriff"},
|
||||
{"name": "Vulkar", "title": "Herr der Lava", "elements": ["Feuer", "Erde"], "extra": 2, "bias": 1.5, "reward": 200, "perk": "zauber_schaden"},
|
||||
{"name": "Nyx", "title": "Sturmruferin", "elements": ["Wasser", "Luft"], "extra": 2, "bias": 1.5, "reward": 200, "perk": "extra_karten"},
|
||||
{"name": "Ignis", "title": "Inferno-Priester", "elements": ["Feuer"], "extra": 3, "bias": 2.0, "reward": 250, "perk": "resonanz_doppelt"},
|
||||
{"name": "Thalassa", "title": "Tiefseekönigin", "elements": ["Wasser"], "extra": 3, "bias": 2.0, "reward": 250, "perk": "schild_wesen"},
|
||||
{"name": "Zephyra", "title": "Blitzkaiserin", "elements": ["Feuer", "Luft"], "extra": 4, "bias": 2.5, "reward": 300, "perk": "alle_flink"},
|
||||
{"name": "Archimagier", "title": "Meister der Elemente", "elements": ["Erde", "Luft"], "extra": 4, "bias": 3.0, "reward": 500, "perk": "start_energie"},
|
||||
]
|
||||
const STAGES_PER_CHAPTER := 10
|
||||
const ROUNDS := 2 # Runde 1: Grundkarten (Kapitel 1 bis 5), Runde 2: Effektkarten (6 bis 10)
|
||||
const CHAPTER_ELEMENTS: Array[String] = [Cards.NEUTRAL, "Feuer", "Wasser", "Luft", "Erde"]
|
||||
const NAMES: Array[String] = ["Fenn", "Mara", "Borin", "Liska", "Vulkar", "Nyx", "Ignis", "Thalassa", "Zephyra", "Archimagier"]
|
||||
const TITLES := {
|
||||
"Neutral": ["Kobold-Zähmer", "Wanderhexe", "Steinfaust", "Pfadfinderin", "Söldnerfürst", "Schattenruferin", "Grauer Priester", "Händlerkönigin", "Stahlkaiserin", "Meister der Lehre"],
|
||||
"Feuer": ["Flammenzähmer", "Glutweberin", "Schmiedefaust", "Funkenläuferin", "Herr der Lava", "Aschenruferin", "Inferno-Priester", "Glutkönigin", "Flammenkaiserin", "Meister des Feuers"],
|
||||
"Wasser": ["Gezeitenzähmer", "Gezeitenhexe", "Eisfaust", "Nebelläuferin", "Herr der Brandung", "Regenruferin", "Tiefsee-Priester", "Tiefseekönigin", "Flutkaiserin", "Meister des Wassers"],
|
||||
"Luft": ["Windzähmer", "Wolkenhexe", "Sturmfaust", "Windläuferin", "Herr der Böen", "Sturmruferin", "Himmelspriester", "Wolkenkönigin", "Blitzkaiserin", "Meister der Lüfte"],
|
||||
"Erde": ["Wurzelzähmer", "Moorhexe", "Felsenfaust", "Hügelläuferin", "Herr der Schluchten", "Bebenruferin", "Erzpriester", "Kristallkönigin", "Bergkaiserin", "Meister der Erde"],
|
||||
}
|
||||
const LIFE := [22, 22, 24, 24, 24, 26, 26, 26, 28, 28]
|
||||
## Höchste Kartenkosten im Stapel je Stufe eines Kapitels.
|
||||
const COST_CAP: Array[int] = [3, 4, 4, 5, 5, 6, 7, 8, 9, 10]
|
||||
## Merkmale je Stufe: das erste nach dieser Liste, weitere je drei Plätze dahinter.
|
||||
const PERK_ORDER: Array[String] = ["feuer_angriff", "leben_35", "wesen_angriff", "ziehen_gratis", "wesen_leben", "extra_mana", "kein_nachteil", "alle_flink", "alle_flink", "start_energie"]
|
||||
|
||||
|
||||
## Kapitel 2: die Magier kehren mit zwei Merkmalen und mehr Gefolge zurück.
|
||||
const STAGES2 := [
|
||||
{"name": "Fenn", "title": "Flammenzähmer", "elements": ["Feuer"], "extra": 1, "bias": 2.0, "reward": 300, "perks": ["feuer_angriff", "start_energie"]},
|
||||
{"name": "Mara", "title": "Herrin der Gezeiten", "elements": ["Wasser"], "extra": 1, "bias": 2.0, "reward": 300, "perks": ["leben_35", "extra_karten"]},
|
||||
{"name": "Borin", "title": "Fels der Ewigkeit", "elements": ["Erde"], "extra": 2, "bias": 2.2, "reward": 350, "perks": ["waechter_leben", "schild_wesen"]},
|
||||
{"name": "Liska", "title": "Sturmläuferin", "elements": ["Luft"], "extra": 2, "bias": 2.2, "reward": 350, "perks": ["flink_angriff", "alle_flink"]},
|
||||
{"name": "Vulkar", "title": "Aschekönig", "elements": ["Feuer", "Erde"], "extra": 3, "bias": 2.5, "reward": 400, "perks": ["zauber_schaden", "feuer_angriff"]},
|
||||
{"name": "Nyx", "title": "Gewitterruferin", "elements": ["Wasser", "Luft"], "extra": 3, "bias": 2.5, "reward": 400, "perks": ["extra_karten", "flink_angriff"]},
|
||||
{"name": "Ignis", "title": "Inferno-Erzpriester", "elements": ["Feuer"], "extra": 4, "bias": 3.0, "reward": 450, "perks": ["resonanz_doppelt", "zauber_schaden"]},
|
||||
{"name": "Thalassa", "title": "Kaiserin der Tiefe", "elements": ["Wasser"], "extra": 4, "bias": 3.0, "reward": 450, "perks": ["schild_wesen", "leben_35"]},
|
||||
{"name": "Zephyra", "title": "Blitzkaiserin", "elements": ["Feuer", "Luft"], "extra": 5, "bias": 3.5, "reward": 500, "perks": ["alle_flink", "start_energie"]},
|
||||
{"name": "Archimagier", "title": "Herr aller Elemente", "elements": ["Erde", "Luft"], "extra": 5, "bias": 4.0, "reward": 800, "perks": ["start_energie", "resonanz_doppelt", "extra_karten"]},
|
||||
]
|
||||
static func chapters() -> int:
|
||||
return CHAPTER_ELEMENTS.size() * ROUNDS
|
||||
|
||||
|
||||
static func total() -> int:
|
||||
return STAGES.size() + STAGES2.size()
|
||||
return STAGES_PER_CHAPTER * chapters()
|
||||
|
||||
|
||||
static func chapter(stage: int) -> int:
|
||||
return 1 if stage < STAGES.size() else 2
|
||||
return stage / STAGES_PER_CHAPTER + 1
|
||||
|
||||
|
||||
## Stufe mit einheitlichem Feld "perks".
|
||||
static func element_of(chapter_no: int) -> String:
|
||||
return CHAPTER_ELEMENTS[(chapter_no - 1) % CHAPTER_ELEMENTS.size()]
|
||||
|
||||
|
||||
## Merkmale je Gegner: eins, ab Kapitel 3 zwei, ab Kapitel 5 drei.
|
||||
static func perk_count(chapter_no: int) -> int:
|
||||
return mini(3, (chapter_no + 1) / 2)
|
||||
|
||||
|
||||
## Eigenschaften je Gegnerkarte: Kapitel 1 bis 5 keine, 6 und 7 eine, ab 8 zwei.
|
||||
static func keyword_count(chapter_no: int) -> int:
|
||||
if chapter_no <= CHAPTER_ELEMENTS.size():
|
||||
return 0
|
||||
return 1 if chapter_no <= CHAPTER_ELEMENTS.size() + 2 else 2
|
||||
|
||||
|
||||
## Stufe i: Name, Titel, Leben, Belohnung (Kapitel 1: 100 bis 300, Boss 500; je Kapitel 250 mehr),
|
||||
## Merkmale und Element.
|
||||
static func stage(i: int) -> Dictionary:
|
||||
if i < STAGES.size():
|
||||
var st: Dictionary = STAGES[i].duplicate()
|
||||
st["perks"] = [st.perk]
|
||||
return st
|
||||
return STAGES2[i - STAGES.size()]
|
||||
var c := chapter(i)
|
||||
var k := i % STAGES_PER_CHAPTER
|
||||
var perks: Array = []
|
||||
for n in perk_count(c):
|
||||
perks.append(PERK_ORDER[(k + 3 * n) % STAGES_PER_CHAPTER])
|
||||
var base := 100 + 250 * (c - 1)
|
||||
var title: String = TITLES[element_of(c)][k] + (" II" if c > CHAPTER_ELEMENTS.size() else "")
|
||||
return {"name": NAMES[k], "title": title, "life": LIFE[k],
|
||||
"reward": base + (400 if k == STAGES_PER_CHAPTER - 1 else 50 * (k / 2)),
|
||||
"perks": perks, "element": element_of(c), "max_cost": COST_CAP[k], "keywords": keyword_count(c)}
|
||||
|
||||
|
||||
static func opponents(stage_index: int, r: RandomNumberGenerator) -> Array:
|
||||
## Gegner einer Stufe: Leben und Merkmale der Stufe, 30 Karten seines Elements nach Manakurve bis
|
||||
## max_cost (ab Kapitel 6 Effektkarten), in der Stufe des Kapitels (rarity_of).
|
||||
static func opponent(stage_index: int, r: RandomNumberGenerator = null) -> Game.Player:
|
||||
var st := stage(stage_index)
|
||||
var life: int = 35 if "leben_35" in st.perks else Game.START_LIFE
|
||||
var boss := Game.Player.new(st.name, Game.build_opponent_deck(r, st.elements, st.bias), false, life, st.title)
|
||||
var boss := Game.Player.new(st.name, false, int(st.life), st.title)
|
||||
boss.perks = Array(st.perks)
|
||||
var out := [boss]
|
||||
var extra: int = mini(st.extra, Game.MAX_OPPONENTS - 1)
|
||||
for k in extra:
|
||||
out.append(Game.random_opponent(r, k + 1))
|
||||
return out
|
||||
if r == null:
|
||||
r = Game.make_rng()
|
||||
if int(st.keywords) > 0:
|
||||
boss.deck = DeckGen.effect_deck(st.element, r, int(st.max_cost), int(st.keywords))
|
||||
else:
|
||||
boss.deck = DeckGen.curve_deck(st.element, r, int(st.max_cost))
|
||||
for id in boss.deck:
|
||||
boss.looks[id] = rarity_of(chapter(stage_index))
|
||||
return boss
|
||||
|
||||
|
||||
## Seltenheitsstufe der Gegnerkarten: Kapitel 1 und 2 Common, dann je Kapitel eine höher bis Ultra
|
||||
## Rare; Kapitel 6 bis 9 Ultra Rare, Kapitel 10 Ultimate Rare.
|
||||
static func rarity_of(chapter_no: int) -> int:
|
||||
if chapter_no >= chapters():
|
||||
return Cards.RARITIES.size() - 1
|
||||
return mini(3, maxi(0, chapter_no - 2))
|
||||
+261
-180
@@ -1,15 +1,25 @@
|
||||
class_name Cards
|
||||
## Elemente, Kombos und der Kartenpool.
|
||||
## Elemente, Kombonamen, Schlüsselwörter und der Kartenpool.
|
||||
|
||||
const ELEMENTS: Array[String] = ["Feuer", "Wasser", "Erde", "Luft"]
|
||||
# Neutral ist kein Element: nie im Vorteil oder Nachteil, zählt nicht für Paare und Zähler.
|
||||
# Verschmolzen mit einem Element nimmt das Wesen im schlechten Matchup die neutrale Seite.
|
||||
const NEUTRAL := "Neutral"
|
||||
const NEUTRAL_TEXT := "Nie im Vorteil oder Nachteil"
|
||||
const ELEMENT_COLORS := {
|
||||
"Feuer": Color("be3c23"),
|
||||
"Wasser": Color("2d64be"),
|
||||
"Erde": Color("73552d"),
|
||||
"Luft": Color("78aac8"),
|
||||
"Neutral": Color("6e7382"),
|
||||
}
|
||||
# Jede Paarung ist eine Kombo, auch gleiche Elemente.
|
||||
# Jede Karte hat genau ein Element (oder ist neutral). Kombos sind die Namen verschmolzener Wesen.
|
||||
const COMBOS := {
|
||||
"Neutral+Neutral": "Veteran",
|
||||
"Feuer+Neutral": "Feuerritter",
|
||||
"Wasser+Neutral": "Wasserritter",
|
||||
"Erde+Neutral": "Erdritter",
|
||||
"Luft+Neutral": "Luftritter",
|
||||
"Feuer+Feuer": "Inferno",
|
||||
"Wasser+Wasser": "Tiefsee",
|
||||
"Erde+Erde": "Berg",
|
||||
@@ -20,236 +30,311 @@ const COMBOS := {
|
||||
"Wasser+Erde": "Schlamm",
|
||||
"Wasser+Luft": "Sturm",
|
||||
"Erde+Luft": "Sand",
|
||||
# Dreifach-Kombos: die mythische Stufe
|
||||
"Feuer+Feuer+Feuer": "Sonne",
|
||||
"Wasser+Wasser+Wasser": "Ozean",
|
||||
"Erde+Erde+Erde": "Gebirge",
|
||||
"Luft+Luft+Luft": "Himmel",
|
||||
}
|
||||
# Feldkombos: entstehen, wenn ein Wesen neben einem Wesen mit anderem Element ausgespielt wird.
|
||||
const FIELD_COMBO_TEXT := {
|
||||
"Dampf": "Friere das stärkste gegnerische Wesen ein",
|
||||
"Lava": "1 Schaden an alle gegnerischen Wesen",
|
||||
"Blitz": "2 Schaden an den schwächsten Gegner",
|
||||
"Schlamm": "Heile dich um 3",
|
||||
"Sturm": "Ziehe 1 Karte",
|
||||
"Sand": "Das neue Wesen erhält Schild",
|
||||
}
|
||||
const RESONANCE_TEXT := "Resonanz: Ein Wesen hat +1 Angriff je anderem eigenen Wesen, das ein Element mit ihm teilt (höchstens +4)."
|
||||
const RARITIES: Array[String] = ["gewöhnlich", "selten", "episch", "legendär", "mythisch"]
|
||||
# Elementkreis: Wasser löscht Feuer, Feuer verbrennt Luft, Luft trägt Erde ab, Erde saugt Wasser auf.
|
||||
const BEATS := {"Wasser": "Feuer", "Feuer": "Luft", "Luft": "Erde", "Erde": "Wasser"}
|
||||
# Seltenheit ist reine Optik: jede Karte gibt es in jeder Stufe, die Werte bleiben gleich.
|
||||
# Stufen wie bei Yu-Gi-Oh: Common grau, Rare silber, Super Rare blau, Ultra Rare gold,
|
||||
# Ultimate Rare schillert durch alle Farben.
|
||||
const RARITIES: Array[String] = ["Common", "Rare", "Super Rare", "Ultra Rare", "Ultimate Rare"]
|
||||
const RARITY_COLORS := {
|
||||
"gewöhnlich": Color("aaaaaa"),
|
||||
"selten": Color("4682e6"),
|
||||
"episch": Color("aa46dc"),
|
||||
"legendär": Color("f0aa28"),
|
||||
"mythisch": Color("ff5a8c"),
|
||||
"Common": Color("aaaaaa"),
|
||||
"Rare": Color("c8d0dc"),
|
||||
"Super Rare": Color("4682e6"),
|
||||
"Ultra Rare": Color("f0aa28"),
|
||||
"Ultimate Rare": Color("ff5a8c"),
|
||||
}
|
||||
const KEYWORDS: Array[String] = ["Wächter", "Flink", "Schild", "Doppelschlag"]
|
||||
const KEYWORD_HELP := {
|
||||
"Wächter": "Muss zuerst angegriffen werden.",
|
||||
"Flink": "Kann sofort angreifen.",
|
||||
"Schild": "Blockt den nächsten Schaden.",
|
||||
"Doppelschlag": "Greift zweimal pro Zug an.",
|
||||
# Eigenschaften haben Karten nicht von Haus aus; sie kommen allein vom Elementpaar der eigenen
|
||||
# Seite (ELEMENT_KEYWORD, siehe Game.Creature.has).
|
||||
const KEYWORDS: Array[String] = ["Spott", "Flink", "Regeneration", "Doppelschlag"]
|
||||
const KEYWORD_TEXT := {
|
||||
"Spott": "Muss zuerst angegriffen werden",
|
||||
"Flink": "Greift sofort an",
|
||||
"Regeneration": "Heilt sich am Zugende ganz",
|
||||
"Doppelschlag": "Greift zweimal je Zug",
|
||||
}
|
||||
const CHOSEN_TARGETS: Array[String] = ["enemy_creature", "enemy_any", "friendly_creature"]
|
||||
const ELEMENT_KEYWORD := {"Erde": "Spott", "Luft": "Flink", "Wasser": "Regeneration", "Feuer": "Doppelschlag"}
|
||||
const DATA_PATH := "res://data/karten.json"
|
||||
|
||||
|
||||
## Reihenfolge der Elemente in Namen und Darstellung: wie ELEMENTS, Neutral zuletzt.
|
||||
static func element_order(e: String) -> int:
|
||||
var i := ELEMENTS.find(e)
|
||||
return i if i >= 0 else ELEMENTS.size()
|
||||
|
||||
|
||||
static func combo_key(elements: Array) -> String:
|
||||
var sorted := elements.duplicate()
|
||||
sorted.sort_custom(func(a, b): return ELEMENTS.find(a) < ELEMENTS.find(b))
|
||||
sorted.sort_custom(func(a, b): return element_order(a) < element_order(b))
|
||||
return "+".join(sorted)
|
||||
|
||||
|
||||
## Name der Elementkombination eines verschmolzenen Wesens; drei oder vier Elemente sind eine Chimäre.
|
||||
static func combo_name(elements: Array) -> String:
|
||||
if elements.size() == 1:
|
||||
return elements[0]
|
||||
return COMBOS[combo_key(elements)]
|
||||
return COMBOS.get(combo_key(elements), "Chimäre")
|
||||
|
||||
|
||||
static func field_combo_effect(name: String) -> Effect:
|
||||
match name:
|
||||
"Dampf":
|
||||
return Effect.new("freeze", "strongest_enemy_creature")
|
||||
"Lava":
|
||||
return Effect.new("damage", "all_enemy_creatures", 1)
|
||||
"Blitz":
|
||||
return Effect.new("damage", "weakest_enemy_hero", 2)
|
||||
"Schlamm":
|
||||
return Effect.new("heal", "self_hero", 3)
|
||||
"Sturm":
|
||||
return Effect.new("draw", "none", 1)
|
||||
"Sand":
|
||||
return Effect.new("shield", "self_creature")
|
||||
return null
|
||||
## Elementvorteil aus Sicht von own: +1 im Vorteil, -1 im Nachteil, sonst 0.
|
||||
## Hat ein Wesen mehrere Elemente, kämpft es mit dem, das gegen die Gegenseite am besten steht.
|
||||
static func matchup(own: Array, other: Array) -> int:
|
||||
var mine := best_element(own, other)
|
||||
var theirs := best_element(other, own)
|
||||
if mine == "" or theirs == "":
|
||||
return 0
|
||||
return duel(mine, theirs)
|
||||
|
||||
|
||||
const TRIGGER_TEXT := {
|
||||
"attacked": "Wenn ein gegnerisches Wesen dich oder eines deiner Wesen angreift",
|
||||
"creature_played": "Wenn ein Gegner ein Wesen ausspielt",
|
||||
}
|
||||
## +1, wenn a b schlägt, -1, wenn b a schlägt, sonst 0.
|
||||
static func duel(a: String, b: String) -> int:
|
||||
if BEATS.get(a, "") == b:
|
||||
return 1
|
||||
if BEATS.get(b, "") == a:
|
||||
return -1
|
||||
return 0
|
||||
|
||||
|
||||
class Effect extends RefCounted:
|
||||
var kind: String # damage, heal, draw, freeze, bounce, buff, shield, summon, cancel
|
||||
var target: String # siehe CHOSEN_TARGETS und Game.resolve()
|
||||
var amount: int
|
||||
var amount2: int
|
||||
var card_id: String # für summon
|
||||
## Das Element aus own, das gegen die Elemente in other am besten steht.
|
||||
static func best_element(own: Array, other: Array) -> String:
|
||||
var best := ""
|
||||
var best_score := -9
|
||||
for e in own:
|
||||
var score := 0
|
||||
for o in other:
|
||||
score += duel(e, o)
|
||||
if score > best_score:
|
||||
best = e
|
||||
best_score = score
|
||||
return best
|
||||
|
||||
func _init(k: String, t: String, a: int = 0, a2: int = 0, cid: String = "") -> void:
|
||||
kind = k
|
||||
target = t
|
||||
amount = a
|
||||
amount2 = a2
|
||||
card_id = cid
|
||||
|
||||
func to_dict() -> Dictionary:
|
||||
var d := {"kind": kind, "target": target}
|
||||
if amount != 0:
|
||||
d["amount"] = amount
|
||||
if amount2 != 0:
|
||||
d["amount2"] = amount2
|
||||
if card_id != "":
|
||||
d["card_id"] = card_id
|
||||
return d
|
||||
## Das stärkste Element einer Karte (für das Bild): das, das die meisten der anderen Elemente der
|
||||
## Karte schlägt; bei Gleichstand entscheidet seed (fest je Karte, damit das Bild nicht wechselt).
|
||||
static func strongest_element(elements: Array, seed: int) -> String:
|
||||
var best: Array = []
|
||||
var best_score := -99
|
||||
for e in elements:
|
||||
var score := 0
|
||||
for o in elements:
|
||||
score += duel(e, o)
|
||||
if score > best_score:
|
||||
best = [e]
|
||||
best_score = score
|
||||
elif score == best_score:
|
||||
best.append(e)
|
||||
return best[absi(seed) % best.size()]
|
||||
|
||||
static func from_dict(d: Dictionary) -> Effect:
|
||||
return Effect.new(d.kind, d.get("target", "none"), int(d.get("amount", 0)), int(d.get("amount2", 0)), str(d.get("card_id", "")))
|
||||
|
||||
func text() -> String:
|
||||
var n := str(amount)
|
||||
if target == "trigger_source":
|
||||
match kind:
|
||||
"damage":
|
||||
return n + " Schaden an den Angreifer"
|
||||
"freeze":
|
||||
return "Der Angreifer wird eingefroren"
|
||||
"bounce":
|
||||
return "Es geht zurück auf die Hand"
|
||||
match kind:
|
||||
"cancel":
|
||||
return "Der Angriff verpufft"
|
||||
"summon":
|
||||
return "Beschwöre einen " + Cards.by_id(card_id).name
|
||||
"damage":
|
||||
match target:
|
||||
"enemy_creature":
|
||||
return n + " Schaden an ein gegnerisches Wesen"
|
||||
"enemy_any":
|
||||
return n + " Schaden an ein Ziel"
|
||||
"all_enemy_creatures":
|
||||
return n + " Schaden an alle gegnerischen Wesen"
|
||||
"all_enemy_heroes":
|
||||
return n + " Schaden an alle Gegner"
|
||||
"all_enemies":
|
||||
return n + " Schaden an alle Gegner und ihre Wesen"
|
||||
"heal":
|
||||
return "Heile dich um " + n
|
||||
"draw":
|
||||
return "Ziehe 1 Karte" if amount == 1 else "Ziehe " + n + " Karten"
|
||||
"freeze":
|
||||
if target == "enemy_creature":
|
||||
return "Friere ein gegnerisches Wesen ein"
|
||||
return "Friere alle gegnerischen Wesen ein"
|
||||
"bounce":
|
||||
if target == "enemy_creature":
|
||||
return "Ein gegnerisches Wesen zurück auf die Hand"
|
||||
return "Alle gegnerischen Wesen zurück auf die Hand"
|
||||
"buff":
|
||||
var b := "+%d/+%d" % [amount, amount2]
|
||||
if target == "friendly_creature":
|
||||
return "Ein befreundetes Wesen erhält " + b
|
||||
return "Alle befreundeten Wesen erhalten " + b
|
||||
"shield":
|
||||
if target == "friendly_creature":
|
||||
return "Ein befreundetes Wesen erhält Schild"
|
||||
if target == "self_creature":
|
||||
return "Erhält Schild"
|
||||
return "Alle befreundeten Wesen erhalten Schild"
|
||||
return ""
|
||||
## Kosten einer Karte: zwei Drittel Angriff plus ein Drittel Leben, abgerundet, ohne Obergrenze (0/2 kostet nichts).
|
||||
static func cost_of(attack: int, health: int) -> int:
|
||||
return (2 * attack + health) / 3
|
||||
|
||||
|
||||
## Mehrkosten einer Eigenschaft: Doppelschlag bezahlt den Angriff noch einmal (2·Angriff/3), Flink ein
|
||||
## Drittel Angriff, Regeneration ein Drittel Leben, Spott 1; abgerundet, nie unter 1.
|
||||
static func keyword_cost(kw: String, attack: int, health: int) -> int:
|
||||
match kw:
|
||||
"Doppelschlag":
|
||||
return maxi(1, 2 * attack / 3)
|
||||
"Flink":
|
||||
return maxi(1, attack / 3)
|
||||
"Regeneration":
|
||||
return maxi(1, health / 3)
|
||||
return 1
|
||||
|
||||
|
||||
## Mehrkosten weiterer Elemente: das zweite 1, das dritte 2, das vierte 3 … (zusammen 1, 3, 6, 10).
|
||||
static func element_cost(count: int) -> int:
|
||||
return count * (count - 1) / 2
|
||||
|
||||
|
||||
## Kosten einer Karte mit Eigenschaften und Elementen: Grundkosten plus keyword_cost je Eigenschaft
|
||||
## plus element_cost, ohne Obergrenze (Werkstatt und Effektkarten der Kapitel 6 bis 10).
|
||||
static func cost_with(attack: int, health: int, keywords: Array, elements: Array) -> int:
|
||||
var c := cost_of(attack, health) + element_cost(elements.size())
|
||||
for k in keywords:
|
||||
c += keyword_cost(k, attack, health)
|
||||
return c
|
||||
|
||||
|
||||
## Eigene oder erzeugte Karte (IDs c_… aus der Werkstatt, g_… für Gegner) mit Kosten nach cost_with.
|
||||
static func custom(id: String, name: String, elements: Array, attack: int, health: int, keywords: Array) -> Card:
|
||||
var c := Card.new()
|
||||
c.id = id
|
||||
c.name = name
|
||||
c.name_en = name
|
||||
c.elements = elements.duplicate()
|
||||
c.attack = attack
|
||||
c.health = health
|
||||
c.keywords = keywords.duplicate()
|
||||
c.cost = cost_with(attack, health, keywords, elements)
|
||||
return c
|
||||
|
||||
|
||||
## Nimmt eine Karte ins Register (by_id) auf, ohne sie in den Pool (all) zu legen.
|
||||
static func register(c: Card) -> void:
|
||||
if _all.is_empty():
|
||||
_build()
|
||||
_by_id[c.id] = c
|
||||
|
||||
|
||||
## Wert eines verschmolzenen Wesens aus den Grundwerten der Eltern: die aufgerundete Hälfte der
|
||||
## Summe plus eins. Ein starker und ein schwacher Partner ergeben also weniger als der starke.
|
||||
static func fusion_value(a: int, b: int) -> int:
|
||||
return ceili((a + b) / 2.0) + 1
|
||||
|
||||
|
||||
## Name des verschmolzenen Wesens: die Kombo seiner Elemente (ein Element zählt doppelt).
|
||||
static func fusion_name(elements: Array) -> String:
|
||||
return combo_name(elements if elements.size() >= 2 else [elements[0], elements[0]])
|
||||
|
||||
|
||||
## Verschmelzung zweier Karten: Elemente (sortiert) und Eigenschaften beider, Angriff und Leben
|
||||
## nach fusion_value aus den Grundwerten, Kosten daraus wie bei jeder Karte; dann die Stufe level
|
||||
## mit ihrem +1/+1 (ohne Angabe die höhere der Eltern). Das Bild trägt der stärkere Elternteil
|
||||
## (Angriff plus Leben).
|
||||
static func fused(a: Card, b: Card, level: int = -1) -> Card:
|
||||
var attack := fusion_value(a.base_attack(), b.base_attack())
|
||||
var health := fusion_value(a.base_health(), b.base_health())
|
||||
var els := []
|
||||
for e in a.elements + b.elements:
|
||||
if not (e in els):
|
||||
els.append(e)
|
||||
els.sort_custom(func(x, y): return element_order(x) < element_order(y))
|
||||
var c := Card.new()
|
||||
c.id = "fus_%s_%s" % [a.id, b.id]
|
||||
c.name = fusion_name(els)
|
||||
c.elements = els
|
||||
c.attack = attack
|
||||
c.health = health
|
||||
c.cost = cost_of(attack, health)
|
||||
for k in KEYWORDS:
|
||||
if k in a.keywords or k in b.keywords:
|
||||
c.keywords.append(k)
|
||||
var strong := a if a.attack + a.health >= b.attack + b.health else b
|
||||
c.art = strong.art_card().id
|
||||
return c.leveled(maxi(level, maxi(maxi(a.look, b.look), 0)))
|
||||
|
||||
|
||||
## Platzhalter für ein verdecktes gegnerisches Wesen: unbekanntes Element, geschätzte Werte.
|
||||
static func unknown() -> Card:
|
||||
var c := Card.new()
|
||||
c.id = "?"
|
||||
c.name = "Verdeckt"
|
||||
c.name_en = "Face-down"
|
||||
c.elements = []
|
||||
c.attack = 2
|
||||
c.health = 3
|
||||
c.cost = cost_of(2, 3)
|
||||
return c
|
||||
|
||||
|
||||
class Card extends RefCounted:
|
||||
var id: String
|
||||
var name: String
|
||||
var name: String # deutscher Name (auch im Verlauf und in Tests)
|
||||
var name_en := "" # englischer Name
|
||||
var elements: Array
|
||||
var cost: int
|
||||
var rarity: String
|
||||
var kind: String # "Wesen", "Zauber" oder "Falle"
|
||||
var attack: int = 0
|
||||
var health: int = 0
|
||||
var keywords: Array = []
|
||||
var effects: Array = []
|
||||
var trigger: String = "" # nur Fallen: attacked, creature_played
|
||||
|
||||
func is_creature() -> bool:
|
||||
return kind == "Wesen"
|
||||
|
||||
func is_trap() -> bool:
|
||||
return kind == "Falle"
|
||||
var cost: int = 0 # abgeleitet: (2 · Angriff + Leben) / 3, abgerundet, plus Eigenschaften und zweites Element
|
||||
var keywords: Array = [] # feste Eigenschaften der Karte (Elementpaare geben ihre zur Laufzeit)
|
||||
var look := -1 # Seltenheitsstufe des Exemplars (gibt +1/+1 je Stufe); -1: Grundkarte aus dem Pool
|
||||
var boost_attack := 0 # Skill Stark auf diesem Exemplar, kein Grundwert
|
||||
var boost_health := 0 # Skill Zäh
|
||||
var art := "" # verschmolzen: Karte, deren Bild das Wesen trägt (der stärkere Elternteil)
|
||||
|
||||
func to_dict() -> Dictionary:
|
||||
var d := {"id": id, "name": name, "elements": elements, "cost": cost, "rarity": rarity, "kind": kind}
|
||||
if is_creature():
|
||||
d["attack"] = attack
|
||||
d["health"] = health
|
||||
var d := {"id": id, "name": name, "name_en": name_en, "elements": elements, "attack": attack, "health": health}
|
||||
if not keywords.is_empty():
|
||||
d["keywords"] = keywords
|
||||
if not effects.is_empty():
|
||||
d["effects"] = effects.map(func(e): return e.to_dict())
|
||||
if trigger != "":
|
||||
d["trigger"] = trigger
|
||||
if look >= 0:
|
||||
d["look"] = look
|
||||
if art != "":
|
||||
d["art"] = art
|
||||
if cost != Cards.cost_of(attack, health):
|
||||
d["cost"] = cost
|
||||
return d
|
||||
|
||||
## Wert der Karte: was sie über ihre Manakosten hinaus bringt (gegen die fairen Kosten cost_with),
|
||||
## mal 100, plus 100 je Eigenschaft. Grundkarten und Eigenbauten ohne Eigenschaften liegen bei 100,
|
||||
## jede Seltenheitsstufe gibt 100 dazu (Ultimate Rare 500); Fusionen bringen ihr zweites Element
|
||||
## und geerbte Eigenschaften umsonst mit und sind entsprechend mehr wert.
|
||||
func value() -> int:
|
||||
return (Cards.cost_with(attack, health, keywords, elements) - cost + 1) * 100 + 100 * keywords.size()
|
||||
|
||||
## Eigenbau (Werkstatt) oder erzeugte Gegnerkarte, nicht aus dem Pool.
|
||||
func is_custom() -> bool:
|
||||
return id.begins_with("c_") or id.begins_with("g_")
|
||||
|
||||
## Grundwerte ohne den Stufenbonus.
|
||||
func base_attack() -> int:
|
||||
return attack - maxi(look, 0) - boost_attack
|
||||
|
||||
func base_health() -> int:
|
||||
return health - maxi(look, 0) - boost_health
|
||||
|
||||
## Stufe dieser Karte für einen Besitzer mit dieser Sammlung (Game.Player.looks).
|
||||
func rarity_in(looks: Dictionary) -> String:
|
||||
return Cards.RARITIES[look if look >= 0 else int(looks.get(id, 0))]
|
||||
|
||||
static func from_dict(d: Dictionary) -> Card:
|
||||
var c := Card.new()
|
||||
c.id = d.id
|
||||
c.name = d.name
|
||||
c.name_en = str(d.get("name_en", ""))
|
||||
c.elements = Array(d.elements)
|
||||
c.cost = int(d.cost)
|
||||
c.rarity = d.rarity
|
||||
c.kind = d.kind
|
||||
c.attack = int(d.get("attack", 0))
|
||||
c.health = int(d.get("health", 0))
|
||||
c.cost = int(d.get("cost", Cards.cost_of(c.attack, c.health)))
|
||||
c.keywords = Array(d.get("keywords", []))
|
||||
for e in d.get("effects", []):
|
||||
c.effects.append(Effect.from_dict(e))
|
||||
c.trigger = str(d.get("trigger", ""))
|
||||
c.look = int(d.get("look", -1))
|
||||
c.art = str(d.get("art", ""))
|
||||
return c
|
||||
|
||||
## Karte, deren Bild gezeichnet wird: bei Verschmelzungen der stärkere Elternteil, sonst sie selbst.
|
||||
func art_card() -> Card:
|
||||
return Cards.by_id(art) if art != "" and Cards._by_id.has(art) else self
|
||||
|
||||
## Eigenes Exemplar (Hand, Brett): Schlüsselwörter gehören dem Exemplar, nicht dem Pool.
|
||||
func copy() -> Card:
|
||||
return Card.from_dict(to_dict())
|
||||
|
||||
## Exemplar in einer Seltenheitsstufe: +1/+1 je Stufe, die Kosten bleiben die der Grundkarte.
|
||||
func leveled(level: int) -> Card:
|
||||
var c := copy()
|
||||
c.look = level
|
||||
c.attack += level
|
||||
c.health += level
|
||||
c.cost = cost
|
||||
return c
|
||||
|
||||
## Anzeigename in der aktuellen Sprache.
|
||||
func title() -> String:
|
||||
if name_en != "" and TranslationServer.get_locale().begins_with("en"):
|
||||
return name_en
|
||||
return name
|
||||
|
||||
func is_combo() -> bool:
|
||||
return elements.size() >= 2
|
||||
|
||||
func combo() -> String:
|
||||
return Cards.combo_name(elements)
|
||||
|
||||
func target_type() -> String:
|
||||
for fx in effects:
|
||||
if fx.target in Cards.CHOSEN_TARGETS:
|
||||
return fx.target
|
||||
return ""
|
||||
func is_neutral() -> bool:
|
||||
return Cards.NEUTRAL in elements
|
||||
|
||||
## Kartentext: Neutral und die festen Eigenschaften.
|
||||
func text() -> String:
|
||||
var parts: Array[String] = []
|
||||
if not keywords.is_empty():
|
||||
var kws: Array[String] = []
|
||||
for k in Cards.KEYWORDS:
|
||||
if k in keywords:
|
||||
kws.append(k)
|
||||
parts.append(", ".join(kws) + ".")
|
||||
if not effects.is_empty():
|
||||
var fx: Array[String] = []
|
||||
for f in effects:
|
||||
fx.append(f.text())
|
||||
var s := ", ".join(fx) + "."
|
||||
if is_trap():
|
||||
if trigger == "creature_played":
|
||||
s = s.replace("an den Angreifer", "an dieses Wesen").replace("Der Angreifer wird", "Es wird")
|
||||
parts.append("Falle. %s: %s" % [Cards.TRIGGER_TEXT[trigger], s])
|
||||
else:
|
||||
parts.append(("Beim Ausspielen: " + s) if is_creature() else s)
|
||||
return " ".join(parts)
|
||||
var kws: Array[String] = []
|
||||
if is_neutral():
|
||||
kws.append(tr(Cards.NEUTRAL))
|
||||
for k in Cards.KEYWORDS:
|
||||
if k in keywords:
|
||||
kws.append(tr(k))
|
||||
if kws.is_empty():
|
||||
return ""
|
||||
return ", ".join(kws) + "."
|
||||
|
||||
|
||||
static var _all: Array = []
|
||||
@@ -274,10 +359,6 @@ static func has_id(id) -> bool:
|
||||
return _by_id.has(id)
|
||||
|
||||
|
||||
static func of_rarity(r: String) -> Array:
|
||||
return all().filter(func(c): return c.rarity == r)
|
||||
|
||||
|
||||
## Lädt den Kartenpool aus data/karten.json.
|
||||
static func _build() -> void:
|
||||
var json := JSON.new()
|
||||
|
||||
@@ -1,33 +0,0 @@
|
||||
class_name Challenge
|
||||
## Wöchentliche Herausforderung: feste Regelvariante, einmal pro Woche belohnt.
|
||||
|
||||
const LIST := [
|
||||
{"id": "eile", "name": "Eile", "text": "Alle beginnen mit 3 Energie und 20 Leben, drei Gegner.", "n_opp": 3,
|
||||
"rules": {"everyone_perk": "start_energie", "start_life": 20}, "reward": 200},
|
||||
{"id": "resonanz", "name": "Resonanzsturm", "text": "Resonanz zählt für alle doppelt, zwei Gegner.", "n_opp": 2,
|
||||
"rules": {"everyone_perk": "resonanz_doppelt"}, "reward": 180},
|
||||
{"id": "flink", "name": "Blitzkrieg", "text": "Alle Wesen sind flink, vier Gegner.", "n_opp": 4,
|
||||
"rules": {"everyone_perk": "alle_flink"}, "reward": 250},
|
||||
{"id": "schild", "name": "Panzerschlacht", "text": "Alle Wesen kommen mit Schild, Duell mit 40 Leben.", "n_opp": 1,
|
||||
"rules": {"everyone_perk": "schild_wesen", "start_life": 40}, "reward": 150},
|
||||
{"id": "karten", "name": "Kartenflut", "text": "Jeder zieht 2 Karten pro Zug, fünf Gegner am Tisch.", "n_opp": 5,
|
||||
"rules": {"everyone_perk": "extra_karten"}, "reward": 300},
|
||||
{"id": "mono", "name": "Reine Lehre", "text": "Nur Decks mit einem Element sind erlaubt, drei Gegner.", "n_opp": 3,
|
||||
"rules": {"mono_only": true}, "reward": 220},
|
||||
]
|
||||
|
||||
|
||||
static func week() -> int:
|
||||
var t := Profile.today()
|
||||
return int(Time.get_unix_time_from_datetime_string(t + "T00:00:00") / 604800)
|
||||
|
||||
|
||||
static func current() -> Dictionary:
|
||||
return LIST[week() % LIST.size()]
|
||||
|
||||
|
||||
## Prüft, ob das Deck zur Herausforderung passt. Gibt "" oder eine Fehlermeldung zurück.
|
||||
static func deck_allowed(ch: Dictionary, deck: Array) -> String:
|
||||
if ch.rules.get("mono_only", false) and Game.deck_elements(deck).size() != 1:
|
||||
return "Diese Woche sind nur Decks mit einem Element erlaubt"
|
||||
return ""
|
||||
@@ -1 +0,0 @@
|
||||
uid://n5h6q6kfoo34
|
||||
@@ -0,0 +1,146 @@
|
||||
class_name DeckGen
|
||||
## Stapel: Elementstapel nach Manakurve (Startstapel und Gegner), Auffüllen aus der Sammlung,
|
||||
## zufällige Stapel für Tests und Simulation.
|
||||
|
||||
const CHEAP_IN_RANDOM := 12 # so viele im ersten Zug bezahlbare Karten hat ein zufälliger Stapel mindestens
|
||||
## Manakurve eines Stapels mit DECK_MIN Karten: so viele Karten je Kosten 0 bis 10.
|
||||
const CURVE: Array[int] = [2, 5, 6, 6, 5, 3, 2, 1, 0, 0, 0]
|
||||
|
||||
|
||||
## Zufälliger Stapel aus DECK_MIN verschiedenen Karten bis max_cost, mit genug billigen für den Anfang.
|
||||
static func random_deck(r: RandomNumberGenerator, max_cost: int = 99) -> Array:
|
||||
var cheap := Cards.all().filter(func(c): return c.cost <= Game.START_MANA)
|
||||
var rest := Cards.all().filter(func(c): return c.cost > Game.START_MANA and c.cost <= max_cost)
|
||||
Game.shuffle(cheap, r)
|
||||
Game.shuffle(rest, r)
|
||||
var out := []
|
||||
for c in cheap.slice(0, CHEAP_IN_RANDOM) + rest + cheap.slice(CHEAP_IN_RANDOM):
|
||||
if out.size() >= Game.DECK_MIN:
|
||||
break
|
||||
out.append(c.id)
|
||||
return out
|
||||
|
||||
|
||||
## Alle Karten eines Elements (oder die neutralen) in Datenreihenfolge: die Startsammlung.
|
||||
static func element_deck(element: String) -> Array:
|
||||
return Cards.all().filter(func(c): return c.elements[0] == element).map(func(c): return c.id)
|
||||
|
||||
|
||||
## Stapel eines Elements nach der Manakurve: DECK_MIN verschiedene Karten des Elements bis max_cost,
|
||||
## je Kosten so viele wie CURVE vorgibt, zufällig gewählt. Was über dem Deckel fehlt, füllen die
|
||||
## erlaubten Kosten reihum von billig nach teuer auf.
|
||||
static func curve_deck(element: String, r: RandomNumberGenerator, max_cost: int = 10) -> Array:
|
||||
return curve_pick(Cards.all().filter(func(c): return c.elements[0] == element), r, max_cost)
|
||||
|
||||
|
||||
## Wählt aus cards (Karten) nach der Manakurve bis max_cost, siehe curve_deck; liefert IDs.
|
||||
static func curve_pick(cards: Array, r: RandomNumberGenerator, max_cost: int) -> Array:
|
||||
var by_cost := {}
|
||||
for c in cards:
|
||||
if c.cost <= max_cost:
|
||||
if not by_cost.has(c.cost):
|
||||
by_cost[c.cost] = []
|
||||
by_cost[c.cost].append(c.id)
|
||||
for cost in by_cost:
|
||||
Game.shuffle(by_cost[cost], r)
|
||||
var out := []
|
||||
for cost in CURVE.size():
|
||||
for k in CURVE[cost]:
|
||||
if by_cost.has(cost) and not by_cost[cost].is_empty():
|
||||
out.append(by_cost[cost].pop_back())
|
||||
while out.size() < Game.DECK_MIN:
|
||||
var added := false
|
||||
for cost in range(0, max_cost + 1):
|
||||
if out.size() >= Game.DECK_MIN:
|
||||
break
|
||||
if by_cost.has(cost) and not by_cost[cost].is_empty():
|
||||
out.append(by_cost[cost].pop_back())
|
||||
added = true
|
||||
if not added:
|
||||
break
|
||||
return out
|
||||
|
||||
|
||||
## Stapel mit Effektkarten (Kapitel 6 bis 10): wie curve_deck, aber jede Karte trägt keyword_count
|
||||
## Eigenschaften. Zur Wahl stehen alle Grundkarten des Elements mit jeder Eigenschaftskombination,
|
||||
## deren Kosten (Cards.cost_with) unter max_cost bleiben; die gewählten werden registriert (IDs g_…).
|
||||
static func effect_deck(element: String, r: RandomNumberGenerator, max_cost: int, keyword_count: int) -> Array:
|
||||
var pool := {}
|
||||
for b in Cards.all():
|
||||
if b.elements[0] != element:
|
||||
continue
|
||||
for combo in combos(Array(Cards.KEYWORDS), keyword_count):
|
||||
var kws := Cards.KEYWORDS.filter(func(k): return k in combo)
|
||||
var short := "".join(kws.map(func(k): return k.substr(0, 1)))
|
||||
var c := Cards.custom("g_%s_%s" % [b.id, short], b.name, b.elements, b.attack, b.health, kws)
|
||||
c.name_en = b.name_en
|
||||
pool[c.id] = c
|
||||
var out := curve_pick(pool.values(), r, max_cost)
|
||||
for id in out:
|
||||
Cards.register(pool[id])
|
||||
return out
|
||||
|
||||
|
||||
## Alle Teilmengen von items mit k Einträgen, in der Reihenfolge von items.
|
||||
static func combos(items: Array, k: int) -> Array:
|
||||
if k == 0:
|
||||
return [[]]
|
||||
var out := []
|
||||
for i in items.size():
|
||||
for rest in combos(items.slice(i + 1), k - 1):
|
||||
var combo := [items[i]]
|
||||
combo.append_array(rest)
|
||||
out.append(combo)
|
||||
return out
|
||||
|
||||
|
||||
## Füllt deck aus pool (Karten-IDs) bis limit auf, die wertvollsten zuerst (Card.value in der Stufe
|
||||
## aus levels: ID -> Stufe); bei gleichem Wert zuerst, was der Manakurve (CURVE, auf limit
|
||||
## skaliert) noch fehlt, dann die billigeren, dann nach ID; nichts doppelt.
|
||||
static func fill(deck: Array, pool: Array, limit: int, levels: Dictionary = {}) -> Array:
|
||||
var out := deck.duplicate()
|
||||
var cards := pool.filter(func(id): return not (id in out)).map(func(id): return Cards.by_id(id).leveled(int(levels.get(id, 0))))
|
||||
cards.sort_custom(func(a, b):
|
||||
if a.value() != b.value():
|
||||
return a.value() > b.value()
|
||||
return a.cost < b.cost if a.cost != b.cost else a.id < b.id)
|
||||
var have := {} # Kosten -> Karten im Stapel
|
||||
for id in out:
|
||||
var slot := clampi(Cards.by_id(id).cost, 0, CURVE.size() - 1)
|
||||
have[slot] = int(have.get(slot, 0)) + 1
|
||||
var i := 0
|
||||
while i < cards.size() and out.size() < limit:
|
||||
var j := i
|
||||
while j < cards.size() and cards[j].value() == cards[i].value():
|
||||
j += 1
|
||||
var rest := []
|
||||
for c in cards.slice(i, j):
|
||||
if out.size() >= limit:
|
||||
break
|
||||
var slot := clampi(c.cost, 0, CURVE.size() - 1)
|
||||
if int(have.get(slot, 0)) < CURVE[slot] * limit / Game.DECK_MIN:
|
||||
out.append(c.id)
|
||||
have[slot] = int(have.get(slot, 0)) + 1
|
||||
else:
|
||||
rest.append(c)
|
||||
for c in rest:
|
||||
if out.size() >= limit:
|
||||
break
|
||||
out.append(c.id)
|
||||
i = j
|
||||
return out
|
||||
|
||||
|
||||
## Stärke eines Stapels: der mittlere Kartenwert (Card.value) in den Stufen aus levels,
|
||||
## 100 für lauter Grundkarten bis 500 für lauter Ultimate Rare; leer: 0.
|
||||
static func strength(deck: Array, levels: Dictionary) -> int:
|
||||
if deck.is_empty():
|
||||
return 0
|
||||
var sum := 0
|
||||
for id in deck:
|
||||
sum += Cards.by_id(id).leveled(int(levels.get(id, 0))).value()
|
||||
return roundi(float(sum) / deck.size())
|
||||
|
||||
|
||||
static func random_opponent(life: int = Game.START_LIFE) -> Game.Player:
|
||||
return Game.Player.new("Gegner", false, life)
|
||||
@@ -0,0 +1 @@
|
||||
uid://ev8t5ar278vl
|
||||
+357
-548
File diff suppressed because it is too large.
Load diff
-279
@@ -1,279 +0,0 @@
|
||||
class_name Net
|
||||
extends Node
|
||||
## LAN-Mehrspieler: der Host führt das Spiel, Mitspieler senden Aktionen und erhalten
|
||||
## Zustandsbilder aus ihrer Sicht (fremde Hände bleiben verborgen).
|
||||
|
||||
signal lobby_changed
|
||||
signal started(seat: int)
|
||||
signal snapshot_received(snap: Dictionary)
|
||||
signal action_applied
|
||||
signal ended(reason: String)
|
||||
|
||||
const PORT := 24455
|
||||
|
||||
var peer: ENetMultiplayerPeer
|
||||
var is_host := false
|
||||
var connected := false
|
||||
var my_name := "Spieler"
|
||||
var my_deck: Array = [] # Karten-IDs
|
||||
var names := {} # peer_id -> Name (nur im Host vollständig, sonst Kopie)
|
||||
var decks := {} # peer_id -> Karten-IDs (Host)
|
||||
var seats := {} # peer_id -> Spielerindex (Host)
|
||||
var my_seat := -1
|
||||
var game: Game # Host
|
||||
var status := ""
|
||||
var waiting := {} # Name -> {"seat": int, "since": float}: Platz nach Verbindungsabbruch freihalten
|
||||
const REJOIN_SECONDS := 60.0
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
multiplayer.peer_connected.connect(_on_peer_connected)
|
||||
multiplayer.peer_disconnected.connect(_on_peer_disconnected)
|
||||
multiplayer.connected_to_server.connect(_on_connected)
|
||||
multiplayer.connection_failed.connect(func(): _fail("Verbindung fehlgeschlagen"))
|
||||
multiplayer.server_disconnected.connect(func(): _fail("Host hat das Spiel beendet"))
|
||||
|
||||
|
||||
func host(port: int = PORT) -> Error:
|
||||
peer = ENetMultiplayerPeer.new()
|
||||
var err := peer.create_server(port, Game.MAX_OPPONENTS)
|
||||
if err != OK:
|
||||
status = "Kann nicht hosten (Port %d belegt?)" % port
|
||||
return err
|
||||
multiplayer.multiplayer_peer = peer
|
||||
is_host = true
|
||||
connected = true
|
||||
names = {1: my_name}
|
||||
decks = {1: my_deck}
|
||||
status = "Warte auf Mitspieler …"
|
||||
lobby_changed.emit()
|
||||
return OK
|
||||
|
||||
|
||||
func join(ip: String, port: int = PORT) -> Error:
|
||||
peer = ENetMultiplayerPeer.new()
|
||||
var err := peer.create_client(ip, port)
|
||||
if err != OK:
|
||||
status = "Adresse ungültig"
|
||||
return err
|
||||
multiplayer.multiplayer_peer = peer
|
||||
is_host = false
|
||||
status = "Verbinde mit %s …" % ip
|
||||
return OK
|
||||
|
||||
|
||||
func leave() -> void:
|
||||
if multiplayer.multiplayer_peer != null:
|
||||
multiplayer.multiplayer_peer.close()
|
||||
multiplayer.multiplayer_peer = OfflineMultiplayerPeer.new()
|
||||
peer = null
|
||||
is_host = false
|
||||
connected = false
|
||||
names = {}
|
||||
decks = {}
|
||||
seats = {}
|
||||
waiting = {}
|
||||
my_seat = -1
|
||||
game = null
|
||||
status = ""
|
||||
|
||||
|
||||
func local_addresses() -> Array:
|
||||
return Array(IP.get_local_addresses()).filter(func(a): return "." in a and not a.begins_with("127."))
|
||||
|
||||
|
||||
func _fail(reason: String) -> void:
|
||||
status = reason
|
||||
ended.emit(reason)
|
||||
leave()
|
||||
|
||||
|
||||
func _on_connected() -> void:
|
||||
connected = true
|
||||
status = "Verbunden"
|
||||
register.rpc_id(1, my_name, my_deck)
|
||||
|
||||
|
||||
func _on_peer_connected(_id: int) -> void:
|
||||
pass
|
||||
|
||||
|
||||
func _on_peer_disconnected(id: int) -> void:
|
||||
if not is_host:
|
||||
return
|
||||
var pname: String = names.get(id, "")
|
||||
names.erase(id)
|
||||
decks.erase(id)
|
||||
if game != null and seats.has(id):
|
||||
var p: Game.Player = game.players[seats[id]]
|
||||
if game.winner == "":
|
||||
waiting[pname] = {"seat": seats[id], "since": Time.get_unix_time_from_system()}
|
||||
game.say("%s hat die Verbindung verloren, der Platz bleibt %d s frei." % [p.name, int(REJOIN_SECONDS)])
|
||||
seats.erase(id)
|
||||
action_applied.emit()
|
||||
lobby_update.rpc(names)
|
||||
lobby_changed.emit()
|
||||
|
||||
|
||||
## Host, je Bild: wartende Spieler überspringen; nach Ablauf der Frist scheiden sie aus.
|
||||
func tick() -> void:
|
||||
if not is_host or game == null or game.winner != "":
|
||||
return
|
||||
var now := Time.get_unix_time_from_system()
|
||||
for pname in waiting.keys():
|
||||
var w: Dictionary = waiting[pname]
|
||||
var p: Game.Player = game.players[w.seat]
|
||||
if now - float(w.since) > REJOIN_SECONDS:
|
||||
waiting.erase(pname)
|
||||
game.say("%s kehrt nicht zurück und scheidet aus." % p.name)
|
||||
game.damage(p, 999)
|
||||
game.check_end()
|
||||
action_applied.emit()
|
||||
elif game.current() == p:
|
||||
p.mulligan_done = true
|
||||
game.say("%s ist nicht da, der Zug wird übersprungen." % p.name)
|
||||
game.end_turn()
|
||||
action_applied.emit()
|
||||
|
||||
|
||||
@rpc("any_peer", "reliable")
|
||||
func register(name: String, deck_ids: Array) -> void:
|
||||
if not is_host:
|
||||
return
|
||||
var id := multiplayer.get_remote_sender_id()
|
||||
if game != null:
|
||||
# Laufendes Spiel: nur Rückkehr auf einen freigehaltenen Platz
|
||||
if waiting.has(name):
|
||||
seats[id] = waiting[name].seat
|
||||
names[id] = name
|
||||
waiting.erase(name)
|
||||
game.say("%s ist zurück." % name)
|
||||
start_game.rpc_id(id, seats[id])
|
||||
receive_snapshot.rpc_id(id, game.snapshot(seats[id]))
|
||||
action_applied.emit()
|
||||
else:
|
||||
status = "%s wollte beitreten, das Spiel läuft schon" % name
|
||||
return
|
||||
names[id] = name
|
||||
decks[id] = deck_ids
|
||||
lobby_update.rpc(names)
|
||||
lobby_changed.emit()
|
||||
|
||||
|
||||
@rpc("authority", "reliable")
|
||||
func lobby_update(n: Dictionary) -> void:
|
||||
names = n
|
||||
lobby_changed.emit()
|
||||
|
||||
|
||||
## Host: Spiel mit allen Verbundenen und n_ai KI-Gegnern starten.
|
||||
func start_battle(n_ai: int) -> void:
|
||||
var ids: Array = names.keys()
|
||||
ids.sort()
|
||||
var r := Game.make_rng()
|
||||
var players := []
|
||||
seats = {}
|
||||
for id in ids:
|
||||
var deck_ids: Array = decks.get(id, [])
|
||||
var deck := []
|
||||
for cid in deck_ids:
|
||||
if Cards.has_id(cid):
|
||||
deck.append(Cards.by_id(cid))
|
||||
if Game.validate_deck(deck)[0] == false:
|
||||
var pool: Array = Cards.ELEMENTS.duplicate()
|
||||
Game.shuffle(pool, r)
|
||||
deck = Game.build_opponent_deck(r, [pool[0], pool[1]])
|
||||
players.append(Game.Player.new(names[id], deck, true, Game.START_LIFE))
|
||||
for i in n_ai:
|
||||
players.append(Game.random_opponent(r, i + 1))
|
||||
game = Game.new(players[0], players.slice(1), r)
|
||||
game.start()
|
||||
for id in ids:
|
||||
seats[id] = game.players.find(players[ids.find(id)])
|
||||
my_seat = seats[1]
|
||||
for id in ids:
|
||||
if id != 1:
|
||||
start_game.rpc_id(id, seats[id])
|
||||
started.emit(my_seat)
|
||||
|
||||
|
||||
@rpc("authority", "reliable")
|
||||
func start_game(seat: int) -> void:
|
||||
my_seat = seat
|
||||
started.emit(seat)
|
||||
|
||||
|
||||
## Host: Zustand an alle Mitspieler senden (jeder aus seiner Sicht).
|
||||
func broadcast() -> void:
|
||||
if not is_host or game == null:
|
||||
return
|
||||
for id in seats:
|
||||
if id != 1:
|
||||
receive_snapshot.rpc_id(id, game.snapshot(seats[id]))
|
||||
|
||||
|
||||
@rpc("authority", "reliable")
|
||||
func receive_snapshot(snap: Dictionary) -> void:
|
||||
snapshot_received.emit(snap)
|
||||
|
||||
|
||||
## Mitspieler: Aktion an den Host schicken.
|
||||
func send_action(action: Dictionary) -> void:
|
||||
if is_host:
|
||||
_apply(1, action)
|
||||
else:
|
||||
request_action.rpc_id(1, action)
|
||||
|
||||
|
||||
@rpc("any_peer", "reliable")
|
||||
func request_action(action: Dictionary) -> void:
|
||||
if not is_host:
|
||||
return
|
||||
_apply(multiplayer.get_remote_sender_id(), action)
|
||||
|
||||
|
||||
func _apply(id: int, action: Dictionary) -> void:
|
||||
if game == null or not seats.has(id):
|
||||
return
|
||||
var p: Game.Player = game.players[seats[id]]
|
||||
if game.current() != p or game.winner != "":
|
||||
return
|
||||
match str(action.get("type", "")):
|
||||
"play":
|
||||
var idx := int(action.get("hand", -1))
|
||||
if idx < 0 or idx >= p.hand.size():
|
||||
return
|
||||
game.play_card(p, p.hand[idx], resolve_ref(action.get("target")))
|
||||
"attack":
|
||||
var cr := game.find_creature(int(action.get("uid", -1)))
|
||||
var t = resolve_ref(action.get("target"))
|
||||
if cr != null and t != null:
|
||||
game.attack(cr, t)
|
||||
"mulligan":
|
||||
var cards := []
|
||||
for i in action.get("hand", []):
|
||||
if int(i) >= 0 and int(i) < p.hand.size():
|
||||
cards.append(p.hand[int(i)])
|
||||
game.mulligan(p, cards)
|
||||
"end":
|
||||
game.end_turn()
|
||||
_:
|
||||
return
|
||||
action_applied.emit()
|
||||
|
||||
|
||||
func resolve_ref(ref):
|
||||
if ref == null or not (ref is Dictionary):
|
||||
return null
|
||||
if ref.get("kind") == "creature":
|
||||
return game.find_creature(int(ref.get("uid", -1)))
|
||||
var i := int(ref.get("index", -1))
|
||||
if i >= 0 and i < game.players.size():
|
||||
return game.players[i]
|
||||
return null
|
||||
|
||||
|
||||
static func ref_dict(target) -> Dictionary:
|
||||
if target is Game.Creature:
|
||||
return {"kind": "creature", "uid": target.uid}
|
||||
return {"kind": "player", "index": target.order}
|
||||
@@ -1 +0,0 @@
|
||||
uid://drhh23lblvq8o
|
||||
+399
-453
@@ -1,519 +1,465 @@
|
||||
class_name Profile
|
||||
extends RefCounted
|
||||
## Spielstand: Sammlung, Münzen, Decks, Staub, Booster, Statistik, Erfolge, Tagesaufgabe, Einstellungen.
|
||||
## Spielstand: Münzen, Staub, Sammlung, Stapel, Kampagne, Einstellungen.
|
||||
## Man startet mit allen neutralen Karten (Stapel: 30 nach Manakurve); die Elemente schaltet die Kampagne frei (je Kapitel einen
|
||||
## Booster), die Werkstatt bringt den Rest. Jede eigene Karte hat eine Seltenheitsstufe, die +1/+1 je Stufe
|
||||
## gibt (Cards.Card.leveled); kommt eine seltenere Version, ersetzt sie die alte, die zu Staub wird.
|
||||
|
||||
const SAVE_VERSION := 5
|
||||
const PITY_BOOSTERS := 20 # danach ist eine mythische Karte garantiert
|
||||
const SAVE_VERSION := 8
|
||||
const CRAFT_COST := 200 # Staub für eine neue Karte (Common)
|
||||
const SAVE_PATH := "user://spielstand.json"
|
||||
const BOOSTER_COST := 100
|
||||
const BOOSTER_COST := 100 # neutraler Booster
|
||||
const ELEMENT_BOOSTER_COST := 200 # Booster eines Elements (ab seinem Kapitel)
|
||||
const BOOSTER_SIZE := 5
|
||||
const RARITY_WEIGHTS := {"gewöhnlich": 70.0, "selten": 20.0, "episch": 7.5, "legendär": 2.0, "mythisch": 0.5}
|
||||
const RARITY_WEIGHTS := {"Common": 45.0, "Rare": 25.0, "Super Rare": 15.0, "Ultra Rare": 10.0, "Ultimate Rare": 5.0}
|
||||
const START_COINS := 150
|
||||
const REWARD_WIN := {1: 100, 2: 150, 3: 200, 4: 250, 5: 300}
|
||||
const REWARD_LOSS := 50
|
||||
const DECK_SLOTS := 5
|
||||
# Werkstatt: Zerlegen bringt Staub, Herstellen kostet Staub.
|
||||
const DUST_DISMANTLE := {"gewöhnlich": 5, "selten": 20, "episch": 100, "legendär": 400, "mythisch": 1600}
|
||||
const DUST_CRAFT := {"gewöhnlich": 40, "selten": 100, "episch": 400, "legendär": 1600, "mythisch": 3200}
|
||||
|
||||
const ACHIEVEMENTS := [
|
||||
{"id": "erster_sieg", "name": "Erster Sieg", "text": "Gewinne einen Kampf.", "reward": 50},
|
||||
{"id": "duellant", "name": "Duellant", "text": "Gewinne ein Duell.", "reward": 50},
|
||||
{"id": "tischherr", "name": "Herr des Tisches", "text": "Gewinne gegen 3 oder mehr Gegner.", "reward": 100},
|
||||
{"id": "chaosmeister", "name": "Chaosmeister", "text": "Gewinne gegen 5 Gegner.", "reward": 200},
|
||||
{"id": "sammler", "name": "Sammler", "text": "Besitze 40 verschiedene Karten.", "reward": 100},
|
||||
{"id": "vollstaendig", "name": "Vollständig", "text": "Besitze jede Karte.", "reward": 500},
|
||||
{"id": "boosterfreund", "name": "Boosterfreund", "text": "Öffne 10 Booster.", "reward": 100},
|
||||
{"id": "elementarist", "name": "Elementarist", "text": "Gewinne mit einem Deck aus nur einem Element.", "reward": 100},
|
||||
{"id": "kombokoenig", "name": "Kombokönig", "text": "Gewinne mit mindestens 6 Kombokarten im Deck.", "reward": 100},
|
||||
{"id": "kampagnenheld", "name": "Kampagnenheld", "text": "Schließe Kapitel 1 der Kampagne ab.", "reward": 300},
|
||||
{"id": "elementmeister", "name": "Meister der Elemente", "text": "Schließe Kapitel 2 der Kampagne ab.", "reward": 500},
|
||||
{"id": "serie", "name": "Siegesserie", "text": "Gewinne fünf Kämpfe in Folge.", "reward": 150},
|
||||
{"id": "wochenheld", "name": "Wochenheld", "text": "Bestehe eine wöchentliche Herausforderung.", "reward": 100},
|
||||
]
|
||||
|
||||
const DAILY_TASKS := [
|
||||
{"id": "sieg", "kind": "win", "text": "Gewinne einen Kampf", "goal": 1, "reward": 80},
|
||||
{"id": "kaempfe", "kind": "game", "text": "Bestreite zwei Kämpfe", "goal": 2, "reward": 60},
|
||||
{"id": "booster", "kind": "booster", "text": "Öffne einen Booster", "goal": 1, "reward": 40},
|
||||
{"id": "wesen", "kind": "creature_played", "text": "Spiele fünf Wesen", "goal": 5, "reward": 50},
|
||||
{"id": "falle", "kind": "trap_set", "text": "Lege eine Falle", "goal": 1, "reward": 50},
|
||||
{"id": "kombo", "kind": "combo", "text": "Löse zwei Feldkombos aus", "goal": 2, "reward": 60},
|
||||
{"id": "herstellen", "kind": "craft", "text": "Stelle eine Karte her", "goal": 1, "reward": 50},
|
||||
{"id": "tisch", "kind": "win_vs3", "text": "Gewinne gegen 3 oder mehr Gegner", "goal": 1, "reward": 120},
|
||||
{"id": "feuer", "kind": "win_element:Feuer", "text": "Gewinne mit einem Feuer-Deck", "goal": 1, "reward": 90},
|
||||
{"id": "wasser", "kind": "win_element:Wasser", "text": "Gewinne mit einem Wasser-Deck", "goal": 1, "reward": 90},
|
||||
{"id": "erde", "kind": "win_element:Erde", "text": "Gewinne mit einem Erde-Deck", "goal": 1, "reward": 90},
|
||||
{"id": "luft", "kind": "win_element:Luft", "text": "Gewinne mit einem Luft-Deck", "goal": 1, "reward": 90},
|
||||
]
|
||||
|
||||
static var today_override := "" # für Tests
|
||||
# Münzen nach dem Kampf: je eigener Zug, je ausgespielte Karte und je Zug unter FAST_TURN_SEC
|
||||
# Sekunden; ein Sieg verdoppelt alles, die Schwierigkeit multipliziert (siehe battle_coins).
|
||||
const COINS_TURN := 5
|
||||
const COINS_CARD := 5
|
||||
const COINS_FAST := 5
|
||||
const FAST_TURN_SEC := 15.0
|
||||
# Schwierigkeit im Einzelspieler: Stufe der Gegnerkarten relativ zu deiner Deckstärke (level),
|
||||
# KI (smart: Vorausschau, sonst gierig), ein zufälliges Merkmal (perk) und der Münzfaktor.
|
||||
const DIFFICULTIES := {
|
||||
"leicht": {"name": "Leicht", "level": -1, "smart": false, "perk": false, "reward": 1.0},
|
||||
"normal": {"name": "Normal", "level": 0, "smart": true, "perk": false, "reward": 1.5},
|
||||
"schwer": {"name": "Schwer", "level": 1, "smart": true, "perk": true, "reward": 2.0},
|
||||
}
|
||||
# Sammlung: eine Stufe abgeben bringt Staub, eine Stufe aufwerten kostet Staub.
|
||||
const DUST_DISMANTLE := {"Common": 50, "Rare": 100, "Super Rare": 200, "Ultra Rare": 500, "Ultimate Rare": 1000}
|
||||
const DUST_UPGRADE := {"Rare": 100, "Super Rare": 200, "Ultra Rare": 500, "Ultimate Rare": 1000}
|
||||
|
||||
var coins := 0
|
||||
var dust := 0
|
||||
var collection := {} # id -> Anzahl
|
||||
var decks: Array = [] # DECK_SLOTS Einträge {"name": String, "cards": Array von ids}
|
||||
var active_deck := 0
|
||||
var stats := {"games": 0, "wins": 0, "boosters": 0, "wins_by_opp": {}}
|
||||
var achievements: Array = []
|
||||
var campaign_stage := 0 # Anzahl abgeschlossener Kampagnenstufen
|
||||
var daily := {"date": "", "task": "", "progress": 0, "done": false}
|
||||
var settings := {"volume": 0.8, "music": 0.5, "ai_speed": 1.0, "animations": true, "language": "de"}
|
||||
var notices: Array[String] = [] # Meldungen für die Oberfläche (Erfolge, Tagesaufgabe)
|
||||
var card_stats := {} # id -> {"played", "games", "wins"}
|
||||
var booster_since_mythic := 0
|
||||
var tutorial_done := false
|
||||
var perk := "" # gewähltes eigenes Merkmal (nach Kapitel 1)
|
||||
var records := {"streak": 0, "best_streak": 0, "fastest_win": 0}
|
||||
var challenge_week := -1 # Woche der zuletzt bestandenen Herausforderung
|
||||
|
||||
## Das aktive Deck (Kartenliste des gewählten Slots).
|
||||
var deck: Array:
|
||||
get:
|
||||
return decks[active_deck].cards
|
||||
set(value):
|
||||
decks[active_deck].cards = value
|
||||
|
||||
|
||||
func _init() -> void:
|
||||
for i in DECK_SLOTS:
|
||||
decks.append({"name": "Deck %d" % (i + 1), "cards": []})
|
||||
var xp := 0 # Erfahrung: alle je verdienten Münzen (Skills.level_for)
|
||||
var customs: Array = [] # Eigenbauten aus der Werkstatt (Card.to_dict), beim Laden registriert
|
||||
var skills := {} # Skill-ID -> gelernte Stufe (Skills.SKILLS)
|
||||
var collection := {} # eigene Karten: id -> Seltenheitsstufe (Index in Cards.RARITIES)
|
||||
var deck: Array = [] # Karten-IDs des eigenen Stapels (Game.DECK_MIN bis DECK_MAX)
|
||||
var campaign_stage := 0 # Anzahl abgeschlossener Kampagnenstufen
|
||||
var settings := {"volume": 0.0, "music": 0.0, "ai_speed": 1.0, "animations": true, "language": "de", "difficulty": "normal", "big_font": false}
|
||||
var notices: Array[String] = [] # Meldungen für die Oberfläche (Kampagnenfortschritt)
|
||||
var perk := "" # gewähltes eigenes Merkmal (nach Kapitel 1)
|
||||
|
||||
|
||||
## Neues Profil: alle neutralen Karten in der Sammlung, 30 davon nach Manakurve im Stapel.
|
||||
static func starter() -> Profile:
|
||||
var p := Profile.new()
|
||||
p.coins = START_COINS
|
||||
for c in Cards.of_rarity("gewöhnlich"):
|
||||
if c.id.begins_with("f_") or c.id.begins_with("w_") or c.id.begins_with("e_") or c.id.begins_with("l_"):
|
||||
p.collection[c.id] = 2
|
||||
var starter_ids := ["f_funke", "f_kobold", "f_wolf", "f_feuerball", "f_asche",
|
||||
"e_wall", "e_wurzel", "e_haerten", "e_golem", "e_troll"]
|
||||
for cid in starter_ids:
|
||||
p.deck.append(cid)
|
||||
p.deck.append(cid)
|
||||
return p
|
||||
var p := Profile.new()
|
||||
p.coins = START_COINS
|
||||
p.give_start()
|
||||
return p
|
||||
|
||||
|
||||
## Alle neutralen Karten in Common werden die Sammlung, ein Kurvenstapel daraus der Stapel.
|
||||
func give_start() -> void:
|
||||
collection = {}
|
||||
for id in DeckGen.element_deck(Cards.NEUTRAL):
|
||||
collection[id] = 0
|
||||
deck = DeckGen.curve_deck(Cards.NEUTRAL, Game.make_rng())
|
||||
|
||||
|
||||
## Lädt den Spielstand; bei Schaden die Sicherung; sonst ein neues Profil.
|
||||
static func load_or_new(path: String = SAVE_PATH) -> Profile:
|
||||
for candidate in [path, path + ".bak"]:
|
||||
if FileAccess.file_exists(candidate):
|
||||
var json := JSON.new()
|
||||
if json.parse(FileAccess.get_file_as_string(candidate)) == OK and json.data is Dictionary:
|
||||
return from_dict(json.data)
|
||||
if FileAccess.file_exists(path):
|
||||
DirAccess.rename_absolute(ProjectSettings.globalize_path(path), ProjectSettings.globalize_path(path) + ".corrupt")
|
||||
var p := starter()
|
||||
p.save(path)
|
||||
return p
|
||||
for candidate in [path, path + ".bak"]:
|
||||
if FileAccess.file_exists(candidate):
|
||||
var json := JSON.new()
|
||||
if json.parse(FileAccess.get_file_as_string(candidate)) == OK and json.data is Dictionary:
|
||||
return from_dict(json.data)
|
||||
if FileAccess.file_exists(path):
|
||||
DirAccess.rename_absolute(ProjectSettings.globalize_path(path), ProjectSettings.globalize_path(path) + ".corrupt")
|
||||
var p := starter()
|
||||
p.save(path)
|
||||
return p
|
||||
|
||||
|
||||
## Liest jede Spielstand-Version; fehlende Felder bekommen Standardwerte (Migration).
|
||||
## Liest jede Spielstand-Version; ältere Stände behalten Münzen, Staub, Kampagne und
|
||||
## Einstellungen und bekommen die Startsammlung.
|
||||
static func from_dict(d: Dictionary) -> Profile:
|
||||
var p := Profile.new()
|
||||
var version := int(d.get("version", 1))
|
||||
p.coins = int(d.get("coins", 0))
|
||||
p.dust = int(d.get("dust", 0))
|
||||
var coll = d.get("collection", {})
|
||||
for cid in coll:
|
||||
if Cards.has_id(cid):
|
||||
p.collection[cid] = int(coll[cid])
|
||||
if version >= 3:
|
||||
var list = d.get("decks", [])
|
||||
for i in mini(list.size(), DECK_SLOTS):
|
||||
p.decks[i].name = str(list[i].get("name", "Deck %d" % (i + 1)))
|
||||
p.decks[i].cards = []
|
||||
for cid in list[i].get("cards", []):
|
||||
if Cards.has_id(cid):
|
||||
p.decks[i].cards.append(cid)
|
||||
p.active_deck = clampi(int(d.get("active_deck", 0)), 0, DECK_SLOTS - 1)
|
||||
else:
|
||||
for cid in d.get("deck", []):
|
||||
if Cards.has_id(cid):
|
||||
p.decks[0].cards.append(cid)
|
||||
if version >= 2:
|
||||
var st = d.get("stats", {})
|
||||
p.stats.games = int(st.get("games", 0))
|
||||
p.stats.wins = int(st.get("wins", 0))
|
||||
p.stats.boosters = int(st.get("boosters", 0))
|
||||
for k in st.get("wins_by_opp", {}):
|
||||
p.stats.wins_by_opp[str(k)] = int(st.wins_by_opp[k])
|
||||
for a in d.get("achievements", []):
|
||||
p.achievements.append(str(a))
|
||||
p.campaign_stage = int(d.get("campaign_stage", 0))
|
||||
var dl = d.get("daily", {})
|
||||
p.daily = {"date": str(dl.get("date", "")), "task": str(dl.get("task", "")),
|
||||
"progress": int(dl.get("progress", 0)), "done": bool(dl.get("done", false))}
|
||||
var se = d.get("settings", {})
|
||||
p.settings = {"volume": float(se.get("volume", 0.8)), "music": float(se.get("music", 0.5)),
|
||||
"ai_speed": float(se.get("ai_speed", 1.0)), "animations": bool(se.get("animations", true)),
|
||||
"language": str(se.get("language", "de"))}
|
||||
if version >= 4:
|
||||
for cid in d.get("card_stats", {}):
|
||||
if Cards.has_id(cid):
|
||||
var st = d.card_stats[cid]
|
||||
p.card_stats[cid] = {"played": int(st.get("played", 0)), "games": int(st.get("games", 0)), "wins": int(st.get("wins", 0))}
|
||||
p.booster_since_mythic = int(d.get("booster_since_mythic", 0))
|
||||
p.tutorial_done = bool(d.get("tutorial_done", false))
|
||||
if version >= 5:
|
||||
p.perk = str(d.get("perk", ""))
|
||||
if not Game.PERKS.has(p.perk):
|
||||
p.perk = ""
|
||||
var rc = d.get("records", {})
|
||||
p.records = {"streak": int(rc.get("streak", 0)), "best_streak": int(rc.get("best_streak", 0)),
|
||||
"fastest_win": int(rc.get("fastest_win", 0))}
|
||||
p.challenge_week = int(d.get("challenge_week", -1))
|
||||
return p
|
||||
var p := Profile.new()
|
||||
p.coins = int(d.get("coins", 0))
|
||||
p.dust = int(d.get("dust", 0))
|
||||
p.xp = int(d.get("xp", 0))
|
||||
var sk = d.get("skills", {})
|
||||
for id in sk:
|
||||
if Skills.SKILLS.has(id):
|
||||
p.skills[id] = clampi(int(sk[id]), 0, int(Skills.SKILLS[id].max))
|
||||
p.campaign_stage = int(d.get("campaign_stage", 0))
|
||||
for cd in d.get("customs", []):
|
||||
if cd is Dictionary and cd.has("id") and str(cd.id).begins_with("c_"):
|
||||
var c := Cards.Card.from_dict(cd)
|
||||
Cards.register(c)
|
||||
p.customs.append(c.to_dict())
|
||||
if int(d.get("version", 1)) >= SAVE_VERSION:
|
||||
var coll = d.get("collection", {})
|
||||
for cid in coll:
|
||||
if Cards.has_id(cid):
|
||||
p.collection[cid] = clampi(int(coll[cid]), 0, Cards.RARITIES.size() - 1)
|
||||
var ids := []
|
||||
for cid in d.get("deck", []):
|
||||
if p.collection.has(cid) and not (cid in ids):
|
||||
ids.append(cid)
|
||||
p.deck = ids.slice(0, Game.DECK_MAX)
|
||||
if p.collection.is_empty():
|
||||
p.give_start()
|
||||
var se = d.get("settings", {})
|
||||
p.settings = {"volume": float(se.get("volume", 0.0)), "music": float(se.get("music", 0.0)),
|
||||
"ai_speed": float(se.get("ai_speed", 1.0)), "animations": bool(se.get("animations", true)),
|
||||
"language": str(se.get("language", "de")), "difficulty": str(se.get("difficulty", "normal")),
|
||||
"big_font": bool(se.get("big_font", false))}
|
||||
if not DIFFICULTIES.has(p.settings.difficulty):
|
||||
p.settings.difficulty = "normal"
|
||||
p.perk = str(d.get("perk", ""))
|
||||
if not Game.PERKS.has(p.perk):
|
||||
p.perk = ""
|
||||
return p
|
||||
|
||||
|
||||
func to_dict() -> Dictionary:
|
||||
return {"version": SAVE_VERSION, "coins": coins, "dust": dust, "collection": collection,
|
||||
"decks": decks, "active_deck": active_deck,
|
||||
"stats": stats, "achievements": achievements, "campaign_stage": campaign_stage,
|
||||
"daily": daily, "settings": settings, "card_stats": card_stats,
|
||||
"booster_since_mythic": booster_since_mythic, "tutorial_done": tutorial_done,
|
||||
"perk": perk, "records": records, "challenge_week": challenge_week}
|
||||
return {"version": SAVE_VERSION, "coins": coins, "dust": dust, "xp": xp, "skills": skills, "customs": customs, "collection": collection,
|
||||
"deck": deck, "campaign_stage": campaign_stage, "settings": settings, "perk": perk}
|
||||
|
||||
|
||||
## Speichert und sichert den vorherigen Stand als .bak.
|
||||
func save(path: String = SAVE_PATH) -> void:
|
||||
var abs := ProjectSettings.globalize_path(path)
|
||||
if FileAccess.file_exists(path):
|
||||
DirAccess.copy_absolute(abs, abs + ".bak")
|
||||
var f := FileAccess.open(path, FileAccess.WRITE)
|
||||
f.store_string(JSON.stringify(to_dict(), "\t"))
|
||||
f.close()
|
||||
var abs := ProjectSettings.globalize_path(path)
|
||||
if FileAccess.file_exists(path):
|
||||
DirAccess.copy_absolute(abs, abs + ".bak")
|
||||
var f := FileAccess.open(path, FileAccess.WRITE)
|
||||
f.store_string(JSON.stringify(to_dict(), "\t"))
|
||||
f.close()
|
||||
|
||||
|
||||
func take_notices() -> Array[String]:
|
||||
var out := notices.duplicate()
|
||||
notices.clear()
|
||||
return out
|
||||
var out := notices.duplicate()
|
||||
notices.clear()
|
||||
return out
|
||||
|
||||
|
||||
# --- Decks und Sammlung -----------------------------------------------------------
|
||||
# --- Sammlung und Stapel -----------------------------------------------------------
|
||||
|
||||
func deck_cards(slot: int = -1) -> Array:
|
||||
var ids: Array = decks[slot if slot >= 0 else active_deck].cards
|
||||
var out := []
|
||||
for cid in ids:
|
||||
out.append(Cards.by_id(cid))
|
||||
return out
|
||||
func owns(cid: String) -> bool:
|
||||
return collection.has(cid)
|
||||
|
||||
|
||||
func deck_valid(slot: int = -1) -> Array:
|
||||
return Game.validate_deck(deck_cards(slot), collection)
|
||||
func level(cid: String) -> int:
|
||||
return int(collection.get(cid, 0))
|
||||
|
||||
|
||||
func deck_name(slot: int = -1) -> String:
|
||||
return decks[slot if slot >= 0 else active_deck].name
|
||||
func rarity(cid: String) -> String:
|
||||
return Cards.RARITIES[level(cid)]
|
||||
|
||||
|
||||
func rename_deck(slot: int, name: String) -> String:
|
||||
var n := name.strip_edges()
|
||||
if n.is_empty() or n.length() > 20:
|
||||
return "Name muss 1 bis 20 Zeichen haben"
|
||||
decks[slot].name = n
|
||||
return ""
|
||||
## Karten-ID -> Stufe für den Kampf (nur aufgewertete Karten, siehe Game.Player.looks).
|
||||
func looks() -> Dictionary:
|
||||
var out := {}
|
||||
for cid in collection:
|
||||
if int(collection[cid]) > 0:
|
||||
out[cid] = int(collection[cid])
|
||||
return out
|
||||
|
||||
|
||||
## Füllt einen Slot mit eigenen Karten auf 20 auf, entlang einer Energiekurve.
|
||||
## Ohne Karten im Slot werden die beiden Elemente mit den meisten eigenen Karten gewählt.
|
||||
func autofill_deck(slot: int) -> String:
|
||||
var cards: Array = decks[slot].cards
|
||||
var elems := Game.deck_elements(deck_cards(slot))
|
||||
if elems.is_empty():
|
||||
var count := {}
|
||||
for c in owned_cards():
|
||||
for e in c.elements:
|
||||
count[e] = count.get(e, 0) + 1
|
||||
var ranked: Array = count.keys()
|
||||
ranked.sort_custom(func(a, b): return count[a] > count[b])
|
||||
elems = ranked.slice(0, Game.MAX_DECK_ELEMENTS)
|
||||
var pool := owned_cards().filter(func(c): return c.elements.all(func(e): return e in elems))
|
||||
pool.sort_custom(func(a, b): return Cards.RARITIES.find(a.rarity) > Cards.RARITIES.find(b.rarity))
|
||||
var counts := {}
|
||||
for cid in cards:
|
||||
counts[cid] = counts.get(cid, 0) + 1
|
||||
var progressed := true
|
||||
while cards.size() < Game.DECK_SIZE and progressed:
|
||||
progressed = false
|
||||
for cost in range(1, 11):
|
||||
if cards.size() >= Game.DECK_SIZE:
|
||||
break
|
||||
for c in pool:
|
||||
if c.cost != cost:
|
||||
continue
|
||||
var have: int = counts.get(c.id, 0)
|
||||
if have < mini(collection.get(c.id, 0), Game.MAX_COPIES):
|
||||
cards.append(c.id)
|
||||
counts[c.id] = have + 1
|
||||
progressed = true
|
||||
break
|
||||
var ok := Game.validate_deck(deck_cards(slot), collection)
|
||||
return "" if ok[0] else ok[1]
|
||||
## Der Stapel für den Kampf: der gewählte, mit weiteren eigenen Karten bis DECK_MIN aufgefüllt,
|
||||
## falls er zu klein ist (Karten können durch Zerlegen wegfallen).
|
||||
func deck_cards() -> Array:
|
||||
return DeckGen.fill(deck.filter(func(id): return collection.has(id)), collection.keys(), Game.DECK_MIN, collection)
|
||||
|
||||
|
||||
## Bestenliste: Karten mit den meisten Siegen (mindestens eine Partie).
|
||||
func top_cards(n: int) -> Array:
|
||||
var rows := []
|
||||
for cid in card_stats:
|
||||
var st: Dictionary = card_stats[cid]
|
||||
if st.games > 0:
|
||||
rows.append({"card": Cards.by_id(cid), "games": st.games, "wins": st.wins, "played": st.played,
|
||||
"rate": float(st.wins) / st.games})
|
||||
rows.sort_custom(func(a, b): return a.wins > b.wins or (a.wins == b.wins and a.rate > b.rate))
|
||||
return rows.slice(0, n)
|
||||
## Karte in den Stapel oder heraus. Gibt "" zurück oder eine Fehlermeldung.
|
||||
func toggle_deck(cid: String) -> String:
|
||||
if cid in deck:
|
||||
deck.erase(cid)
|
||||
return ""
|
||||
if not owns(cid):
|
||||
return "Karte nicht in der Sammlung"
|
||||
if deck.size() >= Game.DECK_MAX:
|
||||
return "Der Stapel ist voll (%d Karten)" % Game.DECK_MAX
|
||||
deck.append(cid)
|
||||
return ""
|
||||
|
||||
|
||||
func owned_cards() -> Array:
|
||||
return Cards.all().filter(func(c): return collection.get(c.id, 0) > 0)
|
||||
## Wertet eine Karte um eine Stufe auf. Gibt "" zurück oder eine Fehlermeldung.
|
||||
func upgrade(cid: String) -> String:
|
||||
if not owns(cid):
|
||||
return "Karte nicht in der Sammlung"
|
||||
var lvl := level(cid)
|
||||
if lvl >= Cards.RARITIES.size() - 1:
|
||||
return "Schon auf der höchsten Stufe"
|
||||
var cost: int = DUST_UPGRADE[Cards.RARITIES[lvl + 1]]
|
||||
if dust < cost:
|
||||
return "Nicht genug Staub (%d nötig)" % cost
|
||||
dust -= cost
|
||||
collection[cid] = lvl + 1
|
||||
return ""
|
||||
|
||||
|
||||
func distinct_owned() -> int:
|
||||
var n := 0
|
||||
for cid in collection:
|
||||
if collection[cid] > 0:
|
||||
n += 1
|
||||
return n
|
||||
## Entzaubern: eine Stufe abgeben bringt Staub; eine Common-Karte verlässt die Sammlung.
|
||||
## Gibt "" zurück oder eine Fehlermeldung.
|
||||
func dismantle(cid: String) -> String:
|
||||
if not owns(cid):
|
||||
return "Karte nicht in der Sammlung"
|
||||
var lvl := level(cid)
|
||||
dust += dust_gain(DUST_DISMANTLE[Cards.RARITIES[lvl]])
|
||||
if lvl == 0:
|
||||
collection.erase(cid)
|
||||
deck.erase(cid)
|
||||
else:
|
||||
collection[cid] = lvl - 1
|
||||
return ""
|
||||
|
||||
|
||||
# --- Werkstatt --------------------------------------------------------------------
|
||||
|
||||
## Zerlegt n Kopien in Staub. Gibt "" zurück oder eine Fehlermeldung.
|
||||
func dismantle(cid: String, n: int = 1) -> String:
|
||||
var owned: int = collection.get(cid, 0)
|
||||
if owned < n:
|
||||
return "Nicht genug Kopien"
|
||||
var needed := 0
|
||||
for d in decks:
|
||||
needed = maxi(needed, d.cards.count(cid))
|
||||
if owned - n < needed:
|
||||
return "Wird in einem Deck gebraucht"
|
||||
collection[cid] = owned - n
|
||||
dust += DUST_DISMANTLE[Cards.by_id(cid).rarity] * n
|
||||
return ""
|
||||
|
||||
|
||||
## Stellt eine Karte aus Staub her. Gibt "" zurück oder eine Fehlermeldung.
|
||||
## Herstellen: eine fehlende Karte für Staub als Common. Gibt "" zurück oder eine Fehlermeldung.
|
||||
func craft(cid: String) -> String:
|
||||
var cost: int = DUST_CRAFT[Cards.by_id(cid).rarity]
|
||||
if dust < cost:
|
||||
return "Nicht genug Staub (%d nötig)" % cost
|
||||
dust -= cost
|
||||
collection[cid] = collection.get(cid, 0) + 1
|
||||
daily_event("craft")
|
||||
check_achievements()
|
||||
return ""
|
||||
|
||||
|
||||
## Zerlegt alle Kopien über dem Deck-Limit. Gibt den gewonnenen Staub zurück.
|
||||
func dismantle_extras() -> int:
|
||||
var before := dust
|
||||
for cid in collection.keys():
|
||||
var extra: int = collection[cid] - Game.MAX_COPIES
|
||||
if extra > 0:
|
||||
dismantle(cid, extra)
|
||||
return dust - before
|
||||
if owns(cid):
|
||||
return "Karte schon in der Sammlung"
|
||||
if dust < CRAFT_COST:
|
||||
return "Nicht genug Staub (%d nötig)" % CRAFT_COST
|
||||
dust -= CRAFT_COST
|
||||
collection[cid] = 0
|
||||
return ""
|
||||
|
||||
|
||||
# --- Booster ----------------------------------------------------------------------
|
||||
|
||||
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 := Cards.of_rarity(rarity)
|
||||
cards.append(pool[r.randi_range(0, pool.size() - 1)])
|
||||
return cards
|
||||
## Preis eines Boosters: neutral BOOSTER_COST, je Element ELEMENT_BOOSTER_COST.
|
||||
static func booster_cost(element: String) -> int:
|
||||
return BOOSTER_COST if element == Cards.NEUTRAL else ELEMENT_BOOSTER_COST
|
||||
|
||||
|
||||
## Öffnet einen Booster. Gibt die Karten 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 -= BOOSTER_COST
|
||||
var cards := roll_booster(r)
|
||||
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 := Cards.of_rarity("mythisch")
|
||||
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")
|
||||
check_achievements()
|
||||
return cards
|
||||
## Der Booster eines Elements ist zu haben, sobald sein Kampagnenkapitel offen ist (neutral immer).
|
||||
func booster_unlocked(element: String) -> bool:
|
||||
return campaign_stage >= Campaign.STAGES_PER_CHAPTER * Campaign.CHAPTER_ELEMENTS.find(element)
|
||||
|
||||
|
||||
# --- Kampfergebnis, Erfolge, Tagesaufgabe -------------------------------------------
|
||||
|
||||
## 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. challenge: Herausforderung dieser Woche.
|
||||
func record_battle(won: bool, n_opp: int, deck_used: Array, stage: int = -1, played_ids: Array = [],
|
||||
turns: int = 0, challenge: Dictionary = {}) -> int:
|
||||
stats.games += 1
|
||||
if won:
|
||||
records.streak += 1
|
||||
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
|
||||
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
|
||||
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 = REWARD_WIN[n_opp]
|
||||
if stage >= 0 and stage == campaign_stage:
|
||||
campaign_stage += 1
|
||||
reward = Campaign.stage(stage).reward
|
||||
notices.append("Kampagne: %s besiegt!" % Campaign.stage(stage).name)
|
||||
if not challenge.is_empty() and challenge_week != Challenge.week():
|
||||
challenge_week = Challenge.week()
|
||||
reward = challenge.reward
|
||||
notices.append("Herausforderung bestanden: %s (+%d Münzen)" % [challenge.name, challenge.reward])
|
||||
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)
|
||||
check_achievements({"won": won, "n_opp": n_opp, "deck": deck_used})
|
||||
return reward
|
||||
## Fünf Karten des Elements mit gewürfelter Seltenheit; luck (Packglück) verschiebt die Chancen,
|
||||
## mindestens eine Karte hat die Seltenheit floor (Rare, mit Garantie Super Rare).
|
||||
static func roll_booster(r: RandomNumberGenerator, element: String, luck: int = 0, floor: String = "Rare") -> Array:
|
||||
var rarities := RARITY_WEIGHTS.keys()
|
||||
var weights := Skills.pack_weights(luck)
|
||||
var pool := Cards.all().filter(func(c): return c.elements[0] == element)
|
||||
var out := []
|
||||
for i in BOOSTER_SIZE:
|
||||
var rar: String = rarities[r.rand_weighted(weights)]
|
||||
if i == BOOSTER_SIZE - 1 and out.all(func(x): return Cards.RARITIES.find(x.rarity) < Cards.RARITIES.find(floor)):
|
||||
rar = floor
|
||||
out.append({"card": pool[r.randi_range(0, pool.size() - 1)], "rarity": rar})
|
||||
return out
|
||||
|
||||
|
||||
func _stat(cid: String) -> Dictionary:
|
||||
if not card_stats.has(cid):
|
||||
card_stats[cid] = {"played": 0, "games": 0, "wins": 0}
|
||||
return card_stats[cid]
|
||||
## Öffnet einen Booster des Elements. Neue Karten kommen in Sammlung und Stapel (solange Platz ist).
|
||||
## Von jeder Karte zählt die seltenste Version: eine höhere ersetzt die alte, die zu Staub wird; eine
|
||||
## gleiche oder niedrigere wird selbst zu Staub. Gibt die Ergebnisse zurück, leer wenn der Booster
|
||||
## noch gesperrt ist oder die Münzen nicht reichen.
|
||||
func open_booster(element: String, r: RandomNumberGenerator = null) -> Array:
|
||||
return open_boosters(element, 1, r)
|
||||
|
||||
|
||||
func check_achievements(ctx: Dictionary = {}) -> Array:
|
||||
var unlocked := []
|
||||
for a in ACHIEVEMENTS:
|
||||
if a.id in achievements:
|
||||
continue
|
||||
if _achieved(a.id, ctx):
|
||||
achievements.append(a.id)
|
||||
coins += a.reward
|
||||
unlocked.append(a)
|
||||
notices.append("Erfolg: %s (+%d Münzen)" % [a.name, a.reward])
|
||||
return unlocked
|
||||
## Öffnet n Booster des Elements auf einmal; leer, wenn gesperrt oder die Münzen für alle nicht reichen.
|
||||
func open_boosters(element: String, n: int, r: RandomNumberGenerator = null) -> Array:
|
||||
if not booster_unlocked(element) or coins < pack_price(element) * n:
|
||||
return []
|
||||
if r == null:
|
||||
r = Game.make_rng()
|
||||
var out := []
|
||||
for i in n:
|
||||
out += _open_one(element, r)
|
||||
return out
|
||||
|
||||
|
||||
func _achieved(id: String, ctx: Dictionary) -> bool:
|
||||
var won: bool = ctx.get("won", false)
|
||||
var n: int = ctx.get("n_opp", 0)
|
||||
var deck_used: Array = ctx.get("deck", [])
|
||||
match id:
|
||||
"erster_sieg":
|
||||
return stats.wins >= 1
|
||||
"duellant":
|
||||
return won and n == 1
|
||||
"tischherr":
|
||||
return won and n >= 3
|
||||
"chaosmeister":
|
||||
return won and n == 5
|
||||
"sammler":
|
||||
return distinct_owned() >= 40
|
||||
"vollstaendig":
|
||||
return distinct_owned() >= Cards.all().size()
|
||||
"boosterfreund":
|
||||
return stats.boosters >= 10
|
||||
"elementarist":
|
||||
return won and Game.deck_elements(deck_used).size() == 1
|
||||
"kombokoenig":
|
||||
return won and deck_used.filter(func(c): return c.is_combo()).size() >= 6
|
||||
"kampagnenheld":
|
||||
return campaign_stage >= Campaign.STAGES.size()
|
||||
"elementmeister":
|
||||
return campaign_stage >= Campaign.total()
|
||||
"serie":
|
||||
return records.best_streak >= 5
|
||||
"wochenheld":
|
||||
return challenge_week >= 0
|
||||
return false
|
||||
func _open_one(element: String, r: RandomNumberGenerator) -> Array:
|
||||
coins -= pack_price(element)
|
||||
var out := roll_booster(r, element, skill("packglueck"), Skills.pack_floor(skill("garantie")))
|
||||
for res in out:
|
||||
var lvl: int = Cards.RARITIES.find(res.rarity)
|
||||
res["new"] = not owns(res.card.id)
|
||||
res["upgraded"] = false
|
||||
res["dust"] = 0
|
||||
if res.new:
|
||||
collection[res.card.id] = lvl
|
||||
if deck.size() < Game.DECK_MAX:
|
||||
deck.append(res.card.id)
|
||||
elif lvl > level(res.card.id):
|
||||
res["upgraded"] = true
|
||||
res["dust"] = dust_gain(DUST_DISMANTLE[rarity(res.card.id)])
|
||||
collection[res.card.id] = lvl
|
||||
else:
|
||||
res["dust"] = dust_gain(DUST_DISMANTLE[res.rarity])
|
||||
dust += res.dust
|
||||
return out
|
||||
|
||||
|
||||
# --- Kampf und Kampagne -----------------------------------------------------------
|
||||
|
||||
## Münzen eines Kampfes: COINS_TURN je eigenem Zug, COINS_CARD je ausgespielter Karte, COINS_FAST
|
||||
## je schnellem Zug; ein Sieg verdoppelt, factor ist der Münzfaktor der Schwierigkeit.
|
||||
static func battle_coins(won: bool, turns: int, cards: int, fast: int, factor: float = 1.0) -> int:
|
||||
var pts := COINS_TURN * turns + COINS_CARD * cards + COINS_FAST * fast
|
||||
if won:
|
||||
pts *= 2
|
||||
return int(round(pts * factor))
|
||||
|
||||
|
||||
## Verbucht ein Kampfergebnis mit den verdienten Münzen (battle_coins, mal Münzsegen) und gibt die
|
||||
## Gutschrift zurück; sie zählt auch als Erfahrung, ein neues Level meldet sich. stage >= 0:
|
||||
## Kampagnenstufe; ein erster Sieg schaltet die nächste Stufe frei und bringt ihre Belohnung obendrauf.
|
||||
func record_battle(won: bool, earned: int, stage: int = -1) -> int:
|
||||
var reward := int(round(earned * coin_factor()))
|
||||
if won and stage >= 0 and stage == campaign_stage:
|
||||
campaign_stage += 1
|
||||
reward += Campaign.stage(stage).reward
|
||||
notices.append("Kampagne: %s besiegt" % Campaign.stage(stage).name)
|
||||
coins += reward
|
||||
var before := player_level()
|
||||
xp += reward
|
||||
if player_level() > before:
|
||||
var gained := player_level() - before
|
||||
notices.append(("Level %d erreicht: +%d Skillpunkt" if gained == 1 else "Level %d erreicht: +%d Skillpunkte") % [player_level(), gained])
|
||||
return reward
|
||||
|
||||
|
||||
# --- Skilltree ----------------------------------------------------------------------
|
||||
|
||||
## Spielerlevel aus der Erfahrung (nicht die Kartenstufe level(cid)).
|
||||
func player_level() -> int:
|
||||
return Skills.level_for(xp)
|
||||
|
||||
|
||||
## Gelernte Stufe eines Skills.
|
||||
func skill(id: String) -> int:
|
||||
return int(skills.get(id, 0))
|
||||
|
||||
|
||||
## Freie Skillpunkte: ein Punkt je Level, abzüglich der gelernten Stufen.
|
||||
func skill_points() -> int:
|
||||
var spent := 0
|
||||
for id in skills:
|
||||
spent += int(skills[id])
|
||||
return player_level() - spent
|
||||
|
||||
|
||||
## Lernt die nächste Stufe eines Skills für einen Punkt; der Skill davor im Pfad braucht eine Stufe.
|
||||
## Gibt "" zurück oder eine Fehlermeldung.
|
||||
func learn(id: String) -> String:
|
||||
if skill(id) >= int(Skills.SKILLS[id].max):
|
||||
return "Schon auf der höchsten Stufe"
|
||||
var prev := Skills.previous(id)
|
||||
if prev != "" and skill(prev) == 0:
|
||||
return "Erst den Skill davor lernen"
|
||||
if skill_points() <= 0:
|
||||
return "Kein Skillpunkt frei"
|
||||
skills[id] = skill(id) + 1
|
||||
return ""
|
||||
|
||||
|
||||
## Preis eines Boosters mit Händler-Rabatt.
|
||||
func pack_price(element: String) -> int:
|
||||
return int(round(booster_cost(element) * (1.0 - 0.1 * skill("packpreis"))))
|
||||
|
||||
|
||||
func coin_factor() -> float:
|
||||
return 1.0 + 0.1 * skill("muenzen")
|
||||
|
||||
|
||||
## Staub mit Staubsammler-Bonus.
|
||||
func dust_gain(base: int) -> int:
|
||||
return int(round(base * (1.0 + 0.25 * skill("staub"))))
|
||||
|
||||
|
||||
## Merkmale im Kampf: das gewählte (nach Kapitel 1) und die der Kampfskills.
|
||||
func battle_perks() -> Array:
|
||||
var out := []
|
||||
if perk != "" and perk_unlocked():
|
||||
out.append(perk)
|
||||
for id in Skills.PERK_OF:
|
||||
if skill(id) > 0 and not (Skills.PERK_OF[id] in out):
|
||||
out.append(Skills.PERK_OF[id])
|
||||
return out
|
||||
|
||||
|
||||
func difficulty() -> Dictionary:
|
||||
return DIFFICULTIES.get(settings.get("difficulty", "normal"), DIFFICULTIES.normal)
|
||||
|
||||
|
||||
## Deine Stufe: die Deckstärke des Kampfstapels (100 Common … 500 Ultimate Rare) als Seltenheitsstufe.
|
||||
func deck_level() -> int:
|
||||
return clampi(roundi((DeckGen.strength(deck_cards(), collection) - 100) / 100.0), 0, Cards.RARITIES.size() - 1)
|
||||
|
||||
|
||||
## Stufe der Gegnerkarten im Einzelspieler: deine Stufe plus den Versatz der Schwierigkeit.
|
||||
func opponent_level() -> int:
|
||||
return clampi(deck_level() + int(difficulty().level), 0, Cards.RARITIES.size() - 1)
|
||||
|
||||
|
||||
## Elemente der offenen Kampagnenkapitel (Neutral immer, ab Kapitel 5 alle).
|
||||
func unlocked_elements() -> Array:
|
||||
return Campaign.CHAPTER_ELEMENTS.slice(0, mini(Campaign.CHAPTER_ELEMENTS.size(), campaign_stage / Campaign.STAGES_PER_CHAPTER + 1))
|
||||
|
||||
|
||||
## Alle Karten der offenen Elemente plus die eigenen Eigenbauten: was Sammlung und Deck zeigen.
|
||||
func unlocked_cards() -> Array:
|
||||
var open := unlocked_elements()
|
||||
var out: Array = Cards.all().filter(func(c): return c.elements[0] in open)
|
||||
for id in collection:
|
||||
if Cards.has_id(id) and Cards.by_id(id).is_custom():
|
||||
out.append(Cards.by_id(id))
|
||||
return out
|
||||
|
||||
|
||||
# --- Werkstatt ----------------------------------------------------------------------
|
||||
|
||||
## Die Werkstatt öffnet nach dem Boss von Kapitel 5.
|
||||
func workshop_unlocked() -> bool:
|
||||
return campaign_stage >= Campaign.CHAPTER_ELEMENTS.size() * Campaign.STAGES_PER_CHAPTER
|
||||
|
||||
|
||||
## Preis eines Eigenbaus in Staub: der doppelte Kartenwert, plus 100 je weiterem Element.
|
||||
func build_price(card: Cards.Card) -> int:
|
||||
return 2 * card.value() + 100 * maxi(card.elements.size() - 1, 0)
|
||||
|
||||
|
||||
## Baut eine Karte (Werkstatt): beliebig viele Elemente, Angriff 0 bis 10, Leben 1 bis 10, beliebig
|
||||
## viele Eigenschaften, Kosten nach Cards.cost_with. Sie kommt als Common in Sammlung und Stapel.
|
||||
## Gibt "" zurück oder eine Fehlermeldung.
|
||||
func build_card(name: String, elements: Array, attack: int, health: int, keywords: Array) -> String:
|
||||
if not workshop_unlocked():
|
||||
return "Werkstatt noch gesperrt"
|
||||
if name.strip_edges() == "":
|
||||
return "Name fehlt"
|
||||
if elements.is_empty():
|
||||
return "Mindestens ein Element"
|
||||
if attack < 0 or attack > 10 or health < 1 or health > 10:
|
||||
return "Angriff 0 bis 10, Leben 1 bis 10"
|
||||
var n := 1
|
||||
for cd in customs:
|
||||
n = maxi(n, int(str(cd.id).trim_prefix("c_")) + 1)
|
||||
var c := Cards.custom("c_%d" % n, name.strip_edges(), elements, attack, health, keywords)
|
||||
var price := build_price(c)
|
||||
if dust < price:
|
||||
return "Nicht genug Staub (%d nötig)" % price
|
||||
dust -= price
|
||||
Cards.register(c)
|
||||
customs.append(c.to_dict())
|
||||
collection[c.id] = 0
|
||||
if deck.size() < Game.DECK_MAX:
|
||||
deck.append(c.id)
|
||||
return ""
|
||||
|
||||
|
||||
## Einzelspieler-Gegner: ein Element aus den offenen Kapiteln, 30 Karten nach Manakurve in opponent_level;
|
||||
## auf Schwer ein zufälliges Merkmal. Leben wie deins.
|
||||
func single_opponent(r: RandomNumberGenerator) -> Game.Player:
|
||||
var elements := unlocked_elements()
|
||||
var element: String = elements[r.randi_range(0, elements.size() - 1)]
|
||||
var opp := Game.Player.new("Gegner", false, Game.START_LIFE, element)
|
||||
opp.deck = DeckGen.curve_deck(element, r)
|
||||
var level := opponent_level()
|
||||
for id in opp.deck:
|
||||
opp.looks[id] = level
|
||||
if bool(difficulty().perk):
|
||||
var keys: Array = Game.PERKS.keys()
|
||||
opp.perks = [keys[r.randi_range(0, keys.size() - 1)]]
|
||||
return opp
|
||||
|
||||
|
||||
func perk_unlocked() -> bool:
|
||||
return campaign_stage >= Campaign.STAGES.size()
|
||||
|
||||
|
||||
## Schreibt Statistik als CSV (Kartenwerte und Gesamtzahlen), z. B. für Spieltests.
|
||||
func export_stats(path: String) -> String:
|
||||
var f := FileAccess.open(path, FileAccess.WRITE)
|
||||
if f == null:
|
||||
return "Datei nicht schreibbar"
|
||||
f.store_line("karte;seltenheit;gespielt;partien;siege")
|
||||
for cid in card_stats:
|
||||
var st: Dictionary = card_stats[cid]
|
||||
var c := Cards.by_id(cid)
|
||||
f.store_line("%s;%s;%d;%d;%d" % [c.name, c.rarity, st.played, st.games, st.wins])
|
||||
f.store_line("")
|
||||
f.store_line("kaempfe;%d" % stats.games)
|
||||
f.store_line("siege;%d" % stats.wins)
|
||||
f.store_line("booster;%d" % stats.boosters)
|
||||
f.store_line("beste_serie;%d" % records.best_streak)
|
||||
f.store_line("schnellster_sieg;%d" % records.fastest_win)
|
||||
f.close()
|
||||
return ""
|
||||
|
||||
|
||||
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
|
||||
return campaign_stage >= Campaign.STAGES_PER_CHAPTER
|
||||
@@ -0,0 +1,101 @@
|
||||
class_name Skills
|
||||
## Skilltree: Erfahrung sind die verdienten Münzen, je Level ein Skillpunkt, Punkte kaufen Stufen
|
||||
## der Skills in vier Ästen (PATHS). Jeder Ast ist ein Pfad: der nächste Skill öffnet, sobald der
|
||||
## davor mindestens eine Stufe hat. Münzen kaufen keine Punkte.
|
||||
|
||||
const BRANCHES: Array[String] = ["Glück", "Wirtschaft", "Kraft", "Weisheit"]
|
||||
## Ast -> Skills in Pfadreihenfolge (oben nach unten).
|
||||
const PATHS := {
|
||||
"Glück": ["packglueck", "garantie"],
|
||||
"Wirtschaft": ["packpreis", "muenzen", "staub"],
|
||||
"Kraft": ["zaeh", "stark"],
|
||||
"Weisheit": ["gratisziehen", "startmana", "sparsam"],
|
||||
}
|
||||
## id -> Name, Höchststufe, Text.
|
||||
const SKILLS := {
|
||||
"packglueck": {"name": "Packglück", "max": 3, "text": "Seltenere Karten in Boostern"},
|
||||
"garantie": {"name": "Garantie", "max": 1, "text": "Mindestens eine Super Rare je Booster"},
|
||||
"packpreis": {"name": "Händler", "max": 3, "text": "Booster werden billiger"},
|
||||
"muenzen": {"name": "Münzsegen", "max": 3, "text": "Mehr Münzen nach jedem Kampf"},
|
||||
"staub": {"name": "Staubsammler", "max": 3, "text": "Mehr Staub aus Doppelten und Zerlegen"},
|
||||
"zaeh": {"name": "Zäh", "max": 3, "text": "Eigene Karten haben mehr Leben"},
|
||||
"stark": {"name": "Stark", "max": 3, "text": "Eigene Karten haben mehr Angriff"},
|
||||
"gratisziehen": {"name": "Freies Ziehen", "max": 1, "text": "Zweites Ziehen je Zug auch gratis"},
|
||||
"startmana": {"name": "Starker Start", "max": 1, "text": "Mehr Mana im ersten Zug"},
|
||||
"sparsam": {"name": "Sparsam", "max": 3, "text": "Teure Karten kosten 1 Mana weniger"},
|
||||
}
|
||||
## Diese Skills geben ein Merkmal (Game.PERKS) im Kampf.
|
||||
const PERK_OF := {"gratisziehen": "ziehen_gratis", "startmana": "start_energie"}
|
||||
## Packglück je Stufe: Common gibt ab, die höheren Stufen gewinnen.
|
||||
const LUCK_SHIFT := {"Common": -8.0, "Rare": 3.0, "Super Rare": 2.0, "Ultra Rare": 2.0, "Ultimate Rare": 1.0}
|
||||
|
||||
|
||||
## Erfahrung, die Level n verlangt: 100, 300, 600, 1000, 1500 … (50 · n · (n + 1)).
|
||||
static func xp_for_level(n: int) -> int:
|
||||
return 50 * n * (n + 1)
|
||||
|
||||
|
||||
## Level zu einer Erfahrung.
|
||||
static func level_for(xp: int) -> int:
|
||||
var n := 0
|
||||
while xp >= xp_for_level(n + 1):
|
||||
n += 1
|
||||
return n
|
||||
|
||||
|
||||
static func in_branch(branch: String) -> Array:
|
||||
return PATHS[branch]
|
||||
|
||||
|
||||
## Der Skill davor im Pfad, "" für den ersten eines Astes.
|
||||
static func previous(id: String) -> String:
|
||||
for b in PATHS:
|
||||
var i: int = PATHS[b].find(id)
|
||||
if i > 0:
|
||||
return PATHS[b][i - 1]
|
||||
return ""
|
||||
|
||||
|
||||
## Sparsam: ab diesen Kosten ist eine Karte 1 Mana billiger (Stufe 1 ab 7, 2 ab 5, 3 ab 3); 99 = nie.
|
||||
static func cheap_from(rank: int) -> int:
|
||||
return 9 - 2 * rank if rank > 0 else 99
|
||||
|
||||
|
||||
## Mindestseltenheit je Booster: Rare, mit Garantie Super Rare.
|
||||
static func pack_floor(garantie: int) -> String:
|
||||
return "Super Rare" if garantie > 0 else "Rare"
|
||||
|
||||
|
||||
## Boosterchancen je Stufe (Reihenfolge Cards.RARITIES) mit Packglück luck.
|
||||
static func pack_weights(luck: int) -> PackedFloat32Array:
|
||||
var out := PackedFloat32Array()
|
||||
for rar in Cards.RARITIES:
|
||||
out.append(float(Profile.RARITY_WEIGHTS[rar]) + luck * float(LUCK_SHIFT[rar]))
|
||||
return out
|
||||
|
||||
|
||||
## Konkrete Wirkung eines Skills auf einer Stufe, als Text.
|
||||
static func effect(id: String, rank: int) -> String:
|
||||
match id:
|
||||
"packglueck":
|
||||
var w := pack_weights(rank)
|
||||
return TranslationServer.translate("Chancen %d/%d/%d/%d/%d %%") % [int(w[0]), int(w[1]), int(w[2]), int(w[3]), int(w[4])]
|
||||
"garantie":
|
||||
return TranslationServer.translate("Super Rare je Pack sicher" if rank > 0 else "Rare je Pack sicher")
|
||||
"staub":
|
||||
return TranslationServer.translate("+%d %% Staub") % (25 * rank)
|
||||
"muenzen":
|
||||
return TranslationServer.translate("+%d %% Münzen") % (10 * rank)
|
||||
"packpreis":
|
||||
return TranslationServer.translate("Neutral %d, Element %d") % [roundi(Profile.BOOSTER_COST * (1.0 - 0.1 * rank)), roundi(Profile.ELEMENT_BOOSTER_COST * (1.0 - 0.1 * rank))]
|
||||
"zaeh":
|
||||
return TranslationServer.translate("+%d Leben") % rank
|
||||
"stark":
|
||||
return TranslationServer.translate("+%d Angriff") % rank
|
||||
"gratisziehen":
|
||||
return TranslationServer.translate("zwei Karten je Zug gratis" if rank > 0 else "eine Karte je Zug gratis")
|
||||
"startmana":
|
||||
return TranslationServer.translate("erster Zug: %d Mana") % (Game.START_MANA + (2 if rank > 0 else 0))
|
||||
"sparsam":
|
||||
return TranslationServer.translate("ab %d Mana 1 billiger") % cheap_from(rank) if rank > 0 else TranslationServer.translate("voller Preis")
|
||||
return ""
|
||||
@@ -0,0 +1 @@
|
||||
uid://bbcmk1gtfjoim
|
||||
@@ -1,45 +0,0 @@
|
||||
class_name AchievementsScreen
|
||||
extends Control
|
||||
|
||||
var app
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
var p: Profile = app.profile
|
||||
var col := Style.column(self, 900, 20, 5)
|
||||
Style.clabel(col, "Erfolge", 36, Style.GOLD, "center", true)
|
||||
var st: Dictionary = p.stats
|
||||
Style.clabel(col, "Kämpfe %d · Siege %d · Booster %d · Kampagne %d/%d" % [
|
||||
st.games, st.wins, st.boosters, p.campaign_stage, Campaign.STAGES.size()], 16, Style.MUTED)
|
||||
var task := p.daily_task()
|
||||
var daily_text: String = ("Tagesaufgabe erledigt: %s ✓" % task.text) if p.daily.done else \
|
||||
"Tagesaufgabe: %s (%d/%d) · +%d Münzen" % [task.text, p.daily.progress, task.goal, task.reward]
|
||||
Style.clabel(col, daily_text, 16, Style.BLUE)
|
||||
Style.spacer(col, 8)
|
||||
for a in Profile.ACHIEVEMENTS:
|
||||
var done: bool = a.id in p.achievements
|
||||
var panel := PanelContainer.new()
|
||||
panel.add_theme_stylebox_override("panel", Style.box(Style.PANEL if done else Style.darker(Style.PANEL, 0.8), 6))
|
||||
col.add_child(panel)
|
||||
var r := Style.row(panel, 12)
|
||||
r.custom_minimum_size = Vector2(0, 42)
|
||||
Style.clabel(r, "✓" if done else "·", 22, Style.GREEN if done else Style.MUTED, "center", true, 40)
|
||||
Style.clabel(r, a.name, 18, Style.TEXT if done else Style.MUTED, "left", true, 250)
|
||||
Style.clabel(r, a.text, 15, Style.MUTED, "left", false, 380)
|
||||
Style.clabel(r, "+%d" % a.reward, 16, Style.GOLD, "right", true, 90)
|
||||
var top := p.top_cards(5)
|
||||
if not top.is_empty():
|
||||
Style.spacer(col, 4)
|
||||
var parts: Array[String] = []
|
||||
for row in top:
|
||||
parts.append("%s %d/%d" % [row.card.name, row.wins, row.games])
|
||||
Style.clabel(col, "Beste Karten (Siege/Partien): " + " · ".join(parts), 14, Style.MUTED)
|
||||
Style.spacer(col, 6)
|
||||
var br := Style.row(col)
|
||||
br.alignment = BoxContainer.ALIGNMENT_CENTER
|
||||
Style.cbutton(br, "Zurück", Vector2(160, 44), func(): app.show_screen(MenuScreen.new()))
|
||||
|
||||
|
||||
func _input(event: InputEvent) -> void:
|
||||
if event is InputEventKey and event.pressed and event.keycode == KEY_ESCAPE:
|
||||
app.show_screen(MenuScreen.new())
|
||||
@@ -1 +0,0 @@
|
||||
uid://cw4rtcukefdl8
|
||||
+129
-37
@@ -4,6 +4,8 @@ extends RefCounted
|
||||
|
||||
var screen # BattleScreen
|
||||
var enabled := true
|
||||
var banners: Array = [] # wartende Ansagen [Text, Farbe]
|
||||
var banner_running := false
|
||||
|
||||
|
||||
func _init(s) -> void:
|
||||
@@ -25,45 +27,24 @@ func play_events(evs: Array, centers: Dictionary) -> void:
|
||||
var atk: CreatureView = screen.tiles.get(ev.attacker.uid)
|
||||
lunge(atk, center_of(ev.target, centers))
|
||||
flash_target(ev.target)
|
||||
shake()
|
||||
delay = 0.12
|
||||
"damage":
|
||||
sfx("damage")
|
||||
popup("-%d" % ev.amount, Style.RED, center_of(ev.target, centers), delay)
|
||||
"heal":
|
||||
sfx("heal")
|
||||
popup("+%d" % ev.amount, Style.GREEN, center_of(ev.target, centers), delay)
|
||||
"buff":
|
||||
popup(ev.text, Style.GREEN, center_of(ev.target, centers), delay)
|
||||
"blocked":
|
||||
popup("Schild!", Style.BLUE, center_of(ev.target, centers), delay)
|
||||
"freeze":
|
||||
popup("Eis", Color("aaddff"), center_of(ev.target, centers), delay)
|
||||
"combo":
|
||||
sfx("combo")
|
||||
var where: Vector2 = screen.target_center({"kind": "creature", "uid": ev.uid})
|
||||
if where.x < 0:
|
||||
where = screen.target_center({"kind": "player", "index": ev.player})
|
||||
popup("Feldkombo %s!" % ev.name, Style.GOLD, where + Vector2(0, -30), 0.1)
|
||||
popup(tr("Regeneration"), Style.GREEN, screen.target_center({"kind": "creature", "uid": ev.uid}), 0.0)
|
||||
"play":
|
||||
sfx("play")
|
||||
"spell":
|
||||
sfx("play")
|
||||
var caster: Game.Player = g.players[ev.player]
|
||||
popup(ev.card.name, Style.GOLD, screen.target_center({"kind": "player", "index": ev.player}), 0.0)
|
||||
if caster != screen.perspective:
|
||||
screen.show_preview(ev.card, true)
|
||||
screen.preview_timer = 1.6
|
||||
"trap_set":
|
||||
sfx("click")
|
||||
popup("Falle gelegt", Style.MUTED, screen.target_center({"kind": "player", "index": ev.player}), 0.0)
|
||||
"trap":
|
||||
sfx("click" if ev.get("hidden", false) else "play")
|
||||
"reveal":
|
||||
sfx("combo")
|
||||
popup("Falle: %s!" % ev.card.name, Style.ORANGE, screen.target_center({"kind": "player", "index": ev.player}) + Vector2(0, -20), 0.0)
|
||||
screen.show_preview(ev.card, true)
|
||||
screen.preview_timer = 1.8
|
||||
"mulligan":
|
||||
if ev.count > 0:
|
||||
popup("tauscht %d Karten" % ev.count, Style.MUTED, screen.target_center({"kind": "player", "index": ev.player}), 0.0)
|
||||
popup(tr("Aufgedeckt!"), Style.GOLD, screen.target_center({"kind": "creature", "uid": ev.uid}), 0.0)
|
||||
"fuse":
|
||||
sfx("combo")
|
||||
popup("Verschmolzen!", Style.PURPLE, screen.target_center({"kind": "player", "index": ev.player}), 0.0)
|
||||
"draw":
|
||||
sfx("click")
|
||||
|
||||
|
||||
func center_of(ref: Dictionary, centers: Dictionary) -> Vector2:
|
||||
@@ -73,9 +54,24 @@ func center_of(ref: Dictionary, centers: Dictionary) -> Vector2:
|
||||
return c
|
||||
|
||||
|
||||
## Mehrere Meldungen an derselben Stelle rücken nach unten, sonst liegen sie übereinander.
|
||||
func _free_spot(at: Vector2) -> Vector2:
|
||||
for step in 6:
|
||||
var spot := at + Vector2(0, step * 26)
|
||||
var taken := false
|
||||
for l in screen.fx_layer.get_children():
|
||||
if l is Label and l.get_meta("spot", Vector2(-999, -999)).distance_to(spot) < 20:
|
||||
taken = true
|
||||
break
|
||||
if not taken:
|
||||
return spot
|
||||
return at
|
||||
|
||||
|
||||
func popup(text: String, color: Color, at: Vector2, delay: float) -> void:
|
||||
if not enabled or at.x < 0:
|
||||
return
|
||||
at = _free_spot(at)
|
||||
var l := Label.new()
|
||||
l.text = text
|
||||
l.add_theme_font_size_override("font_size", 22)
|
||||
@@ -84,6 +80,7 @@ func popup(text: String, color: Color, at: Vector2, delay: float) -> void:
|
||||
l.add_theme_color_override("font_outline_color", Color(0, 0, 0, 0.9))
|
||||
l.add_theme_constant_override("outline_size", 6)
|
||||
l.mouse_filter = Control.MOUSE_FILTER_IGNORE
|
||||
l.set_meta("spot", at)
|
||||
screen.fx_layer.add_child(l)
|
||||
l.reset_size()
|
||||
l.position = at - l.size / 2
|
||||
@@ -142,14 +139,31 @@ func pop_in(tile: CreatureView) -> void:
|
||||
|
||||
|
||||
func fade_out(tile: CreatureView) -> void:
|
||||
tile.mouse_filter = Control.MOUSE_FILTER_IGNORE
|
||||
fade_view(tile)
|
||||
|
||||
|
||||
## Blendet eine Ansicht aus und entfernt sie (Wesen, die sterben; Handkarten, die verschmelzen).
|
||||
func fade_view(view: Control) -> void:
|
||||
view.mouse_filter = Control.MOUSE_FILTER_IGNORE
|
||||
if not enabled:
|
||||
tile.queue_free()
|
||||
view.queue_free()
|
||||
return
|
||||
var tw := tile.create_tween().set_parallel(true)
|
||||
tw.tween_property(tile, "modulate:a", 0.0, 0.3)
|
||||
tw.tween_property(tile, "scale", Vector2(0.6, 0.6), 0.3)
|
||||
tw.chain().tween_callback(tile.queue_free)
|
||||
var tw := view.create_tween().set_parallel(true)
|
||||
tw.tween_property(view, "modulate:a", 0.0, 0.3)
|
||||
tw.tween_property(view, "scale", Vector2(0.6, 0.6), 0.3)
|
||||
tw.chain().tween_callback(view.queue_free)
|
||||
|
||||
|
||||
## Eine Ansicht gleitet von from an ihren Platz (die neue Handkarte nach dem Verschmelzen).
|
||||
func glide(view: Control, from: Rect2) -> void:
|
||||
if not enabled:
|
||||
return
|
||||
var to := view.position
|
||||
view.position = from.position
|
||||
view.scale = from.size / view.size
|
||||
var tw := view.create_tween().set_parallel(true)
|
||||
tw.tween_property(view, "position", to, 0.25).set_trans(Tween.TRANS_QUAD).set_ease(Tween.EASE_OUT)
|
||||
tw.tween_property(view, "scale", Vector2.ONE, 0.25).set_trans(Tween.TRANS_QUAD).set_ease(Tween.EASE_OUT)
|
||||
|
||||
|
||||
func move_to(tile: CreatureView, pos: Vector2) -> void:
|
||||
@@ -157,3 +171,81 @@ func move_to(tile: CreatureView, pos: Vector2) -> void:
|
||||
screen.create_tween().tween_property(tile, "position", pos, 0.2)
|
||||
else:
|
||||
tile.position = pos
|
||||
|
||||
|
||||
## Ein Wesen fliegt von der Handkachel auf seinen Platz.
|
||||
func fly_in(tile: CreatureView, from: Rect2) -> void:
|
||||
if not enabled:
|
||||
return
|
||||
tile.busy = true
|
||||
tile.position = from.position
|
||||
tile.scale = from.size / tile.size
|
||||
var tw := tile.create_tween().set_parallel(true)
|
||||
tw.tween_property(tile, "position", tile.slot, 0.22).set_trans(Tween.TRANS_QUAD).set_ease(Tween.EASE_OUT)
|
||||
tw.tween_property(tile, "scale", Vector2.ONE, 0.22).set_trans(Tween.TRANS_BACK).set_ease(Tween.EASE_OUT)
|
||||
tw.chain().tween_callback(func():
|
||||
tile.busy = false
|
||||
tile.position = tile.slot)
|
||||
|
||||
|
||||
## Kurzes Zittern des Bretts beim Treffer.
|
||||
func shake() -> void:
|
||||
if not enabled:
|
||||
return
|
||||
var layer: Control = screen.tile_layer
|
||||
var tw: Tween = screen.create_tween()
|
||||
for i in 3:
|
||||
tw.tween_property(layer, "position", Vector2(3 if i % 2 == 0 else -3, 0), 0.03)
|
||||
tw.tween_property(layer, "position", Vector2.ZERO, 0.03)
|
||||
|
||||
|
||||
## Ansage quer über die Mitte: Zugbeginn, Feldwechsel. Mehrere folgen nacheinander.
|
||||
func banner(text: String, color: Color) -> void:
|
||||
if not enabled:
|
||||
return
|
||||
banners.append([text, color])
|
||||
if not banner_running:
|
||||
_next_banner()
|
||||
|
||||
|
||||
func _next_banner() -> void:
|
||||
if banners.is_empty() or not is_instance_valid(screen) or not screen.is_inside_tree():
|
||||
banner_running = false
|
||||
return
|
||||
banner_running = true
|
||||
var next: Array = banners.pop_front()
|
||||
var text: String = next[0]
|
||||
var color: Color = next[1]
|
||||
var delay := 0.0
|
||||
var band := ColorRect.new()
|
||||
band.color = Color(0, 0, 0, 0.55)
|
||||
band.position = Vector2(0, 355)
|
||||
band.size = Vector2(1280, 90)
|
||||
band.mouse_filter = Control.MOUSE_FILTER_IGNORE
|
||||
band.scale.y = 0.0
|
||||
band.pivot_offset = Vector2(640, 45)
|
||||
screen.fx_layer.add_child(band)
|
||||
var l := Label.new()
|
||||
l.text = text
|
||||
l.add_theme_font_size_override("font_size", 40)
|
||||
l.add_theme_font_override("font", Style.FONT_BOLD)
|
||||
l.add_theme_color_override("font_color", color)
|
||||
l.add_theme_color_override("font_outline_color", Color(0, 0, 0, 0.9))
|
||||
l.add_theme_constant_override("outline_size", 8)
|
||||
l.mouse_filter = Control.MOUSE_FILTER_IGNORE
|
||||
screen.fx_layer.add_child(l)
|
||||
l.reset_size()
|
||||
l.position = Vector2(640, 400) - l.size / 2
|
||||
l.pivot_offset = l.size / 2
|
||||
l.scale = Vector2(0.6, 0.6)
|
||||
l.modulate.a = 0.0
|
||||
var tw: Tween = screen.create_tween().set_parallel(true)
|
||||
tw.tween_property(band, "scale:y", 1.0, 0.15).set_delay(delay).set_trans(Tween.TRANS_QUAD).set_ease(Tween.EASE_OUT)
|
||||
tw.tween_property(l, "scale", Vector2.ONE, 0.25).set_delay(delay).set_trans(Tween.TRANS_BACK).set_ease(Tween.EASE_OUT)
|
||||
tw.tween_property(l, "modulate:a", 1.0, 0.12).set_delay(delay)
|
||||
tw.tween_property(l, "modulate:a", 0.0, 0.3).set_delay(delay + 0.8)
|
||||
tw.tween_property(band, "scale:y", 0.0, 0.2).set_delay(delay + 0.9)
|
||||
tw.chain().tween_callback(func():
|
||||
l.queue_free()
|
||||
band.queue_free()
|
||||
_next_banner())
|
||||
@@ -0,0 +1,163 @@
|
||||
class_name BattleGamepad
|
||||
extends RefCounted
|
||||
## Gamepad-Steuerung des Kampfes: Steuerkreuz bewegt einen Zeiger über Stapel, Hand, eigene Wesen
|
||||
## und Ziele, A bestätigt, B bricht ab, Start beendet den Zug, Y öffnet das Kartenmenü (im
|
||||
## Gegnerzug: überspringen), X macht rückgängig. Verschmelzen: im Menü „Verschmelzen mit …“,
|
||||
## dann A auf dem Partner.
|
||||
|
||||
var screen # BattleScreen
|
||||
var active := false
|
||||
var zone := "deck"
|
||||
var index := 0
|
||||
var targets: Array = []
|
||||
|
||||
|
||||
func _init(s) -> void:
|
||||
screen = s
|
||||
|
||||
|
||||
func button(button: int) -> void:
|
||||
active = true
|
||||
if screen.game == null:
|
||||
return
|
||||
match button:
|
||||
JOY_BUTTON_START:
|
||||
if screen.my_turn() and not screen.any_overlay():
|
||||
screen.end_turn()
|
||||
JOY_BUTTON_B:
|
||||
if screen.confirm.visible:
|
||||
screen.confirm.visible = false
|
||||
screen.cancel_all()
|
||||
zone = "deck"
|
||||
JOY_BUTTON_Y:
|
||||
if screen.b_skip.visible:
|
||||
screen.skip_ai = true
|
||||
elif screen.menu_layer.visible:
|
||||
screen.close_menu()
|
||||
else:
|
||||
var items := items()
|
||||
if not items.is_empty() and zone in ["hand", "own"]:
|
||||
var item = items[clampi(index, 0, items.size() - 1)]
|
||||
if zone == "hand":
|
||||
screen.open_menu(item.card, Rect2(item.position, item.size), true)
|
||||
else:
|
||||
screen.open_menu(item.creature, Rect2(item.slot, item.size), true)
|
||||
JOY_BUTTON_X:
|
||||
if screen.b_undo.visible:
|
||||
screen.undo()
|
||||
JOY_BUTTON_A:
|
||||
confirm()
|
||||
JOY_BUTTON_DPAD_LEFT:
|
||||
move(-1)
|
||||
JOY_BUTTON_DPAD_RIGHT:
|
||||
move(1)
|
||||
JOY_BUTTON_DPAD_UP, JOY_BUTTON_DPAD_DOWN:
|
||||
if zone != "target":
|
||||
_next_zone(1 if button == JOY_BUTTON_DPAD_DOWN else -1)
|
||||
screen.refresh()
|
||||
|
||||
|
||||
## Wechselt den Bereich und überspringt leere (eine leere Hand ist keine Station).
|
||||
## step 0: beim aktuellen Bereich bleiben, falls er etwas enthält.
|
||||
func _next_zone(step: int) -> void:
|
||||
var order := ["deck", "hand", "own"]
|
||||
var at := order.find(zone)
|
||||
index = 0
|
||||
if step == 0 and not items().is_empty():
|
||||
return
|
||||
var dir := -1 if step < 0 else 1
|
||||
for i in order.size():
|
||||
at = posmod(at + dir, order.size())
|
||||
zone = order[at]
|
||||
if not items().is_empty():
|
||||
return
|
||||
|
||||
|
||||
func items() -> Array:
|
||||
match zone:
|
||||
"deck":
|
||||
return [screen.deck] if screen.deck.visible else []
|
||||
"hand":
|
||||
return screen.hand_views
|
||||
"own":
|
||||
return screen.own_views
|
||||
"target":
|
||||
return targets
|
||||
return []
|
||||
|
||||
|
||||
func move(dir: int) -> void:
|
||||
var n := items().size()
|
||||
if n > 0:
|
||||
index = posmod(index + dir, n)
|
||||
|
||||
|
||||
func confirm() -> void:
|
||||
if screen.overlay.visible:
|
||||
screen.leave()
|
||||
return
|
||||
if screen.confirm.visible:
|
||||
return
|
||||
var items := items()
|
||||
if items.is_empty():
|
||||
return
|
||||
index = clampi(index, 0, items.size() - 1)
|
||||
var item = items[index]
|
||||
match zone:
|
||||
"deck":
|
||||
screen.on_click("deck", null)
|
||||
"hand":
|
||||
screen.on_click("hand", item.card)
|
||||
"own":
|
||||
screen.on_click("own", item.creature)
|
||||
if screen.selected != null:
|
||||
targets = []
|
||||
for v in screen.enemy_views:
|
||||
if screen.game.can_attack(screen.selected, v.creature)[0]:
|
||||
targets.append(v)
|
||||
for o in screen.others():
|
||||
if o.alive() and screen.game.can_attack(screen.selected, o)[0]:
|
||||
targets.append(screen.hero_panels[o])
|
||||
zone = "target"
|
||||
index = 0
|
||||
"target":
|
||||
if item is CreatureView:
|
||||
screen.on_tile_click(item.creature)
|
||||
else:
|
||||
for o in screen.hero_panels:
|
||||
if screen.hero_panels[o] == item:
|
||||
screen.on_click("hero", o)
|
||||
zone = "own"
|
||||
_next_zone(0)
|
||||
|
||||
|
||||
## Pulsierender Rahmen als Zeiger.
|
||||
class Highlight extends Control:
|
||||
var t := 0.0
|
||||
|
||||
func _process(delta: float) -> void:
|
||||
t += delta
|
||||
queue_redraw()
|
||||
|
||||
func _draw() -> void:
|
||||
var a := 0.55 + 0.45 * sin(t * 6.0)
|
||||
Style.border(self, Rect2(Vector2.ZERO, size), Color(Style.GOLD, a), 4, 8)
|
||||
|
||||
|
||||
func draw_cursor() -> void:
|
||||
Style.clear(screen.cursor_layer)
|
||||
if not active or screen.game == null or not screen.my_turn():
|
||||
return
|
||||
var items := items()
|
||||
if items.is_empty():
|
||||
return
|
||||
index = clampi(index, 0, items.size() - 1)
|
||||
var item = items[index]
|
||||
var r: Rect2 = Rect2(item.slot, item.size) if item is CreatureView else Rect2(item.position, item.size)
|
||||
var hl := Highlight.new()
|
||||
hl.position = r.position - Vector2(6, 6)
|
||||
hl.size = r.size + Vector2(12, 12)
|
||||
hl.mouse_filter = Control.MOUSE_FILTER_IGNORE
|
||||
screen.cursor_layer.add_child(hl)
|
||||
|
||||
|
||||
@@ -0,0 +1 @@
|
||||
uid://8wth8k7f7uvk
|
||||
+61
-28
@@ -1,40 +1,73 @@
|
||||
class_name BattleLayout
|
||||
## Feste Bildschirmaufteilung des Kampfes (1280x800).
|
||||
## Feste Bildschirmaufteilung des Duells (1280x800). Mitte von oben nach unten: Hand des Gegners
|
||||
## (Rückseiten), sein Brett, eigenes Brett, eigene Hand. Links: Kasten des Gegners, daneben die
|
||||
## Elementzähler beider Seiten je neben ihrem Brett, Zusatzzeile und Meldungen. Rechts von oben:
|
||||
## Stapel und Kasten des Gegners, die Vorschau, eigener Kasten und Stapel. Optionen per Esc.
|
||||
|
||||
const SIZES := {1: [110, 110, 10], 2: [96, 110, 8], 3: [78, 100, 4], 4: [54, 72, 4], 5: [44, 62, 3]}
|
||||
const HAND_W := 130
|
||||
const HAND_H := 185
|
||||
const HAND_GAP := 8
|
||||
const BAR := Rect2(335, 415, 610, 68)
|
||||
const OWN_X := (1280 - 5 * 110 - 4 * 10) / 2
|
||||
|
||||
|
||||
static func compact(n_others: int) -> bool:
|
||||
return n_others >= 4
|
||||
|
||||
|
||||
static func hero_box_rect(n_others: int, i: int) -> Rect2:
|
||||
var col_w := 1280 / n_others
|
||||
var margin := 6 if compact(n_others) else 10
|
||||
return Rect2(i * col_w + margin, 10, col_w - 2 * margin, 64)
|
||||
const B_UNDO := Rect2(20, 10, 210, 32) # links oben: Rückgängig, darunter Überspringen (Gegnerzug)
|
||||
const B_SKIP := Rect2(20, 48, 210, 32)
|
||||
const OPP_DECK := Rect2(1090, 10, 130, 182) # Stapel des Gegners rechts oben
|
||||
const OPP_BOX := Rect2(1050, 200, 210, 70) # Kasten des Gegners darunter
|
||||
const OPP_HAND_Y := 22 # Bogen hebt die äußeren Rückseiten um bis zu 12 Pixel
|
||||
const OPP_ELEMENTS := Rect2(20, 220, 210, 128) # Elementzähler des Gegners, links von seinem Brett
|
||||
const OWN_ELEMENTS := Rect2(20, 440, 210, 128) # eigene Elementzähler, links vom eigenen Brett
|
||||
const INFO := Rect2(20, 580, 210, 60) # Zusatzzeile zur Vorschau
|
||||
const MSG := Rect2(20, 650, 210, 80) # Meldungen
|
||||
const STATUS := Rect2(1050, 526, 210, 70) # eigener Kasten rechts über dem Stapel
|
||||
const DECK := Rect2(1090, 606, 130, 182) # eigener Stapel rechts unten
|
||||
const OPTIONS := Rect2(440, 180, 400, 420) # Optionsmenü (Esc)
|
||||
const OWN_X := 295
|
||||
const HAND_W := 130 # Handkarten so groß wie die Wesen auf dem Feld
|
||||
const HAND_H := 165
|
||||
const HAND_GAP := 6
|
||||
const HAND_Y := 605
|
||||
const HAND_ARC := 3.0 # Grad Neigung und Pixel Absenkung je Platz von der Mitte (leichter Bogen)
|
||||
const LOG_PANEL := Rect2(240, 60, 800, 560)
|
||||
const PREVIEW_SIZE := Vector2(170, 238)
|
||||
const CENTER_X := 240
|
||||
const CENTER_W := 800
|
||||
|
||||
|
||||
static func own_slot(j: int) -> Rect2:
|
||||
return Rect2(OWN_X + j * 120, 250, 110, 140)
|
||||
return Rect2(OWN_X + j * 140, 410, HAND_W, HAND_H)
|
||||
|
||||
|
||||
static func other_slot(n_others: int, i: int, j: int) -> Rect2:
|
||||
var col_w := 1280 / n_others
|
||||
var sz: Array = SIZES[n_others]
|
||||
var bx: int = i * col_w + (col_w - 5 * sz[0] - 4 * sz[2]) / 2
|
||||
return Rect2(bx + j * (sz[0] + sz[2]), 84, sz[0], sz[1])
|
||||
## Brett des Gegners über seiner Elementleiste.
|
||||
static func opp_slot(j: int) -> Rect2:
|
||||
return Rect2(OWN_X + j * 140, 205, HAND_W, HAND_H)
|
||||
|
||||
|
||||
## Hand: alle Karten unten, mittig; passen sie nicht nebeneinander, überlappen sie sich
|
||||
## gleichmäßig. Den Bogen legt hand_arc dazu.
|
||||
static func hand_rect(count: int, i: int) -> Rect2:
|
||||
var total := count * HAND_W + maxi(0, count - 1) * HAND_GAP
|
||||
var x := (1280 - total) / 2
|
||||
return Rect2(x + i * (HAND_W + HAND_GAP), 800 - HAND_H - 8, HAND_W, HAND_H)
|
||||
var step: float = HAND_W + HAND_GAP
|
||||
if count > 1:
|
||||
step = minf(step, float(CENTER_W - HAND_W) / (count - 1))
|
||||
var total: float = HAND_W + (count - 1) * step
|
||||
var x := CENTER_X + (CENTER_W - total) / 2
|
||||
return Rect2(x + i * step, HAND_Y, HAND_W, HAND_H)
|
||||
|
||||
|
||||
static func trap_rect(i: int) -> Rect2:
|
||||
return Rect2(400 + i * 78, 490, 70, 98)
|
||||
## Hand des Gegners oben, gleich groß, nur die Rückseiten.
|
||||
static func opp_hand_rect(count: int, i: int) -> Rect2:
|
||||
var r := hand_rect(count, i)
|
||||
r.position.y = OPP_HAND_Y
|
||||
return r
|
||||
|
||||
|
||||
## Leichter Bogen: Karte i von count dreht sich um ihre Mitte und sinkt zum Rand hin ab
|
||||
## (mirrored: für den Gegner oben spiegelverkehrt). Liefert [Grad, y-Versatz].
|
||||
static func hand_arc(count: int, i: int, mirrored: bool = false) -> Array:
|
||||
var t := i - (count - 1) / 2.0
|
||||
var sign := -1.0 if mirrored else 1.0
|
||||
return [t * HAND_ARC * sign, t * t * HAND_ARC * sign]
|
||||
|
||||
|
||||
## Vorschau der gezeigten Karte: fest rechts zwischen den beiden Kästen.
|
||||
static func preview_rect(_anchor: Rect2) -> Rect2:
|
||||
return Rect2(Vector2(1070, 278), PREVIEW_SIZE)
|
||||
|
||||
|
||||
## Zusatzzeile (Merkmale, Eigenschaften) links unter den Elementpaaren.
|
||||
static func info_rect(_preview: Rect2) -> Rect2:
|
||||
return INFO
|
||||
+845
-571
File diff suppressed because it is too large.
Load diff
+207
-43
@@ -1,18 +1,32 @@
|
||||
class_name BoosterScreen
|
||||
extends Control
|
||||
## Booster kaufen und öffnen: unten die Pack-Kacheln der offenen Kapitel (Neutral und die Elemente in
|
||||
## Kapitelreihenfolge, gesperrte sind unsichtbar) mit ×1, ×5, ×10; die Karten fliegen aus dem Pack in ein Raster
|
||||
## (ein Pack: fünf große, mehrere: zehn je Reihe, beste Stufe zuerst) und liegen verdeckt. Klick
|
||||
## oder „Alle aufdecken“ dreht sie gestaffelt um, seltene blitzen auf; danach steht das Fazit.
|
||||
|
||||
const CARD_W := 200
|
||||
const CARD_H := 280
|
||||
const SMALL_W := 108
|
||||
const SMALL_H := 151
|
||||
const AREA := Rect2(40, 100, 1200, 460)
|
||||
const QUANTITIES := [1, 5, 10]
|
||||
|
||||
var app
|
||||
var cards: Array = []
|
||||
var cards: Array = [] # {"card", "rarity", "new", "upgraded", "dust"} je Karte
|
||||
var revealed := {}
|
||||
var new_ids := {}
|
||||
var coins_label: Label
|
||||
var msg_label: Label
|
||||
var b_buy: Button
|
||||
var summary_label: Label
|
||||
var b_buy: Button # Neutral ×1 (Tests)
|
||||
var b_all: Button
|
||||
var scroll: ScrollContainer
|
||||
var slots: Control
|
||||
var pack_tiles := {} # Element -> PackTile (Kapitelreihenfolge)
|
||||
var pack_buttons := {} # Element -> der ×1-Knopf
|
||||
var fresh := {} # gerade aufgedeckt: Index -> Verzögerung fürs Umdrehen
|
||||
var fly_from := Vector2.ZERO # woher die Karten einfliegen (Mitte der gekauften Kachel)
|
||||
var fly := false # beim nächsten refresh einfliegen
|
||||
var last_pack := "" # zuletzt gekauftes Pack (pulsiert)
|
||||
|
||||
|
||||
class CardBack extends Control:
|
||||
@@ -22,37 +36,72 @@ class CardBack extends Control:
|
||||
size = sz
|
||||
custom_minimum_size = sz
|
||||
mouse_filter = Control.MOUSE_FILTER_STOP
|
||||
focus_mode = Control.FOCUS_ALL
|
||||
focus_entered.connect(queue_redraw)
|
||||
focus_exited.connect(queue_redraw)
|
||||
|
||||
func _gui_input(event: InputEvent) -> void:
|
||||
if event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_LEFT:
|
||||
accept_event()
|
||||
clicked.emit()
|
||||
elif has_focus() and event.is_action_pressed("ui_accept"):
|
||||
accept_event()
|
||||
clicked.emit()
|
||||
|
||||
func _draw() -> void:
|
||||
var rect := Rect2(Vector2.ZERO, size)
|
||||
draw_style_box(Style.box(Color("3c285a"), 8, Style.GOLD, 3), rect)
|
||||
draw_style_box(Style.box(Color("3c285a"), 8, Style.GOLD, 5 if has_focus() else 3), rect)
|
||||
Style.border(self, rect.grow(-15), Color("5a3c82"), 2, 6)
|
||||
Style.text(self, "?", 48, Style.GOLD, size / 2, "center", true)
|
||||
Style.text(self, "?", 48 if size.x >= 180 else 30, Style.GOLD, size / 2, "center", true)
|
||||
|
||||
|
||||
func slot_rect(i: int) -> Rect2:
|
||||
var gap := 20
|
||||
var x0 := (1280 - 5 * CARD_W - 4 * gap) / 2
|
||||
return Rect2(x0 + i * (CARD_W + gap), 230, CARD_W, CARD_H)
|
||||
## Pack-Kachel eines Elements: Symbol, Name, Preis; die Kaufknöpfe hängt der Bildschirm an.
|
||||
class PackTile extends Control:
|
||||
var element: String
|
||||
var locked := false
|
||||
var hint := ""
|
||||
var pulse := false
|
||||
var buy_buttons: Array = []
|
||||
|
||||
func _init(e: String, rect: Rect2) -> void:
|
||||
element = e
|
||||
position = rect.position
|
||||
size = rect.size
|
||||
pivot_offset = rect.size / 2
|
||||
|
||||
func _draw() -> void:
|
||||
var col: Color = Cards.ELEMENT_COLORS[element]
|
||||
draw_style_box(Style.box(Style.darker(col, 0.5), 10, Style.GOLD if pulse else Color(col, 0.7), 2), Rect2(Vector2.ZERO, size))
|
||||
Style.element_icon(self, element, Vector2(32, 40), 34, Style.lighter(col, 0.4))
|
||||
Style.text(self, tr(element), 16, Style.TEXT, Vector2(60, 30), "midleft", true)
|
||||
Style.text(self, hint, 13, Style.MUTED, Vector2(60, 52), "midleft")
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
Style.label(self, "Booster", 36, Style.GOLD, Rect2(0, 20, 1280, 50), "center", true)
|
||||
coins_label = Style.label(self, "", 22, Style.GOLD, Rect2(0, 78, 1280, 30), "center")
|
||||
Style.label(self, "5 Karten pro Booster, mindestens eine seltene. Klicke auf eine Karte zum Aufdecken.",
|
||||
16, Style.MUTED, Rect2(0, 115, 1280, 24), "center")
|
||||
Style.header(self, "Booster", func(): app.show_screen(MenuScreen.new()))
|
||||
coins_label = Style.chip(self, "", Rect2(860, 26, 240, 38))
|
||||
scroll = ScrollContainer.new()
|
||||
scroll.position = AREA.position
|
||||
scroll.size = AREA.size
|
||||
scroll.horizontal_scroll_mode = ScrollContainer.SCROLL_MODE_DISABLED
|
||||
add_child(scroll)
|
||||
slots = Control.new()
|
||||
slots.mouse_filter = Control.MOUSE_FILTER_IGNORE
|
||||
add_child(slots)
|
||||
msg_label = Style.label(self, "", 18, Style.RED, Rect2(0, 610, 1280, 30), "center")
|
||||
b_buy = Style.button(self, "Booster kaufen (%d Münzen)" % Profile.BOOSTER_COST, Rect2(360, 720, 260, 48), buy, Color("5a4628"))
|
||||
b_all = Style.button(self, "Alle aufdecken", Rect2(640, 720, 140, 48), reveal_all)
|
||||
Style.button(self, "Zurück", Rect2(800, 720, 120, 48), func(): app.show_screen(MenuScreen.new()))
|
||||
slots.mouse_filter = Control.MOUSE_FILTER_PASS
|
||||
slots.custom_minimum_size = AREA.size
|
||||
scroll.add_child(slots)
|
||||
summary_label = Style.label(self, "", 16, Style.GOLD, Rect2(0, 566, 1280, 24), "center", true)
|
||||
b_all = Style.button(self, "Alle aufdecken", Rect2(540, 594, 200, 40), reveal_all)
|
||||
for i in Campaign.CHAPTER_ELEMENTS.size():
|
||||
var e: String = Campaign.CHAPTER_ELEMENTS[i]
|
||||
var tile := PackTile.new(e, Rect2(70 + i * 230, 644, 220, 136))
|
||||
add_child(tile)
|
||||
for k in QUANTITIES.size():
|
||||
var b := Style.button(tile, "×%d" % QUANTITIES[k], Rect2(10 + k * 68, 88, 64, 36), buy.bind(e, QUANTITIES[k]))
|
||||
b.add_theme_font_size_override("font_size", 14)
|
||||
tile.buy_buttons.append(b)
|
||||
pack_tiles[e] = tile
|
||||
pack_buttons[e] = tile.buy_buttons[0]
|
||||
b_buy = pack_buttons[Cards.NEUTRAL]
|
||||
refresh()
|
||||
|
||||
|
||||
@@ -61,62 +110,177 @@ func _input(event: InputEvent) -> void:
|
||||
app.show_screen(MenuScreen.new())
|
||||
|
||||
|
||||
func buy() -> void:
|
||||
## Kauft n Packs eines Elements; die Karten liegen verdeckt, mehrere Packs nach Stufe sortiert.
|
||||
func buy(element: String, n: int) -> void:
|
||||
var p: Profile = app.profile
|
||||
var before: Dictionary = p.collection.duplicate()
|
||||
var got: Array = p.open_booster()
|
||||
var before: int = p.coins
|
||||
var got: Array = p.open_boosters(element, n)
|
||||
if got.is_empty():
|
||||
msg_label.text = "Nicht genug Münzen"
|
||||
msg_label.add_theme_color_override("font_color", Style.RED)
|
||||
return
|
||||
app.save()
|
||||
app.sfx.play("play")
|
||||
if n > 1:
|
||||
got.sort_custom(func(a, b): return Cards.RARITIES.find(a.rarity) > Cards.RARITIES.find(b.rarity))
|
||||
cards = got
|
||||
revealed = {}
|
||||
new_ids = {}
|
||||
for c in cards:
|
||||
if before.get(c.id, 0) == 0:
|
||||
new_ids[c.id] = true
|
||||
var notes: Array[String] = p.take_notices()
|
||||
msg_label.text = " · ".join(notes)
|
||||
msg_label.add_theme_color_override("font_color", Style.GREEN)
|
||||
fresh = {}
|
||||
fly = true
|
||||
var tile: PackTile = pack_tiles[element]
|
||||
fly_from = tile.position + tile.size / 2
|
||||
last_pack = element
|
||||
scroll.scroll_vertical = 0
|
||||
refresh()
|
||||
_count_coins(before, p.coins)
|
||||
|
||||
|
||||
## Die Münzen zählen sichtbar herunter.
|
||||
func _count_coins(from: int, to: int) -> void:
|
||||
if not Style.animations or from == to:
|
||||
return
|
||||
create_tween().tween_method(func(v: float): coins_label.text = "Münzen: %d" % int(round(v)), float(from), float(to), 0.5)
|
||||
|
||||
|
||||
func reveal(i: int) -> void:
|
||||
revealed[i] = true
|
||||
app.sfx.play("click")
|
||||
fresh = {i: 0.0}
|
||||
app.sfx.play("combo" if cards[i].rarity != "Common" else "click")
|
||||
refresh()
|
||||
|
||||
|
||||
## Deckt alles auf, von vorn nach hinten gestaffelt; ab Ultra Rare bleibt die Karte kurz allein.
|
||||
func reveal_all() -> void:
|
||||
for i in 5:
|
||||
fresh = {}
|
||||
var delay := 0.0
|
||||
var step := 0.12 if cards.size() <= Profile.BOOSTER_SIZE else 0.06
|
||||
for i in cards.size():
|
||||
if not revealed.has(i):
|
||||
fresh[i] = delay
|
||||
delay += step
|
||||
if Cards.RARITIES.find(cards[i].rarity) >= 3:
|
||||
delay += 0.35
|
||||
revealed[i] = true
|
||||
app.sfx.play("play")
|
||||
refresh()
|
||||
|
||||
|
||||
## Umdrehen: die Karte wächst aus der Mitte; seltene Stufen blitzen in ihrer Farbe auf.
|
||||
func flip(v: CardView, delay: float, rarity: String) -> void:
|
||||
if not Style.animations:
|
||||
return
|
||||
v.scale.x = 0.0
|
||||
var tw := create_tween()
|
||||
tw.tween_interval(delay)
|
||||
tw.tween_property(v, "scale:x", 1.0, 0.18).set_trans(Tween.TRANS_BACK).set_ease(Tween.EASE_OUT)
|
||||
if rarity == "Common":
|
||||
return
|
||||
var burst := Style.panel(slots, Rect2(v.position, v.size).grow(6), Color(Cards.RARITY_COLORS[rarity], 0.6), 12)
|
||||
burst.pivot_offset = burst.size / 2
|
||||
burst.modulate.a = 0.0
|
||||
var bt := create_tween()
|
||||
bt.tween_interval(delay + 0.1)
|
||||
bt.tween_property(burst, "modulate:a", 1.0, 0.05)
|
||||
bt.parallel().tween_property(burst, "scale", Vector2(1.25, 1.25), 0.45).set_trans(Tween.TRANS_QUAD).set_ease(Tween.EASE_OUT)
|
||||
bt.tween_property(burst, "modulate:a", 0.0, 0.3)
|
||||
bt.tween_callback(burst.queue_free)
|
||||
|
||||
|
||||
## Einflug einer verdeckten Karte aus dem Pack auf ihren Platz, reihenweise gestaffelt.
|
||||
func fly_in(back: Control, target: Vector2, i: int, per_row: int) -> void:
|
||||
if not Style.animations:
|
||||
return
|
||||
back.position = fly_from - AREA.position - back.size / 2
|
||||
back.scale = Vector2(0.4, 0.4)
|
||||
var tw := create_tween().set_parallel()
|
||||
var delay := (i / per_row) * 0.1 + (i % per_row) * 0.03
|
||||
tw.tween_property(back, "position", target, 0.3).set_delay(delay).set_trans(Tween.TRANS_QUAD).set_ease(Tween.EASE_OUT)
|
||||
tw.tween_property(back, "scale", Vector2.ONE, 0.3).set_delay(delay).set_trans(Tween.TRANS_BACK).set_ease(Tween.EASE_OUT)
|
||||
|
||||
|
||||
## Platz der i-ten Karte: ein Pack fünf große in einer Reihe, sonst zehn kleine je Reihe.
|
||||
func slot_rect(i: int) -> Rect2:
|
||||
var single := cards.size() <= Profile.BOOSTER_SIZE
|
||||
var w := CARD_W if single else SMALL_W
|
||||
var h := CARD_H if single else SMALL_H
|
||||
var per_row := 5 if single else 10
|
||||
var gap := 20 if single else 12
|
||||
var x0 := (AREA.size.x - per_row * w - (per_row - 1) * gap) / 2
|
||||
var row_h := h + (60 if single else 44)
|
||||
return Rect2(x0 + (i % per_row) * (w + gap), 10 + (i / per_row) * row_h, w, h)
|
||||
|
||||
|
||||
## Fazit nach dem Aufdecken: neue Karten, Aufwertungen, Staub.
|
||||
func summary() -> String:
|
||||
if cards.is_empty() or revealed.size() < cards.size():
|
||||
return ""
|
||||
var fresh_n := 0
|
||||
var up := 0
|
||||
var dust := 0
|
||||
for res in cards:
|
||||
if res.get("new", false):
|
||||
fresh_n += 1
|
||||
elif res.upgraded:
|
||||
up += 1
|
||||
dust += int(res.dust)
|
||||
return tr("%d neu · %d aufgewertet · +%d Staub") % [fresh_n, up, dust]
|
||||
|
||||
|
||||
func refresh() -> void:
|
||||
var p: Profile = app.profile
|
||||
coins_label.text = "Münzen: %d" % p.coins
|
||||
b_buy.disabled = p.coins < Profile.BOOSTER_COST
|
||||
b_all.disabled = cards.is_empty() or revealed.size() >= 5
|
||||
var open: Array = p.unlocked_elements()
|
||||
var x0 := (1280 - open.size() * 220 - (open.size() - 1) * 10) / 2
|
||||
for e in pack_tiles:
|
||||
var tile: PackTile = pack_tiles[e]
|
||||
tile.locked = not p.booster_unlocked(e)
|
||||
tile.visible = not tile.locked
|
||||
if not tile.locked:
|
||||
tile.position = Vector2(x0 + open.find(e) * 230, 644)
|
||||
tile.hint = tr("%d Münzen") % p.pack_price(e)
|
||||
for k in QUANTITIES.size():
|
||||
tile.buy_buttons[k].disabled = tile.locked or p.coins < p.pack_price(e) * QUANTITIES[k]
|
||||
tile.pulse = e == last_pack and not cards.is_empty() and revealed.size() >= cards.size()
|
||||
tile.queue_redraw()
|
||||
b_all.disabled = cards.is_empty() or revealed.size() >= cards.size()
|
||||
summary_label.text = summary()
|
||||
Style.clear(slots)
|
||||
for i in 5:
|
||||
var single := cards.size() <= Profile.BOOSTER_SIZE
|
||||
var per_row := 5 if single else 10
|
||||
var n := maxi(cards.size(), Profile.BOOSTER_SIZE)
|
||||
var rows := (n + per_row - 1) / per_row
|
||||
slots.custom_minimum_size = Vector2(AREA.size.x, maxf(AREA.size.y, slot_rect(n - 1).end.y + 60))
|
||||
for i in n:
|
||||
var r := slot_rect(i)
|
||||
if cards.is_empty():
|
||||
Style.panel(slots, r, Style.PANEL, 8, Style.PANEL_LIGHT, 2)
|
||||
elif revealed.has(i):
|
||||
var c: Cards.Card = cards[i]
|
||||
var v := CardView.new(c, r.size)
|
||||
var res: Dictionary = cards[i]
|
||||
var c: Cards.Card = res.card
|
||||
var v := CardView.new(c.leveled(Cards.RARITIES.find(res.rarity)), r.size, false, res.rarity)
|
||||
v.position = r.position
|
||||
slots.add_child(v)
|
||||
Style.label(slots, c.rarity, 16, Cards.RARITY_COLORS[c.rarity], Rect2(r.position.x, r.end.y + 8, r.size.x, 24), "center", true)
|
||||
if new_ids.has(c.id):
|
||||
Style.label(slots, "Neu!", 16, Style.GREEN, Rect2(r.position.x, r.end.y + 32, r.size.x, 24), "center", true)
|
||||
if fresh.has(i):
|
||||
flip(v, fresh[i], res.rarity)
|
||||
var fs := 16 if single else 12
|
||||
Style.label(slots, tr(res.rarity), fs, Cards.RARITY_COLORS[res.rarity], Rect2(r.position.x - 10, r.end.y + 6, r.size.x + 20, 20), "center", true)
|
||||
var y2 := r.end.y + (30 if single else 24)
|
||||
if res.get("new", false):
|
||||
Style.label(slots, "Neu!", fs, Style.GOLD, Rect2(r.position.x, y2, r.size.x, 20), "center", true)
|
||||
elif res.upgraded:
|
||||
Style.label(slots, "Aufgewertet", fs, Style.GREEN, Rect2(r.position.x - 10, y2, r.size.x + 20, 20), "center", true)
|
||||
else:
|
||||
Style.label(slots, "jetzt %dx" % p.collection[c.id], 14, Style.MUTED, Rect2(r.position.x, r.end.y + 32, r.size.x, 24), "center")
|
||||
Style.label(slots, "+%d Staub" % res.dust, fs - 2, Style.MUTED, Rect2(r.position.x, y2, r.size.x, 20), "center")
|
||||
else:
|
||||
var back := CardBack.new(r.size)
|
||||
back.position = r.position
|
||||
back.pivot_offset = r.size / 2
|
||||
back.clicked.connect(reveal.bind(i))
|
||||
slots.add_child(back)
|
||||
if fly:
|
||||
fly_in(back, r.position, i, per_row)
|
||||
fly = false
|
||||
fresh = {}
|
||||
if rows > 0 and last_pack != "" and pack_tiles[last_pack].pulse and Style.animations:
|
||||
var tile: PackTile = pack_tiles[last_pack]
|
||||
var tw := tile.create_tween().set_loops(3)
|
||||
tw.tween_property(tile, "scale", Vector2(1.04, 1.04), 0.35).set_trans(Tween.TRANS_SINE).set_ease(Tween.EASE_IN_OUT)
|
||||
tw.tween_property(tile, "scale", Vector2.ONE, 0.35).set_trans(Tween.TRANS_SINE).set_ease(Tween.EASE_IN_OUT)
|
||||
+110
-41
@@ -1,57 +1,126 @@
|
||||
class_name CampaignScreen
|
||||
extends Control
|
||||
## Kampagne als Pfad: zehn Stationen je Kapitel (fünf Kapitel: Neutral, dann je ein Element),
|
||||
## darunter die gewählte Stufe im Detail.
|
||||
|
||||
var app
|
||||
var chapter := 1
|
||||
var selected := 0 # gewählte Stufe (Index über alle Kapitel)
|
||||
var perk_box: OptionButton
|
||||
var node_buttons: Array = []
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
var p: Profile = app.profile
|
||||
var col := Style.column(self, 1000, 24, 6)
|
||||
Style.clabel(col, "Kampagne", 36, Style.GOLD, "center", true)
|
||||
Style.clabel(col, "Zehn Magier warten. Jede Stufe bringt mehr Gegner an den Tisch, alle nach denselben Regeln.", 16, Style.MUTED)
|
||||
Style.spacer(col, 6)
|
||||
for i in Campaign.STAGES.size():
|
||||
var st: Dictionary = Campaign.STAGES[i]
|
||||
chapter = mini(Campaign.chapter(p.campaign_stage), Campaign.chapters())
|
||||
selected = mini(p.campaign_stage, Campaign.total() - 1)
|
||||
build()
|
||||
|
||||
|
||||
func build() -> void:
|
||||
Style.clear(self)
|
||||
node_buttons = []
|
||||
var p: Profile = app.profile
|
||||
Style.header(self, "Kampagne", func(): app.show_screen(MenuScreen.new()))
|
||||
var n := Campaign.STAGES_PER_CHAPTER
|
||||
var x := 40
|
||||
for c in Campaign.chapters():
|
||||
var b := Style.button(self, "Kapitel %d" % (c + 1), Rect2(x, 88, 96, 38), set_chapter.bind(c + 1), Style.PRIMARY if chapter == c + 1 else null)
|
||||
b.add_theme_font_size_override("font_size", 14)
|
||||
b.disabled = p.campaign_stage < c * n
|
||||
x += 104
|
||||
var element := Campaign.element_of(chapter)
|
||||
var round_text := tr(element) if chapter <= Campaign.CHAPTER_ELEMENTS.size() else tr("%s mit Effektkarten") % tr(element)
|
||||
Style.label(self, round_text, 20, Cards.ELEMENT_COLORS[element], Rect2(0, 136, 700, 30), "center", true)
|
||||
if p.perk_unlocked():
|
||||
Style.label(self, "Dein Merkmal:", 15, Style.MUTED, Rect2(740, 140, 150, 24), "right")
|
||||
perk_box = OptionButton.new()
|
||||
perk_box.position = Vector2(900, 132)
|
||||
perk_box.size = Vector2(340, 38)
|
||||
perk_box.add_item("keins")
|
||||
var keys: Array = Game.PERKS.keys()
|
||||
for k in keys:
|
||||
perk_box.add_item(Game.PERKS[k])
|
||||
perk_box.select(keys.find(p.perk) + 1 if p.perk != "" else 0)
|
||||
perk_box.item_selected.connect(func(i: int):
|
||||
p.perk = "" if i == 0 else keys[i - 1]
|
||||
app.save())
|
||||
add_child(perk_box)
|
||||
# Pfad mit Stationen
|
||||
var offset := (chapter - 1) * n
|
||||
var y := 190.0
|
||||
var step := (1280 - 200) / float(n - 1)
|
||||
var centers: Array[Vector2] = []
|
||||
for k in n:
|
||||
centers.append(Vector2(100 + k * step, y))
|
||||
var path := Control.new()
|
||||
path.mouse_filter = Control.MOUSE_FILTER_IGNORE
|
||||
path.draw.connect(func():
|
||||
for k in n - 1:
|
||||
var done: bool = offset + k + 1 <= p.campaign_stage
|
||||
path.draw_line(centers[k], centers[k + 1], Style.GREEN if done else Style.PANEL_LIGHT, 4.0))
|
||||
add_child(path)
|
||||
for k in n:
|
||||
var i := offset + k
|
||||
var done := i < p.campaign_stage
|
||||
var next := i == p.campaign_stage
|
||||
var panel := PanelContainer.new()
|
||||
panel.add_theme_stylebox_override("panel", Style.box(Style.PANEL if not done else Style.darker(Style.PANEL, 0.8), 6,
|
||||
Style.GOLD if next else null, 2 if next else 0))
|
||||
col.add_child(panel)
|
||||
var r := Style.row(panel, 12)
|
||||
r.custom_minimum_size = Vector2(0, 50)
|
||||
Style.clabel(r, str(i + 1), 20, Style.GOLD if next else Style.MUTED, "center", true, 40)
|
||||
Style.clabel(r, "%s · %s" % [st.name, st.title], 17, Style.TEXT if not done else Style.MUTED, "left", true, 300)
|
||||
var dots := Control.new()
|
||||
dots.custom_minimum_size = Vector2(60, 0)
|
||||
dots.mouse_filter = Control.MOUSE_FILTER_IGNORE
|
||||
var elems: Array = st.elements
|
||||
dots.draw.connect(func():
|
||||
for k in elems.size():
|
||||
dots.draw_circle(Vector2(10 + k * 18, dots.size.y / 2), 7, Cards.ELEMENT_COLORS[elems[k]]))
|
||||
r.add_child(dots)
|
||||
var table: String = "Duell" if st.extra == 0 else "%d am Tisch" % (st.extra + 2)
|
||||
Style.clabel(r, "%s · %d Münzen\n★ %s" % [table, st.reward, Game.PERKS[st.perk]], 13, Style.MUTED, "left", false, 300)
|
||||
if done:
|
||||
Style.clabel(r, "abgeschlossen", 14, Style.GREEN, "right", false, 110)
|
||||
Style.cbutton(r, "Wiederholen", Vector2(140, 38), _start.bind(i))
|
||||
elif next:
|
||||
Style.clabel(r, "", 14, Style.GREEN, "right", false, 110)
|
||||
Style.cbutton(r, "Kämpfen", Vector2(140, 38), _start.bind(i), Color("285a3c"))
|
||||
else:
|
||||
Style.clabel(r, "", 14, Style.GREEN, "right", false, 110)
|
||||
var b := Style.cbutton(r, "Gesperrt", Vector2(140, 38), func(): pass)
|
||||
b.disabled = true
|
||||
if p.campaign_stage >= Campaign.STAGES.size():
|
||||
Style.clabel(col, "Kampagne abgeschlossen. Der Archimagier ist besiegt!", 18, Style.GREEN, "center", true)
|
||||
Style.spacer(col, 4)
|
||||
var br := Style.row(col)
|
||||
br.alignment = BoxContainer.ALIGNMENT_CENTER
|
||||
Style.cbutton(br, "Zurück", Vector2(160, 44), func(): app.show_screen(MenuScreen.new()))
|
||||
var b := Button.new()
|
||||
b.text = str(i + 1)
|
||||
b.position = centers[k] - Vector2(24, 24)
|
||||
b.size = Vector2(48, 48)
|
||||
var base: Color = Style.PRIMARY if done else (Color("5a4628") if next else Style.PANEL)
|
||||
var edge: Color = Style.GOLD if i == selected else (Style.GREEN if done else Style.MUTED)
|
||||
b.add_theme_stylebox_override("normal", Style.box(base, 24, edge, 3 if i == selected else 2))
|
||||
b.add_theme_stylebox_override("hover", Style.box(Style.lighter(base), 24, edge, 3))
|
||||
b.add_theme_stylebox_override("pressed", Style.box(Style.darker(base), 24, edge, 3))
|
||||
b.add_theme_stylebox_override("disabled", Style.box(Style.darker(Style.PANEL, 0.8), 24, Style.PANEL_LIGHT, 2))
|
||||
b.add_theme_stylebox_override("focus", Style.box(Color(0, 0, 0, 0), 24, Style.GOLD, 3))
|
||||
b.disabled = i > p.campaign_stage
|
||||
b.pressed.connect(func():
|
||||
selected = i
|
||||
build())
|
||||
Style.juice(b)
|
||||
add_child(b)
|
||||
node_buttons.append(b)
|
||||
if next and Style.animations:
|
||||
b.pivot_offset = b.size / 2
|
||||
var tw := b.create_tween().set_loops()
|
||||
tw.tween_property(b, "scale", Vector2(1.1, 1.1), 0.6).set_trans(Tween.TRANS_SINE).set_ease(Tween.EASE_IN_OUT)
|
||||
tw.tween_property(b, "scale", Vector2.ONE, 0.6).set_trans(Tween.TRANS_SINE).set_ease(Tween.EASE_IN_OUT)
|
||||
# Gewählte Stufe
|
||||
var st := Campaign.stage(selected)
|
||||
var done := selected < p.campaign_stage
|
||||
var next := selected == p.campaign_stage
|
||||
Style.panel(self, Rect2(240, 270, 800, 300))
|
||||
Style.label(self, "%s · %s" % [st.name, st.title], 28, Style.TEXT, Rect2(270, 290, 740, 40), "center", true)
|
||||
Style.label(self, "%s · %s" % [tr("%d Leben") % int(st.life), tr("%d Münzen") % st.reward], 16, Style.MUTED, Rect2(270, 350, 740, 24), "center")
|
||||
var perks: Array = st.perks
|
||||
var py := 390
|
||||
for k in perks:
|
||||
Style.label(self, "★ " + tr(Game.PERKS[k]), 15, Style.GOLD, Rect2(270, py, 740, 22), "center")
|
||||
py += 24
|
||||
if done:
|
||||
Style.button(self, "Wiederholen", Rect2(540, 500, 200, 50), _start.bind(selected))
|
||||
elif next:
|
||||
var b := Style.button(self, "Kämpfen", Rect2(540, 500, 200, 50), _start.bind(selected), Style.PRIMARY)
|
||||
b.add_theme_font_size_override("font_size", 20)
|
||||
else:
|
||||
var b := Style.button(self, "Gesperrt", Rect2(540, 500, 200, 50), func(): pass)
|
||||
b.disabled = true
|
||||
if p.campaign_stage >= Campaign.total():
|
||||
Style.label(self, "Alle Kapitel abgeschlossen", 16, Style.GREEN, Rect2(0, 600, 1280, 24), "center", true)
|
||||
|
||||
|
||||
func set_chapter(c: int) -> void:
|
||||
chapter = c
|
||||
var p: Profile = app.profile
|
||||
var first := (c - 1) * Campaign.STAGES_PER_CHAPTER
|
||||
selected = p.campaign_stage if Campaign.chapter(mini(p.campaign_stage, Campaign.total() - 1)) == c else first
|
||||
build()
|
||||
|
||||
|
||||
func _start(stage: int) -> void:
|
||||
app.show_screen(BattleScreen.new(0, stage))
|
||||
app.show_screen(BattleScreen.new(stage))
|
||||
|
||||
|
||||
func _input(event: InputEvent) -> void:
|
||||
|
||||
+10
-14
@@ -1,14 +1,13 @@
|
||||
class_name CardGrid
|
||||
extends ScrollContainer
|
||||
## Scrollbares Kartenraster mit Beschriftung unter jeder Karte.
|
||||
## Scrollbares Kartenraster.
|
||||
|
||||
signal card_clicked(card: Cards.Card)
|
||||
signal card_hover(card: Cards.Card, entered: bool)
|
||||
|
||||
const COLS := 7
|
||||
const CW := 100
|
||||
const CH := 140
|
||||
const GAP := 12
|
||||
const COLS := 6
|
||||
const CW := 118
|
||||
const CH := 165
|
||||
const GAP := 10
|
||||
|
||||
var grid: GridContainer
|
||||
|
||||
@@ -17,6 +16,7 @@ func _init(rect: Rect2) -> void:
|
||||
position = rect.position
|
||||
size = rect.size
|
||||
horizontal_scroll_mode = ScrollContainer.SCROLL_MODE_DISABLED
|
||||
follow_focus = true # Gamepad: der fokussierten Karte hinterherscrollen
|
||||
grid = GridContainer.new()
|
||||
grid.columns = COLS
|
||||
grid.add_theme_constant_override("h_separation", GAP)
|
||||
@@ -24,20 +24,16 @@ func _init(rect: Rect2) -> void:
|
||||
add_child(grid)
|
||||
|
||||
|
||||
## cards: Karten; label_fn(card) -> String; dim_fn(card) -> bool
|
||||
func fill(cards: Array, label_fn: Callable, dim_fn: Callable) -> void:
|
||||
## cards: Karten; rarity_fn(card) -> String: die Stufe, die die Karte zeigt (Optik)
|
||||
func fill(cards: Array, rarity_fn: Callable) -> void:
|
||||
Style.clear(grid)
|
||||
for c in cards:
|
||||
var cell := Control.new()
|
||||
cell.custom_minimum_size = Vector2(CW, CH + 16)
|
||||
cell.custom_minimum_size = Vector2(CW, CH)
|
||||
cell.mouse_filter = Control.MOUSE_FILTER_IGNORE
|
||||
var v := CardView.new(c, Vector2(CW, CH))
|
||||
v.dim = dim_fn.call(c)
|
||||
var v := CardView.new(c, Vector2(CW, CH), true, rarity_fn.call(c))
|
||||
v.clicked.connect(func(_view): card_clicked.emit(c))
|
||||
v.hover.connect(func(card, entered): card_hover.emit(card, entered))
|
||||
cell.add_child(v)
|
||||
var text: String = label_fn.call(c)
|
||||
Style.label(cell, text, 12, Style.MUTED if v.dim else Style.TEXT, Rect2(0, CH + 1, CW, 16), "center")
|
||||
grid.add_child(cell)
|
||||
|
||||
|
||||
|
||||
+83
-37
@@ -1,65 +1,111 @@
|
||||
class_name CardView
|
||||
extends Control
|
||||
## Zeichnet eine Karte (Hand, Sammlung, Booster, Vorschau).
|
||||
## Oben Kosten (links) und Name, in der Mitte das Bild im Kreis, unten Angriff (links) und
|
||||
## Leben (rechts). Die Elemente färben den Hintergrund (verschmolzen: ein Streifen je Element),
|
||||
## das Bild trägt bei Verschmelzungen der stärkere Elternteil; die Seltenheit steckt in Name,
|
||||
## Bild, Werten und Rahmen (siehe Style).
|
||||
|
||||
signal clicked(view: CardView)
|
||||
signal pressed(view: CardView, pos: Vector2) # nur mit drag_enabled: der Kampf macht daraus Klick oder Ziehen
|
||||
signal hover(card: Cards.Card, entered: bool)
|
||||
|
||||
var card: Cards.Card
|
||||
var border = null # Color oder null (dann Seltenheitsfarbe)
|
||||
var border = null # Color oder null (dann Rahmen der Seltenheitsstufe)
|
||||
var rarity := "Common" # nur Optik
|
||||
var dim := false
|
||||
var lift := false # hebt sich beim Zeigen an (Hand)
|
||||
var drag_enabled := false # Hand im Kampf: Drücken meldet pressed statt clicked
|
||||
var drop := false # Ziel der gerade gezogenen Karte
|
||||
var marked := false # Haken: die Karte ist im Stapel (Deck)
|
||||
|
||||
|
||||
func _init(c: Cards.Card, sz: Vector2) -> void:
|
||||
## focusable: per Gamepad oder Tab anwählbar (Sammlung, Booster); A bzw. Enter wirkt wie ein Klick.
|
||||
func _init(c: Cards.Card, sz: Vector2, focusable: bool = false, rar: String = "Common") -> void:
|
||||
card = c
|
||||
rarity = rar
|
||||
set_process(Style.rarity_animated(rarity)) # bewegter Glanz
|
||||
custom_minimum_size = sz
|
||||
size = sz
|
||||
pivot_offset = sz / 2
|
||||
mouse_filter = Control.MOUSE_FILTER_STOP
|
||||
mouse_entered.connect(func(): hover.emit(card, true))
|
||||
mouse_exited.connect(func(): hover.emit(card, false))
|
||||
mouse_entered.connect(func():
|
||||
hover.emit(card, true)
|
||||
_lift(true))
|
||||
mouse_exited.connect(func():
|
||||
hover.emit(card, false)
|
||||
_lift(false))
|
||||
if focusable:
|
||||
focus_mode = Control.FOCUS_ALL
|
||||
focus_entered.connect(func():
|
||||
hover.emit(card, true)
|
||||
queue_redraw())
|
||||
focus_exited.connect(func():
|
||||
hover.emit(card, false)
|
||||
queue_redraw())
|
||||
|
||||
|
||||
func _lift(up: bool) -> void:
|
||||
if not lift or not Style.animations:
|
||||
return
|
||||
z_index = 1 if up else 0
|
||||
create_tween().tween_property(self, "scale", Vector2(1.07, 1.07) if up else Vector2.ONE, 0.1).set_trans(Tween.TRANS_QUAD).set_ease(Tween.EASE_OUT)
|
||||
|
||||
|
||||
func _process(_delta: float) -> void:
|
||||
queue_redraw()
|
||||
|
||||
|
||||
func _gui_input(event: InputEvent) -> void:
|
||||
if event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_LEFT:
|
||||
accept_event()
|
||||
if drag_enabled:
|
||||
pressed.emit(self, event.global_position)
|
||||
else:
|
||||
clicked.emit(self)
|
||||
elif has_focus() and event.is_action_pressed("ui_accept"):
|
||||
accept_event()
|
||||
clicked.emit(self)
|
||||
|
||||
|
||||
func _draw() -> void:
|
||||
var rect := Rect2(Vector2.ZERO, size)
|
||||
var big := size.x >= 180
|
||||
var mid := size.x >= 115
|
||||
var f_name := 18 if big else (14 if mid else 12)
|
||||
var f_text := 14 if big else (11 if mid else 10)
|
||||
var f_stat := 24 if big else (18 if mid else 15)
|
||||
var seed := hash(card.id)
|
||||
var frame: Color = border if border != null else Style.rarity_frame(rarity, seed)
|
||||
if rarity != "Common":
|
||||
Style.glow(self, rect, Style.rarity_color(rarity, seed), 8, 8 if size.x >= 180 else 6)
|
||||
Style.fill_elements(self, rect, card.elements, 8)
|
||||
var bcol: Color = border if border != null else Cards.RARITY_COLORS[card.rarity]
|
||||
Style.border(self, rect, bcol, 3 if big else 2, 8)
|
||||
# Kosten
|
||||
var r := 16 if big else 12
|
||||
var cc := Vector2(r + 4, r + 4)
|
||||
draw_circle(cc, r, Color("14141c"))
|
||||
Style.text(self, str(card.cost), f_stat, Style.GOLD, cc, "center", true)
|
||||
# Name und Kombo
|
||||
var nm := Style.fit(card.name, true, f_name, size.x - 2 * r - 12)
|
||||
Style.text(self, nm, f_name, Style.TEXT, Vector2(size.x / 2 + r / 2.0, 4), "midtop", true)
|
||||
if mid:
|
||||
var sub: String = (card.combo() + " · " + card.kind) if card.is_combo() else card.kind
|
||||
Style.text(self, sub, f_text, Color("e6e6e6"), Vector2(size.x / 2, 2 * r + 4), "midtop")
|
||||
# Bild
|
||||
var band_top: float = 2 * r + 4 + (f_text + 6 if mid else 0)
|
||||
var band_bottom: float = size.y * 0.42 - 4
|
||||
if band_bottom - band_top > 14:
|
||||
var gsize: float = minf(band_bottom - band_top, size.x * 0.42)
|
||||
Style.glyph(self, card, Vector2(size.x / 2, (band_top + band_bottom) / 2), gsize)
|
||||
# Textfeld
|
||||
var box := Rect2(6, size.y * 0.42, size.x - 12, size.y * 0.42)
|
||||
draw_rect(box, Color(0.06, 0.06, 0.09, 0.67))
|
||||
draw_multiline_string(Style.FONT, Vector2(box.position.x + 4, box.position.y + 4 + Style.FONT.get_ascent(f_text)),
|
||||
card.text(), HORIZONTAL_ALIGNMENT_LEFT, box.size.x - 8, f_text, 6 if big else 4, Style.TEXT)
|
||||
# Werte
|
||||
if card.is_creature():
|
||||
Style.text(self, str(card.attack), f_stat, Style.YELLOW, Vector2(10, size.y - 6), "bottomleft", true)
|
||||
Style.text(self, str(card.health), f_stat, Style.RED, Vector2(size.x - 10, size.y - 6), "bottomright", true)
|
||||
var big := size.x >= 180
|
||||
var mid := size.x >= 140
|
||||
var f_name := 17 if big else (14 if mid else 11)
|
||||
var f_stat := 20 if big else (17 if mid else 14)
|
||||
var r_cost := 17.0 if big else (14.0 if mid else 12.0)
|
||||
var r_stat := 18.0 if big else (15.0 if mid else 12.0)
|
||||
var pad := 8.0 if mid else 6.0
|
||||
var shiny := Style.rarity_stats_shiny(rarity)
|
||||
# Oben: Kosten links, daneben der Name; das Namensfeld ist genau so hoch wie der Kristall
|
||||
var top_h := r_cost * 2 + 4
|
||||
draw_rect(Rect2(2, 2, size.x - 4, top_h), Color(0.05, 0.05, 0.08, 0.6))
|
||||
Style.card_name(self, card.title(), f_name, rarity, Rect2(r_cost * 2 + 10, 2, size.x - r_cost * 2 - pad - 10, top_h), seed)
|
||||
# Mitte: das Bild im Kreis, so groß wie der Platz bis zu den Werten erlaubt
|
||||
var pic_top := top_h + 4
|
||||
var pic_bottom := size.y - r_stat - 4
|
||||
var r_pic := minf(size.x * 0.42, (pic_bottom - pic_top) / 2)
|
||||
Style.picture(self, card, Vector2(size.x / 2, (pic_top + pic_bottom) / 2), r_pic, rarity, seed)
|
||||
Style.rarity_sparkle(self, rect, rarity, seed) # vor den Werten, damit nichts die Zahlen überlagert
|
||||
# Unten: Angriff links, Leben rechts
|
||||
Style.stat_circle(self, Vector2(r_stat - 2, size.y - r_stat + 2), r_stat, str(card.attack), Style.AMBER, f_stat, Color.WHITE, shiny)
|
||||
Style.stat_circle(self, Vector2(size.x - r_stat + 2, size.y - r_stat + 2), r_stat, str(card.health), Style.LIFE, f_stat, Color.WHITE, shiny)
|
||||
Style.card_sheen(self, rect, rarity, seed)
|
||||
Style.border(self, rect, frame, 3 if big else 2, 8)
|
||||
Style.cost_crystal(self, Vector2(r_cost + 4, r_cost + 4), r_cost, card.cost, f_stat, shiny)
|
||||
if marked:
|
||||
var mc := Vector2(size.x / 2, size.y - r_stat + 2)
|
||||
draw_circle(mc, r_stat * 0.6, Style.GREEN)
|
||||
Style.text(self, "✓", f_stat - 4, Color.WHITE, mc, "center", true)
|
||||
if dim:
|
||||
draw_rect(rect, Color(0, 0, 0, 0.47))
|
||||
if has_focus():
|
||||
Style.border(self, rect, Style.GOLD, 4, 8)
|
||||
if drop:
|
||||
Style.border(self, rect, Style.GOLD, 5, 8)
|
||||
@@ -0,0 +1,70 @@
|
||||
class_name CheatScreen
|
||||
extends Control
|
||||
## Cheats zum Ausprobieren: Münzen, Staub, Level, Skills, Kampagnenkapitel und Sammlung direkt setzen.
|
||||
## Jeder Knopf speichert sofort; oben steht der aktuelle Stand.
|
||||
|
||||
var app
|
||||
var status_label: Label
|
||||
var msg_label: Label
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
Style.header(self, "Cheats", func(): app.show_screen(MenuScreen.new()))
|
||||
status_label = Style.label(self, "", 16, Style.GOLD, Rect2(40, 90, 1200, 48), "left", true)
|
||||
status_label.autowrap_mode = TextServer.AUTOWRAP_WORD
|
||||
var groups := [
|
||||
["Währung", [["+1.000 Münzen", func(): app.profile.coins += 1000], ["+10.000 Münzen", func(): app.profile.coins += 10000],
|
||||
["+1.000 Staub", func(): app.profile.dust += 1000], ["+10.000 Staub", func(): app.profile.dust += 10000]]],
|
||||
["Erfahrung", [["+1 Level", func(): app.profile.xp = Skills.xp_for_level(app.profile.player_level() + 1)],
|
||||
["+5 Level", func(): app.profile.xp = Skills.xp_for_level(app.profile.player_level() + 5)],
|
||||
["Skills zurücksetzen", func(): app.profile.skills = {}], ["Erfahrung auf 0", func():
|
||||
app.profile.xp = 0
|
||||
app.profile.skills = {}]]],
|
||||
["Kampagne", [["Kapitel 2 frei", func(): app.profile.campaign_stage = maxi(app.profile.campaign_stage, 10)],
|
||||
["Kapitel 3 frei", func(): app.profile.campaign_stage = maxi(app.profile.campaign_stage, 20)],
|
||||
["Kapitel 4 frei", func(): app.profile.campaign_stage = maxi(app.profile.campaign_stage, 30)],
|
||||
["Kapitel 5 frei", func(): app.profile.campaign_stage = maxi(app.profile.campaign_stage, 40)],
|
||||
["Werkstatt frei", func(): app.profile.campaign_stage = maxi(app.profile.campaign_stage, 50)],
|
||||
["Kampagne zurücksetzen", func(): app.profile.campaign_stage = 0]]],
|
||||
["Sammlung", [["Alle Karten (Common)", func(): _give_all(0)], ["Alle Karten Ultimate Rare", func(): _give_all(4)],
|
||||
["Eigene Karten +1 Stufe", func():
|
||||
for id in app.profile.collection:
|
||||
app.profile.collection[id] = mini(int(app.profile.collection[id]) + 1, Cards.RARITIES.size() - 1)],
|
||||
["Sammlung zurücksetzen", func(): app.profile.give_start()]]],
|
||||
]
|
||||
var y := 160
|
||||
for g in groups:
|
||||
Style.label(self, g[0], 18, Style.TEXT, Rect2(40, y, 200, 30), "left", true)
|
||||
var x := 250
|
||||
for entry in g[1]:
|
||||
var b := Style.button(self, entry[0], Rect2(x, y - 4, 160, 40), _apply.bind(entry[1]))
|
||||
b.add_theme_font_size_override("font_size", 13)
|
||||
x += 168
|
||||
y += 70
|
||||
msg_label = Style.label(self, "", 15, Style.GREEN, Rect2(40, y + 10, 1200, 24), "left")
|
||||
refresh()
|
||||
|
||||
|
||||
func _input(event: InputEvent) -> void:
|
||||
if event.is_action_pressed("ui_cancel"):
|
||||
app.show_screen(MenuScreen.new())
|
||||
|
||||
|
||||
## Alle Karten der Sammlung geben, in Stufe level; der Stapel bleibt.
|
||||
func _give_all(level: int) -> void:
|
||||
for c in Cards.all():
|
||||
app.profile.collection[c.id] = level
|
||||
|
||||
|
||||
func _apply(action: Callable) -> void:
|
||||
action.call()
|
||||
app.save()
|
||||
app.sfx.play("click")
|
||||
msg_label.text = tr("Gespeichert")
|
||||
refresh()
|
||||
|
||||
|
||||
func refresh() -> void:
|
||||
var p: Profile = app.profile
|
||||
status_label.text = tr("Münzen %d · Staub %d · EP %d (Level %d, %d Skillpunkte frei) · Kampagne %d/%d · Sammlung %d Karten, Stapel %d") % [
|
||||
p.coins, p.dust, p.xp, p.player_level(), p.skill_points(), p.campaign_stage, Campaign.total(), p.collection.size(), p.deck.size()]
|
||||
@@ -0,0 +1 @@
|
||||
uid://dluwr50n0sd17
|
||||
@@ -0,0 +1,175 @@
|
||||
class_name CollectionScreen
|
||||
extends Control
|
||||
## Sammlung: alle Karten des Spiels, die fehlenden abgedunkelt. Eigene Karten lassen sich
|
||||
## aufwerten (Staub) oder zerlegen (bringt Staub), fehlende herstellen (Staub).
|
||||
|
||||
var app
|
||||
var filter := ""
|
||||
var search := ""
|
||||
var selected: Cards.Card = null
|
||||
var grid: CardGrid
|
||||
var search_box: LineEdit
|
||||
var dust_label: Label
|
||||
var msg_label: Label
|
||||
var preview_holder: Control
|
||||
var info_label: Label
|
||||
var b_dismantle: Button
|
||||
var b_upgrade: Button
|
||||
var b_craft: Button
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
Style.header(self, "Sammlung", func(): app.show_screen(MenuScreen.new()))
|
||||
Style.button(self, "Alle", Rect2(40, 86, 60, 34), set_filter.bind(""))
|
||||
var filters: Array = app.profile.unlocked_elements() # nur Elemente offener Kapitel
|
||||
for i in filters.size():
|
||||
var e: String = filters[i]
|
||||
var fb := Style.button(self, e, Rect2(108 + i * 82, 86, 78, 34), set_filter.bind(e), Style.darker(Cards.ELEMENT_COLORS[e], 0.8))
|
||||
fb.add_theme_font_size_override("font_size", 14)
|
||||
search_box = LineEdit.new()
|
||||
search_box.position = Vector2(526, 86)
|
||||
search_box.size = Vector2(190, 34)
|
||||
search_box.placeholder_text = "Suche"
|
||||
search_box.text_changed.connect(func(t: String):
|
||||
search = t
|
||||
refresh())
|
||||
add_child(search_box)
|
||||
grid = CardGrid.new(Rect2(40, 132, CardGrid.COLS * (CardGrid.CW + CardGrid.GAP) + 10, 650))
|
||||
grid.card_clicked.connect(select)
|
||||
add_child(grid)
|
||||
Style.panel(self, Rect2(820, 86, 420, 696))
|
||||
dust_label = Style.chip(self, "", Rect2(860, 100, 340, 36), Style.BLUE)
|
||||
preview_holder = Control.new()
|
||||
preview_holder.mouse_filter = Control.MOUSE_FILTER_IGNORE
|
||||
add_child(preview_holder)
|
||||
info_label = Style.label(self, "", 15, Style.MUTED, Rect2(840, 476, 380, 30), "center")
|
||||
b_upgrade = Style.button(self, "", Rect2(840, 530, 380, 46), upgrade, Style.PRIMARY)
|
||||
b_dismantle = Style.button(self, "", Rect2(840, 586, 380, 46), dismantle, Color("5a3c28"))
|
||||
b_craft = Style.button(self, "", Rect2(840, 530, 380, 46), craft, Style.PRIMARY)
|
||||
msg_label = Style.label(self, "", 15, Style.GREEN, Rect2(840, 650, 380, 48), "center")
|
||||
refresh()
|
||||
|
||||
|
||||
func _input(event: InputEvent) -> void:
|
||||
if event.is_action_pressed("ui_cancel") and not search_box.has_focus():
|
||||
app.show_screen(MenuScreen.new())
|
||||
|
||||
|
||||
func set_filter(e: String) -> void:
|
||||
filter = e
|
||||
refresh()
|
||||
|
||||
|
||||
## Karten der offenen Elemente: eigene zuerst (höhere Stufen vorn), dann die fehlenden, sonst in
|
||||
## Kartenreihenfolge.
|
||||
func cards() -> Array:
|
||||
var out: Array = app.profile.unlocked_cards()
|
||||
if filter != "":
|
||||
out = out.filter(func(c): return filter in c.elements)
|
||||
if search != "":
|
||||
var q := search.to_lower()
|
||||
out = out.filter(func(c): return q in c.name.to_lower() or q in c.title().to_lower() or q in c.text().to_lower() or q in c.combo().to_lower())
|
||||
var p: Profile = app.profile
|
||||
var order := {}
|
||||
for i in out.size():
|
||||
order[out[i].id] = i
|
||||
out.sort_custom(func(a, b):
|
||||
if p.owns(a.id) != p.owns(b.id):
|
||||
return p.owns(a.id)
|
||||
return p.level(a.id) > p.level(b.id) if p.level(a.id) != p.level(b.id) else order[a.id] < order[b.id])
|
||||
return out
|
||||
|
||||
|
||||
func select(card: Cards.Card) -> void:
|
||||
selected = card
|
||||
msg_label.text = ""
|
||||
refresh()
|
||||
|
||||
|
||||
func say(m: String, ok: bool) -> void:
|
||||
msg_label.text = m
|
||||
msg_label.add_theme_color_override("font_color", Style.GREEN if ok else Style.RED)
|
||||
|
||||
|
||||
func upgrade() -> void:
|
||||
if selected == null:
|
||||
return
|
||||
var err: String = app.profile.upgrade(selected.id)
|
||||
if err == "":
|
||||
app.sfx.play("play")
|
||||
app.save()
|
||||
say(tr("%s ist jetzt %s") % [selected.title(), tr(app.profile.rarity(selected.id))], true)
|
||||
else:
|
||||
say(err, false)
|
||||
refresh()
|
||||
|
||||
|
||||
func dismantle() -> void:
|
||||
if selected == null:
|
||||
return
|
||||
var lvl: int = app.profile.level(selected.id)
|
||||
var err: String = app.profile.dismantle(selected.id)
|
||||
if err == "":
|
||||
app.sfx.play("click")
|
||||
app.save()
|
||||
say(tr("%s zerlegt (+%d Staub)") % [selected.title(), Profile.DUST_DISMANTLE[Cards.RARITIES[lvl]]], true)
|
||||
else:
|
||||
say(err, false)
|
||||
refresh()
|
||||
|
||||
|
||||
func craft() -> void:
|
||||
if selected == null:
|
||||
return
|
||||
var err: String = app.profile.craft(selected.id)
|
||||
if err == "":
|
||||
app.sfx.play("combo")
|
||||
app.save()
|
||||
say(tr("%s hergestellt") % selected.title(), true)
|
||||
else:
|
||||
say(err, false)
|
||||
refresh()
|
||||
|
||||
|
||||
func refresh() -> void:
|
||||
var p: Profile = app.profile
|
||||
dust_label.text = "Staub: %d" % p.dust
|
||||
var shown := cards()
|
||||
grid.fill(shown.map(func(c): return c.leveled(p.level(c.id))), func(c): return Cards.RARITIES[c.look])
|
||||
var views := grid.views()
|
||||
for i in views.size():
|
||||
views[i].dim = not p.owns(shown[i].id)
|
||||
Style.clear(preview_holder)
|
||||
b_craft.visible = false
|
||||
b_upgrade.visible = true
|
||||
b_dismantle.visible = true
|
||||
if selected == null:
|
||||
info_label.text = "Keine Karte gewählt"
|
||||
b_upgrade.text = "Aufwerten"
|
||||
b_dismantle.text = "Zerlegen"
|
||||
b_upgrade.disabled = true
|
||||
b_dismantle.disabled = true
|
||||
return
|
||||
var v := CardView.new(selected.leveled(p.level(selected.id)), Vector2(220, 308), false, p.rarity(selected.id))
|
||||
v.position = Vector2(920, 152)
|
||||
v.mouse_filter = Control.MOUSE_FILTER_IGNORE
|
||||
preview_holder.add_child(v)
|
||||
var lvl := p.level(selected.id)
|
||||
if not p.owns(selected.id):
|
||||
info_label.text = tr("Nicht in der Sammlung")
|
||||
b_upgrade.visible = false
|
||||
b_dismantle.visible = false
|
||||
b_craft.visible = true
|
||||
b_craft.text = tr("Herstellen (%d Staub)") % Profile.CRAFT_COST
|
||||
b_craft.disabled = p.dust < Profile.CRAFT_COST
|
||||
return
|
||||
info_label.text = "%s · %s" % [tr(selected.combo()), tr(p.rarity(selected.id))]
|
||||
if lvl >= Cards.RARITIES.size() - 1:
|
||||
b_upgrade.text = "Höchste Stufe"
|
||||
b_upgrade.disabled = true
|
||||
else:
|
||||
var next: String = Cards.RARITIES[lvl + 1]
|
||||
b_upgrade.text = "Aufwerten zu %s (%d Staub)" % [tr(next), Profile.DUST_UPGRADE[next]]
|
||||
b_upgrade.disabled = p.dust < Profile.DUST_UPGRADE[next]
|
||||
b_dismantle.text = "Zerlegen (+%d Staub)" % Profile.DUST_DISMANTLE[Cards.RARITIES[lvl]]
|
||||
b_dismantle.disabled = false
|
||||
@@ -0,0 +1 @@
|
||||
uid://dsqeag3p0ehbq
|
||||
+100
-52
@@ -2,7 +2,8 @@ class_name CreatureView
|
||||
extends Control
|
||||
## Zeichnet ein Wesen auf dem Feld. Bleibt über Zustandsänderungen bestehen (für Animationen).
|
||||
|
||||
signal clicked(view: CreatureView)
|
||||
signal pressed(view: CreatureView, pos: Vector2) # linke Maustaste gedrückt; der Kampf macht daraus Klick oder Ziehen
|
||||
signal double_clicked(view: CreatureView) # Doppelklick: eigenes Wesen greift das Leben des Gegners an
|
||||
signal hover(card: Cards.Card, entered: bool)
|
||||
|
||||
var creature: Game.Creature
|
||||
@@ -11,6 +12,11 @@ var width := 2
|
||||
var flash := false # kurz rot: wurde gerade angegriffen
|
||||
var slot: Vector2 # Zielposition im Raster
|
||||
var busy := false # wird gerade animiert (kein Neupositionieren)
|
||||
var matchup := 0 # fremdes Wesen: sein Konter gegen den gewählten Angreifer (Game.matchup_bonus); die Werte zeigen, was ihn erwartet
|
||||
var attack_shift := 0 # eigener Angreifer: Elementvorteil gegen das Ziel unter der Maus
|
||||
var doomed := false # stirbt bei dem Angriff, der gerade unter der Maus liegt
|
||||
var secret := false # verdecktes fremdes Wesen: nur der Rücken ist zu sehen
|
||||
var drop := false # Ziel der gerade gezogenen Karte
|
||||
|
||||
|
||||
func _init(cr: Game.Creature, sz: Vector2, b = null, w: int = 2) -> void:
|
||||
@@ -20,73 +26,115 @@ func _init(cr: Game.Creature, sz: Vector2, b = null, w: int = 2) -> void:
|
||||
custom_minimum_size = sz
|
||||
size = sz
|
||||
pivot_offset = sz / 2
|
||||
set_process(Style.rarity_animated(rarity())) # bewegter Glanz
|
||||
mouse_filter = Control.MOUSE_FILTER_STOP
|
||||
mouse_entered.connect(func(): hover.emit(creature.card, true))
|
||||
mouse_exited.connect(func(): hover.emit(creature.card, false))
|
||||
|
||||
|
||||
func _process(_delta: float) -> void:
|
||||
queue_redraw()
|
||||
|
||||
|
||||
func _gui_input(event: InputEvent) -> void:
|
||||
if event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_LEFT:
|
||||
accept_event()
|
||||
clicked.emit(self)
|
||||
if event.double_click:
|
||||
double_clicked.emit(self)
|
||||
else:
|
||||
pressed.emit(self, event.global_position)
|
||||
|
||||
|
||||
func rarity() -> String:
|
||||
var owner = creature.owner()
|
||||
return creature.card.rarity_in(owner.looks if owner != null else {})
|
||||
|
||||
|
||||
func _draw() -> void:
|
||||
var rect := Rect2(Vector2.ZERO, size)
|
||||
if secret:
|
||||
_draw_back(rect)
|
||||
_draw_drop()
|
||||
return
|
||||
var small := size.x < 100
|
||||
var mini := size.x < 60
|
||||
var rar := rarity()
|
||||
var seed := hash(creature.card.id) + creature.uid
|
||||
if rar != "Common":
|
||||
Style.glow(self, rect, Style.rarity_color(rar, seed), 6, 6)
|
||||
Style.fill_elements(self, rect, creature.card.elements, 6)
|
||||
var bcol: Color = border if border != null else Cards.RARITY_COLORS[creature.card.rarity]
|
||||
var bcol: Color = border if border != null else Style.rarity_frame(rar, seed)
|
||||
if flash:
|
||||
bcol = Style.RED
|
||||
var shiny := Style.rarity_stats_shiny(rar)
|
||||
# Oben: Kosten links, daneben der Name; das Namensfeld ist genau so hoch wie der Kristall
|
||||
var fs := 12 if small else 13
|
||||
var r_cost := 10.0 if small else 11.0
|
||||
var top_h := r_cost * 2 + 4
|
||||
draw_rect(Rect2(2, 2, size.x - 4, top_h), Color(0.05, 0.05, 0.08, 0.6))
|
||||
Style.card_name(self, creature.card.title(), fs, rar, Rect2(r_cost * 2 + 10, 2, size.x - r_cost * 2 - 16, top_h), seed)
|
||||
# Mitte: das Bild im Kreis; unten Angriff links, Leben rechts
|
||||
var r_stat := 12.0 if small else 14.0
|
||||
var pic_top := top_h + 4
|
||||
var pic_bottom := size.y - r_stat - 4
|
||||
var r_pic := minf(size.x * 0.42, (pic_bottom - pic_top) / 2)
|
||||
Style.picture(self, creature.card, Vector2(size.x / 2, (pic_top + pic_bottom) / 2), r_pic, rar, seed)
|
||||
# Unter dem Namen links die Eigenschaften (in der Farbe des Elements, das sie gibt)
|
||||
var icon := 6.0 if small else 7.0
|
||||
var y := top_h + 6 + icon
|
||||
for k in creature.keywords():
|
||||
var col := Color("f2f2f6")
|
||||
for e in creature.card.elements:
|
||||
if Cards.ELEMENT_KEYWORD.get(e, "") == k:
|
||||
col = Style.lighter(Cards.ELEMENT_COLORS[e], 0.45)
|
||||
Style.keyword_icon(self, k, Vector2(6 + icon, y), icon, col)
|
||||
y += icon * 2 + 6
|
||||
Style.rarity_sparkle(self, rect, rar, seed) # vor den Werten, damit nichts die Zahlen überlagert
|
||||
_draw_stats(15 if small else 17, r_stat, shiny)
|
||||
Style.card_sheen(self, rect, rar, seed)
|
||||
Style.border(self, rect, bcol, 4 if flash else width, 6)
|
||||
if mini:
|
||||
_draw_mini()
|
||||
return
|
||||
var fs := 11 if small else 13
|
||||
var nm := Style.fit(creature.name, true, fs, size.x - 6)
|
||||
Style.text(self, nm, fs, Style.TEXT, Vector2(size.x / 2, 4), "midtop", true)
|
||||
var badges: Array[String] = []
|
||||
if creature.taunt():
|
||||
badges.append("Wächter")
|
||||
if creature.shield:
|
||||
badges.append("Schild")
|
||||
if creature.attacks_per_turn() == 2:
|
||||
badges.append("x2")
|
||||
if creature.frozen:
|
||||
badges.append("Eis")
|
||||
if creature.resonance > 0:
|
||||
badges.append("Resonanz")
|
||||
var y := 18.0 if small else 22.0
|
||||
for b in badges:
|
||||
Style.text(self, b, 10 if small else 12, Color("ebebf5"), Vector2(size.x / 2, y), "midtop")
|
||||
y += 12 if small else 15
|
||||
var f := 16 if small else 20
|
||||
var atk_col := Style.GREEN if creature.resonance > 0 else Style.YELLOW
|
||||
Style.text(self, str(creature.power()), f, atk_col, Vector2(6, size.y - 4), "bottomleft", true)
|
||||
var hp_col := Style.RED if creature.health < creature.max_health else Color("ffc8c8")
|
||||
Style.text(self, str(creature.health), f, hp_col, Vector2(size.x - 6, size.y - 4), "bottomright", true)
|
||||
if creature.frozen:
|
||||
draw_rect(rect, Color(0.55, 0.78, 1.0, 0.35))
|
||||
Style.cost_crystal(self, Vector2(r_cost + 4, r_cost + 4), r_cost, creature.card.cost, 13, shiny)
|
||||
if creature.hidden:
|
||||
draw_rect(rect, Color(0.05, 0.05, 0.1, 0.55))
|
||||
Style.text_outlined(self, tr("verdeckt"), 12, Style.TEXT, Vector2(size.x / 2, size.y / 2), "center", 3)
|
||||
if doomed:
|
||||
draw_rect(Rect2(0, size.y * 0.5 - 12, size.x, 24), Color(0.05, 0.02, 0.02, 0.8))
|
||||
Style.text_outlined(self, tr("stirbt"), 14, Style.RED, Vector2(size.x / 2, size.y * 0.5), "center", 3)
|
||||
_draw_drop()
|
||||
|
||||
|
||||
## Sehr kleine Kacheln (4 oder 5 Gegner): nur Kürzel und Werte, Details per Vorschau oder Lupe.
|
||||
func _draw_mini() -> void:
|
||||
var letters: Array[String] = []
|
||||
if creature.taunt():
|
||||
letters.append("W")
|
||||
if creature.shield:
|
||||
letters.append("S")
|
||||
if creature.attacks_per_turn() == 2:
|
||||
letters.append("2")
|
||||
if creature.frozen:
|
||||
letters.append("E")
|
||||
if creature.resonance > 0:
|
||||
letters.append("R")
|
||||
Style.text(self, " ".join(letters), 10, Color("ebebf5"), Vector2(size.x / 2, 3), "midtop", true)
|
||||
var atk_col := Style.GREEN if creature.resonance > 0 else Style.YELLOW
|
||||
Style.text(self, str(creature.power()), 13, atk_col, Vector2(4, size.y - 2), "bottomleft", true)
|
||||
var hp_col := Style.RED if creature.health < creature.max_health else Color("ffc8c8")
|
||||
Style.text(self, str(creature.health), 13, hp_col, Vector2(size.x - 4, size.y - 2), "bottomright", true)
|
||||
if creature.frozen:
|
||||
draw_rect(Rect2(Vector2.ZERO, size), Color(0.55, 0.78, 1.0, 0.35))
|
||||
## Goldener Rahmen, solange eine Karte zum Verschmelzen darüber schwebt.
|
||||
func _draw_drop() -> void:
|
||||
if drop:
|
||||
Style.border(self, Rect2(Vector2.ZERO, size), Style.GOLD, 5, 6)
|
||||
|
||||
|
||||
## Verdecktes fremdes Wesen: ein Kartenrücken.
|
||||
func _draw_back(rect: Rect2) -> void:
|
||||
var bcol: Color = border if border != null else Style.GOLD
|
||||
if flash:
|
||||
bcol = Style.RED
|
||||
draw_style_box(Style.box(Color("3c285a"), 6, bcol, 4 if flash else maxi(width, 2)), rect)
|
||||
Style.border(self, rect.grow(-10), Color("5a3c82"), 2, 6)
|
||||
Style.text(self, "?", 36, Style.GOLD, size / 2, "center", true)
|
||||
|
||||
|
||||
## Angriff und Leben für den Angriff, der gerade vorbereitet wird. Fremdes Wesen bei gewähltem
|
||||
## Angreifer: sein Konter gegen ihn (im Nachteil 1 weniger, im Vorteil 1 mehr, auch bei 0 Angriff),
|
||||
## das Leben bleibt echt. Eigener Angreifer über einem Ziel: sein Angriff mit Elementvorteil.
|
||||
func shown_stats() -> Array:
|
||||
if matchup != 0:
|
||||
return [maxi(0, creature.power() + matchup), creature.health]
|
||||
if attack_shift != 0:
|
||||
return [maxi(0, creature.power() + attack_shift), creature.health]
|
||||
return [creature.power(), creature.health]
|
||||
|
||||
|
||||
## Angriff gelb, Leben blau; die Zahl wird grün, wenn sie für den aktuellen Angriff steigt, rot, wenn sie sinkt.
|
||||
func _draw_stats(f: int, r: float, shiny: bool) -> void:
|
||||
var shown := shown_stats()
|
||||
var atk: int = shown[0]
|
||||
var hp: int = shown[1]
|
||||
var atk_text := Style.GREEN if atk > creature.power() else (Style.RED if atk < creature.power() else Color.WHITE)
|
||||
var hp_text := Style.GREEN if hp > creature.health else (Style.RED if hp < creature.health else Color.WHITE)
|
||||
Style.stat_circle(self, Vector2(r - 1, size.y - r + 1), r, str(atk), Style.AMBER, f, atk_text, shiny)
|
||||
Style.stat_circle(self, Vector2(size.x - r + 1, size.y - r + 1), r, str(hp), Style.LIFE, f, hp_text, shiny)
|
||||
+207
-292
@@ -1,351 +1,266 @@
|
||||
class_name DeckScreen
|
||||
extends Control
|
||||
## Deckbau mit fünf Slots, Suche, Sortierung und fehlenden Karten.
|
||||
## Deck zusammenstellen: alle eigenen Karten im Raster (Filter nach Element und Mana, Stapelkarten
|
||||
## zuerst, dann höchste Stufen vorn), ein Klick nimmt eine Karte in den Stapel oder wieder heraus. Stapelkarten tragen einen Haken, die anderen sind
|
||||
## abgedunkelt. Rechts Stapelgröße, Stärke (mittlerer Kartenwert, 100 Grundkarten … 500 Ultimate
|
||||
## Rare), Manakurve, Elementanteile und die Vorschau der gezeigten Karte. Der Stapel hält DECK_MIN
|
||||
## bis DECK_MAX Karten; „Auffüllen“ nimmt die wertvollsten eigenen Karten des gewählten Filters.
|
||||
|
||||
const SORTS := ["Kosten", "Name", "Element", "Seltenheit"]
|
||||
const PREVIEW := Rect2(940, 362, 180, 252)
|
||||
const MAX_COST := 10
|
||||
|
||||
var app
|
||||
var slot := 0
|
||||
var deck: Array = []
|
||||
var filter := ""
|
||||
var search := ""
|
||||
var sort_mode := 0
|
||||
var show_missing := false
|
||||
var msg_label: Label
|
||||
var filter := "" # Element oder ""
|
||||
var cost_filter := -1 # Kosten 0 bis 9, MAX_COST für 10 und mehr, oder -1
|
||||
var grid: CardGrid
|
||||
var deck_list: Control
|
||||
var deck_label: Label
|
||||
var elems_label: Label
|
||||
var valid_label: Label
|
||||
var active_label: Label
|
||||
var curve: Control
|
||||
var preview: CardView
|
||||
var search_box: LineEdit
|
||||
var sort_box: OptionButton
|
||||
var missing_box: CheckButton
|
||||
var slot_buttons: Array = []
|
||||
var b_activate: Button
|
||||
var b_autofill: Button
|
||||
var name_box: LineEdit
|
||||
var all_button: Button
|
||||
var element_buttons := {} # Element -> Knopf mit Symbol
|
||||
var cost_buttons: Array = [] # je Kosten ein Knopf
|
||||
var count_label: Label
|
||||
var strength_label: Label
|
||||
var curve: CurveView
|
||||
var share: ElementShare
|
||||
var preview_holder: Control
|
||||
var shown_card: Cards.Card = null # Karte in der Vorschau
|
||||
var msg_label: Label
|
||||
|
||||
|
||||
class DeckRow extends Control:
|
||||
signal clicked(card)
|
||||
signal hover(card, entered: bool)
|
||||
var card: Cards.Card
|
||||
var count: int
|
||||
var lit := false
|
||||
## Filterknopf mit dem Symbol eines Elements.
|
||||
class ElementButton extends Button:
|
||||
var element: String
|
||||
|
||||
func _init(c: Cards.Card, n: int, sz: Vector2) -> void:
|
||||
card = c
|
||||
count = n
|
||||
size = sz
|
||||
custom_minimum_size = sz
|
||||
mouse_filter = Control.MOUSE_FILTER_STOP
|
||||
mouse_entered.connect(func():
|
||||
lit = true
|
||||
queue_redraw()
|
||||
hover.emit(card, true))
|
||||
mouse_exited.connect(func():
|
||||
lit = false
|
||||
queue_redraw()
|
||||
hover.emit(card, false))
|
||||
|
||||
func _gui_input(event: InputEvent) -> void:
|
||||
if event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_LEFT:
|
||||
accept_event()
|
||||
clicked.emit(card)
|
||||
func _init(e: String) -> void:
|
||||
element = e
|
||||
tooltip_text = tr(e)
|
||||
|
||||
func _draw() -> void:
|
||||
if lit:
|
||||
draw_style_box(Style.box(Style.PANEL_LIGHT, 4), Rect2(Vector2.ZERO, size))
|
||||
for k in card.elements.size():
|
||||
draw_circle(Vector2(10 + k * 12, size.y / 2), 7, Cards.ELEMENT_COLORS[card.elements[k]])
|
||||
Style.text(self, "%dx %s" % [count, card.name], 15, Style.TEXT, Vector2(40, size.y / 2), "midleft")
|
||||
Style.text(self, str(card.cost), 15, Style.GOLD, Vector2(size.x - 10, size.y / 2), "midright", true)
|
||||
Style.element_icon(self, element, size / 2, size.y * 0.6, Style.lighter(Cards.ELEMENT_COLORS[element], 0.4))
|
||||
|
||||
|
||||
class EnergyCurve extends Control:
|
||||
var cards: Array = []
|
||||
## Manakurve: ein Balken je Kosten 0 bis 9 und einer für 10 und mehr, mit der Zahl der Stapelkarten.
|
||||
class CurveView extends Control:
|
||||
var counts: Array = []
|
||||
|
||||
func _init(rect: Rect2) -> void:
|
||||
position = rect.position
|
||||
size = rect.size
|
||||
mouse_filter = Control.MOUSE_FILTER_IGNORE
|
||||
|
||||
func set_counts(c: Array) -> void:
|
||||
counts = c
|
||||
queue_redraw()
|
||||
|
||||
func _draw() -> void:
|
||||
Style.text(self, "Energiekurve", 12, Style.MUTED, Vector2(0, 0))
|
||||
var counts := {}
|
||||
for c in cards:
|
||||
var k: int = mini(c.cost, 8)
|
||||
counts[k] = counts.get(k, 0) + 1
|
||||
for i in range(1, 9):
|
||||
var n: int = counts.get(i, 0)
|
||||
var x := (i - 1) * 48
|
||||
draw_rect(Rect2(x, 104 - n * 5, 36, n * 5), Style.BLUE)
|
||||
if n > 0:
|
||||
Style.text(self, str(n), 11, Style.TEXT, Vector2(x + 18, 102 - n * 5), "midbottom")
|
||||
Style.text(self, str(i) + ("+" if i == 8 else ""), 12, Style.MUTED, Vector2(x + 18, 108), "midtop")
|
||||
var n := 11
|
||||
var gap := 4.0
|
||||
var bw := (size.x - gap * (n - 1)) / n
|
||||
var top := 16.0
|
||||
var base := size.y - 16.0
|
||||
var mx := 1
|
||||
for v in counts:
|
||||
mx = maxi(mx, int(v))
|
||||
for i in n:
|
||||
var v: int = int(counts[i]) if i < counts.size() else 0
|
||||
var x := i * (bw + gap)
|
||||
var h := (base - top) * v / mx
|
||||
draw_rect(Rect2(x, base - 2, bw, 2), Style.PANEL_LIGHT)
|
||||
if v > 0:
|
||||
draw_rect(Rect2(x, base - h, bw, h), Style.BLUE)
|
||||
Style.text(self, str(v), 11, Style.TEXT, Vector2(x + bw / 2, base - h - 8), "center", true)
|
||||
Style.text(self, str(i) if i < n - 1 else str(i) + "+", 11, Style.MUTED, Vector2(x + bw / 2, base + 8), "center")
|
||||
|
||||
|
||||
## Elementanteile des Stapels: je Element eine farbige Kachel mit der Kartenzahl.
|
||||
class ElementShare extends Control:
|
||||
var counts := {}
|
||||
|
||||
func _init(rect: Rect2) -> void:
|
||||
position = rect.position
|
||||
size = rect.size
|
||||
mouse_filter = Control.MOUSE_FILTER_IGNORE
|
||||
|
||||
func set_counts(c: Dictionary) -> void:
|
||||
counts = c
|
||||
queue_redraw()
|
||||
|
||||
func shown() -> Array:
|
||||
return ElementView.all().filter(func(e): return int(counts.get(e, 0)) > 0)
|
||||
|
||||
func _draw() -> void:
|
||||
var items := shown()
|
||||
if items.is_empty():
|
||||
return
|
||||
var w := size.x / items.size()
|
||||
for i in items.size():
|
||||
var e: String = items[i]
|
||||
var col: Color = Cards.ELEMENT_COLORS[e]
|
||||
var r := Rect2(i * w + 2, 0, w - 4, size.y)
|
||||
draw_style_box(Style.box(Color(col, 0.25), 6, Color(col, 0.7), 1), r)
|
||||
Style.text(self, "%s %d" % [tr(e), int(counts[e])], 12, Style.TEXT, r.get_center(), "center", true)
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
slot = app.profile.active_deck
|
||||
deck = app.profile.decks[slot].cards.duplicate()
|
||||
Style.label(self, "Deck bauen", 30, Style.GOLD, Rect2(20, 8, 400, 40), "left", true)
|
||||
Style.label(self, "Klick: Karte ins Deck. Klick in der Liste: Karte entfernen. Mausrad: scrollen.",
|
||||
14, Style.MUTED, Rect2(300, 18, 700, 24))
|
||||
Style.button(self, "Alle", Rect2(20, 55, 60, 34), set_filter.bind(""))
|
||||
for i in Cards.ELEMENTS.size():
|
||||
var e: String = Cards.ELEMENTS[i]
|
||||
Style.button(self, e, Rect2(88 + i * 76, 55, 70, 34), set_filter.bind(e), Style.darker(Cards.ELEMENT_COLORS[e], 0.8))
|
||||
search_box = LineEdit.new()
|
||||
search_box.position = Vector2(400, 55)
|
||||
search_box.size = Vector2(160, 34)
|
||||
search_box.placeholder_text = "Suche"
|
||||
search_box.text_changed.connect(func(t: String):
|
||||
search = t
|
||||
refresh())
|
||||
add_child(search_box)
|
||||
sort_box = OptionButton.new()
|
||||
sort_box.position = Vector2(570, 55)
|
||||
sort_box.size = Vector2(130, 34)
|
||||
for s in SORTS:
|
||||
sort_box.add_item(s)
|
||||
sort_box.item_selected.connect(func(i: int):
|
||||
sort_mode = i
|
||||
refresh())
|
||||
add_child(sort_box)
|
||||
missing_box = CheckButton.new()
|
||||
missing_box.position = Vector2(710, 58)
|
||||
missing_box.text = "Fehlende"
|
||||
missing_box.toggled.connect(func(on: bool):
|
||||
show_missing = on
|
||||
refresh())
|
||||
add_child(missing_box)
|
||||
grid = CardGrid.new(Rect2(20, 100, CardGrid.COLS * (CardGrid.CW + CardGrid.GAP) + 10, 690))
|
||||
grid.card_clicked.connect(add)
|
||||
grid.card_hover.connect(show_preview)
|
||||
Style.header(self, "Deck", func(): app.show_screen(MenuScreen.new()))
|
||||
all_button = Style.button(self, "Alle", Rect2(40, 86, 60, 34), set_filter.bind(""))
|
||||
var filters: Array = Cards.ELEMENTS + [Cards.NEUTRAL]
|
||||
for i in filters.size():
|
||||
var e: String = filters[i]
|
||||
var fb := ElementButton.new(e)
|
||||
fb.position = Vector2(108 + i * 40, 86)
|
||||
fb.size = Vector2(34, 34)
|
||||
fb.pressed.connect(set_filter.bind(e))
|
||||
Style.juice(fb)
|
||||
add_child(fb)
|
||||
element_buttons[e] = fb
|
||||
for c in MAX_COST + 1:
|
||||
var cb := Style.button(self, str(c) if c < MAX_COST else str(c) + "+", Rect2(330 + c * 40, 86, 36, 34), set_cost.bind(c))
|
||||
cb.add_theme_font_size_override("font_size", 14)
|
||||
cost_buttons.append(cb)
|
||||
grid = CardGrid.new(Rect2(40, 132, CardGrid.COLS * (CardGrid.CW + CardGrid.GAP) + 10, 650))
|
||||
grid.card_clicked.connect(toggle)
|
||||
add_child(grid)
|
||||
# Rechte Seite: Slots, Deckliste, Kurve
|
||||
Style.panel(self, Rect2(845, 50, 420, 680))
|
||||
for i in Profile.DECK_SLOTS:
|
||||
slot_buttons.append(Style.button(self, str(i + 1), Rect2(860 + i * 46, 58, 40, 32), select_slot.bind(i)))
|
||||
b_activate = Style.button(self, "Aktiv setzen", Rect2(1100, 58, 150, 32), activate)
|
||||
name_box = LineEdit.new()
|
||||
name_box.position = Vector2(860, 98)
|
||||
name_box.size = Vector2(200, 30)
|
||||
name_box.max_length = 20
|
||||
name_box.text_submitted.connect(func(t: String): rename(t))
|
||||
name_box.focus_exited.connect(func(): rename(name_box.text))
|
||||
add_child(name_box)
|
||||
deck_label = Style.label(self, "", 22, Style.TEXT, Rect2(1070, 98, 120, 30), "left", true)
|
||||
active_label = Style.label(self, "", 14, Style.GREEN, Rect2(1180, 104, 75, 24), "right")
|
||||
b_autofill = Style.button(self, "Auto-Ausfüllen", Rect2(1100, 154, 150, 26), autofill)
|
||||
b_autofill.add_theme_font_size_override("font_size", 13)
|
||||
elems_label = Style.label(self, "", 16, Style.MUTED, Rect2(860, 130, 390, 24))
|
||||
valid_label = Style.label(self, "", 14, Style.GREEN, Rect2(860, 156, 235, 22))
|
||||
deck_list = Control.new()
|
||||
deck_list.position = Vector2(860, 182)
|
||||
deck_list.mouse_filter = Control.MOUSE_FILTER_IGNORE
|
||||
add_child(deck_list)
|
||||
curve = EnergyCurve.new()
|
||||
curve.position = Vector2(860, 604)
|
||||
curve.size = Vector2(400, 125)
|
||||
curve.mouse_filter = Control.MOUSE_FILTER_IGNORE
|
||||
Style.panel(self, Rect2(820, 86, 420, 696))
|
||||
count_label = Style.chip(self, "", Rect2(860, 100, 340, 36), Style.BLUE)
|
||||
strength_label = Style.chip(self, "", Rect2(860, 144, 340, 36), Style.GOLD)
|
||||
Style.label(self, "Manakurve", 13, Style.MUTED, Rect2(850, 190, 360, 20), "center")
|
||||
curve = CurveView.new(Rect2(850, 212, 360, 100))
|
||||
add_child(curve)
|
||||
msg_label = Style.label(self, "", 16, Style.GREEN, Rect2(860, 736, 400, 24))
|
||||
Style.button(self, "Speichern", Rect2(860, 740, 180, 44), save_deck, Color("285a3c"))
|
||||
Style.button(self, "Leeren", Rect2(1050, 740, 90, 44), clear_deck)
|
||||
Style.button(self, "Zurück", Rect2(1150, 740, 110, 44), func(): app.show_screen(MenuScreen.new()))
|
||||
preview = CardView.new(Cards.all()[0], Vector2(200, 280))
|
||||
preview.mouse_filter = Control.MOUSE_FILTER_IGNORE
|
||||
preview.visible = false
|
||||
add_child(preview)
|
||||
share = ElementShare.new(Rect2(850, 322, 360, 30))
|
||||
add_child(share)
|
||||
preview_holder = Control.new()
|
||||
preview_holder.mouse_filter = Control.MOUSE_FILTER_IGNORE
|
||||
add_child(preview_holder)
|
||||
Style.button(self, "Auffüllen", Rect2(840, 626, 380, 44), fill_up, Style.PRIMARY)
|
||||
Style.button(self, "Leeren", Rect2(840, 678, 380, 40), clear_deck)
|
||||
msg_label = Style.label(self, "", 14, Style.MUTED, Rect2(840, 726, 380, 48), "center")
|
||||
msg_label.autowrap_mode = TextServer.AUTOWRAP_WORD
|
||||
refresh()
|
||||
|
||||
|
||||
func _input(event: InputEvent) -> void:
|
||||
if event is InputEventKey and event.pressed and event.keycode == KEY_ESCAPE and not search_box.has_focus() and not name_box.has_focus():
|
||||
if event.is_action_pressed("ui_cancel"):
|
||||
app.show_screen(MenuScreen.new())
|
||||
|
||||
|
||||
func _process(_delta: float) -> void:
|
||||
if preview.visible:
|
||||
var pos := get_local_mouse_position() + Vector2(16, 16)
|
||||
pos.x = clampf(pos.x, 0, 1280 - preview.size.x)
|
||||
pos.y = clampf(pos.y, 0, 800 - preview.size.y)
|
||||
preview.position = pos
|
||||
|
||||
|
||||
func set_filter(e: String) -> void:
|
||||
filter = e
|
||||
refresh()
|
||||
|
||||
|
||||
func select_slot(i: int) -> void:
|
||||
slot = i
|
||||
deck = app.profile.decks[slot].cards.duplicate()
|
||||
say("", true)
|
||||
## Manafilter: derselbe Knopf noch einmal hebt ihn auf.
|
||||
func set_cost(c: int) -> void:
|
||||
cost_filter = -1 if cost_filter == c else c
|
||||
refresh()
|
||||
|
||||
|
||||
func rename(t: String) -> void:
|
||||
if t.strip_edges() == app.profile.deck_name(slot):
|
||||
return
|
||||
var err: String = app.profile.rename_deck(slot, t)
|
||||
## Hebt den aktiven Filterknopf hervor.
|
||||
func _mark(b: Button, active: bool, base: Color) -> void:
|
||||
b.add_theme_stylebox_override("normal", Style.box(Style.lighter(base) if active else base, 8, Style.GOLD if active else Style.MUTED, 2 if active else 1))
|
||||
b.add_theme_stylebox_override("hover", Style.box(Style.lighter(base), 8, Style.GOLD if active else Style.MUTED, 2))
|
||||
b.add_theme_stylebox_override("pressed", Style.box(Style.darker(base), 8, Style.GOLD if active else Style.MUTED, 2))
|
||||
|
||||
|
||||
func toggle(card: Cards.Card) -> void:
|
||||
var err: String = app.profile.toggle_deck(card.id)
|
||||
say(err)
|
||||
if err == "":
|
||||
app.sfx.play("click")
|
||||
app.save()
|
||||
say("Umbenannt in %s" % app.profile.deck_name(slot), true)
|
||||
else:
|
||||
say(err, false)
|
||||
refresh()
|
||||
|
||||
|
||||
func autofill() -> void:
|
||||
app.profile.decks[slot].cards = deck.duplicate()
|
||||
var err: String = app.profile.autofill_deck(slot)
|
||||
deck = app.profile.decks[slot].cards.duplicate()
|
||||
if err == "":
|
||||
app.save()
|
||||
say("Aufgefüllt und gespeichert", true)
|
||||
else:
|
||||
say(err, false)
|
||||
refresh()
|
||||
## Fehler rot, sonst der Hinweis.
|
||||
func say(err: String) -> void:
|
||||
msg_label.text = tr(err) if err != "" else tr("Klick auf eine Karte: rein oder raus.")
|
||||
msg_label.add_theme_color_override("font_color", Style.RED if err != "" else Style.MUTED)
|
||||
|
||||
|
||||
func activate() -> void:
|
||||
var ok: Array = Game.validate_deck(deck_cards(), app.profile.collection)
|
||||
if not ok[0]:
|
||||
say("Erst ein spielbares Deck speichern", false)
|
||||
return
|
||||
app.profile.decks[slot].cards = deck.duplicate()
|
||||
app.profile.active_deck = slot
|
||||
app.save()
|
||||
say("%s ist jetzt das aktive Deck" % app.profile.deck_name(slot), true)
|
||||
refresh()
|
||||
|
||||
|
||||
## Karten der Sammlung (oder alle, wenn Fehlende gezeigt werden), gefiltert und sortiert.
|
||||
func cards() -> Array:
|
||||
var out: Array = Cards.all().duplicate() if show_missing else app.profile.owned_cards()
|
||||
## Füllt mit den wertvollsten eigenen Karten des gewählten Filters bis zum Höchstwert auf.
|
||||
func fill_up() -> void:
|
||||
var p: Profile = app.profile
|
||||
var pool: Array = p.collection.keys()
|
||||
if filter != "":
|
||||
out = out.filter(func(c): return filter in c.elements)
|
||||
if search != "":
|
||||
var q := search.to_lower()
|
||||
out = out.filter(func(c): return q in c.name.to_lower() or q in c.text().to_lower() or q in c.combo().to_lower())
|
||||
match sort_mode:
|
||||
0:
|
||||
out.sort_custom(func(a, b): return a.cost < b.cost or (a.cost == b.cost and a.name < b.name))
|
||||
1:
|
||||
out.sort_custom(func(a, b): return a.name < b.name)
|
||||
3:
|
||||
out.sort_custom(func(a, b):
|
||||
var ra := Cards.RARITIES.find(a.rarity)
|
||||
var rb := Cards.RARITIES.find(b.rarity)
|
||||
return ra > rb or (ra == rb and a.cost < b.cost))
|
||||
return out
|
||||
|
||||
|
||||
func say(m: String, ok: bool) -> void:
|
||||
msg_label.text = m
|
||||
msg_label.add_theme_color_override("font_color", Style.GREEN if ok else Style.RED)
|
||||
|
||||
|
||||
func add(card: Cards.Card) -> void:
|
||||
var owned: int = app.profile.collection.get(card.id, 0)
|
||||
var have := deck.count(card.id)
|
||||
if owned == 0:
|
||||
say("%s fehlt in deiner Sammlung (Werkstatt)" % card.name, false)
|
||||
elif deck.size() >= Game.DECK_SIZE:
|
||||
say("Das Deck ist voll (%d)" % Game.DECK_SIZE, false)
|
||||
elif have >= mini(owned, Game.MAX_COPIES):
|
||||
say("Nicht mehr Kopien möglich (max. %d)" % mini(owned, Game.MAX_COPIES), false)
|
||||
else:
|
||||
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:
|
||||
say("Höchstens %d Elemente im Deck" % Game.MAX_DECK_ELEMENTS, false)
|
||||
else:
|
||||
deck.append(card.id)
|
||||
app.sfx.play("click")
|
||||
say("", true)
|
||||
refresh()
|
||||
|
||||
|
||||
func remove(card: Cards.Card) -> void:
|
||||
deck.erase(card.id)
|
||||
say("", true)
|
||||
pool = pool.filter(func(id): return filter in Cards.by_id(id).elements)
|
||||
p.deck = DeckGen.fill(p.deck, pool, Game.DECK_MAX, p.collection)
|
||||
app.save()
|
||||
refresh()
|
||||
|
||||
|
||||
func clear_deck() -> void:
|
||||
deck = []
|
||||
app.profile.deck = []
|
||||
app.save()
|
||||
refresh()
|
||||
|
||||
|
||||
func save_deck() -> void:
|
||||
var ok: Array = Game.validate_deck(deck_cards(), app.profile.collection)
|
||||
if ok[0]:
|
||||
app.profile.decks[slot].cards = deck.duplicate()
|
||||
app.save()
|
||||
say("%s gespeichert" % app.profile.deck_name(slot), true)
|
||||
else:
|
||||
say(ok[1], false)
|
||||
refresh()
|
||||
## Sortierschlüssel einer Karte: im Stapel zuerst, dann höchste Stufen vorn, dann Kosten, dann ID.
|
||||
func sort_key(c: Cards.Card) -> Array:
|
||||
var p: Profile = app.profile
|
||||
return [0 if c.id in p.deck else 1, -p.level(c.id), c.cost, c.id]
|
||||
|
||||
|
||||
func deck_cards() -> Array:
|
||||
var out := []
|
||||
for cid in deck:
|
||||
out.append(Cards.by_id(cid))
|
||||
## Eigene Karten nach Element- und Manafilter, sortiert (sort_key).
|
||||
func cards() -> Array:
|
||||
var p: Profile = app.profile
|
||||
var out: Array = p.collection.keys().map(func(id): return Cards.by_id(id))
|
||||
if filter != "":
|
||||
out = out.filter(func(c): return filter in c.elements)
|
||||
if cost_filter >= 0:
|
||||
out = out.filter(func(c): return c.cost == cost_filter or (cost_filter == MAX_COST and c.cost > MAX_COST))
|
||||
out.sort_custom(func(a, b): return sort_key(a) < sort_key(b))
|
||||
return out
|
||||
|
||||
|
||||
func show_preview(card: Cards.Card, entered: bool) -> void:
|
||||
if entered:
|
||||
preview.card = card
|
||||
preview.visible = true
|
||||
preview.queue_redraw()
|
||||
elif preview.card == card:
|
||||
preview.visible = false
|
||||
## Vorschau der gezeigten Karte in ihrer Stufe.
|
||||
func show_card(card: Cards.Card) -> void:
|
||||
var p: Profile = app.profile
|
||||
shown_card = card
|
||||
Style.clear(preview_holder)
|
||||
var v := CardView.new(card.leveled(p.level(card.id)), PREVIEW.size, false, p.rarity(card.id))
|
||||
v.position = PREVIEW.position
|
||||
v.mouse_filter = Control.MOUSE_FILTER_IGNORE
|
||||
preview_holder.add_child(v)
|
||||
|
||||
|
||||
func refresh() -> void:
|
||||
var p: Profile = app.profile
|
||||
grid.fill(cards(),
|
||||
func(c):
|
||||
var owned: int = p.collection.get(c.id, 0)
|
||||
return "fehlt" if owned == 0 else "%d/%d im Deck" % [deck.count(c.id), owned],
|
||||
func(c):
|
||||
var owned: int = p.collection.get(c.id, 0)
|
||||
return owned == 0 or deck.count(c.id) >= mini(owned, Game.MAX_COPIES))
|
||||
for i in slot_buttons.size():
|
||||
var b: Button = slot_buttons[i]
|
||||
var col: Color = Style.GOLD if i == slot else (Style.GREEN if p.deck_valid(i)[0] else Style.MUTED)
|
||||
b.add_theme_stylebox_override("normal", Style.box(Style.PANEL_LIGHT if i != slot else Style.darker(Style.GOLD, 0.45), 6, col, 2))
|
||||
b.add_theme_stylebox_override("hover", Style.box(Style.lighter(Style.PANEL_LIGHT), 6, col, 2))
|
||||
active_label.text = "aktiv" if slot == p.active_deck else ""
|
||||
# Deckliste
|
||||
Style.clear(deck_list)
|
||||
var counts := {}
|
||||
for cid in deck:
|
||||
counts[cid] = counts.get(cid, 0) + 1
|
||||
var listed: Array = counts.keys().map(func(cid): return Cards.by_id(cid))
|
||||
listed.sort_custom(func(a, b): return a.cost < b.cost or (a.cost == b.cost and a.name < b.name))
|
||||
for i in listed.size():
|
||||
var c: Cards.Card = listed[i]
|
||||
var row := DeckRow.new(c, counts[c.id], Vector2(400, 20))
|
||||
row.position = Vector2(0, i * 21)
|
||||
row.clicked.connect(remove)
|
||||
row.hover.connect(show_preview)
|
||||
deck_list.add_child(row)
|
||||
var dc := deck_cards()
|
||||
if not name_box.has_focus():
|
||||
name_box.text = p.deck_name(slot)
|
||||
deck_label.text = "%d/%d" % [deck.size(), Game.DECK_SIZE]
|
||||
deck_label.add_theme_color_override("font_color", Style.GREEN if deck.size() == Game.DECK_SIZE else Style.TEXT)
|
||||
var elems := Game.deck_elements(dc)
|
||||
elems.sort_custom(func(a, b): return Cards.ELEMENTS.find(a) < Cards.ELEMENTS.find(b))
|
||||
elems_label.text = "Elemente: " + (", ".join(elems) if not elems.is_empty() else "–")
|
||||
var ok: Array = Game.validate_deck(dc, p.collection)
|
||||
valid_label.text = "spielbar" if ok[0] else ok[1]
|
||||
valid_label.add_theme_color_override("font_color", Style.GREEN if ok[0] else Style.ORANGE)
|
||||
curve.cards = dc
|
||||
curve.queue_redraw()
|
||||
count_label.text = tr("Stapel: %d Karten (%d bis %d)") % [p.deck.size(), Game.DECK_MIN, Game.DECK_MAX]
|
||||
count_label.add_theme_color_override("font_color", Style.RED if p.deck.size() < Game.DECK_MIN else Style.BLUE)
|
||||
strength_label.text = tr("Stärke %d") % DeckGen.strength(p.deck, p.collection)
|
||||
_mark(all_button, filter == "", Style.PANEL_LIGHT)
|
||||
var open: Array = p.unlocked_elements() # nur Elemente offener Kapitel
|
||||
for e in element_buttons:
|
||||
var eb: Button = element_buttons[e]
|
||||
eb.visible = e in open
|
||||
if eb.visible:
|
||||
eb.position = Vector2(108 + open.find(e) * 40, 86)
|
||||
_mark(eb, filter == e, Style.darker(Cards.ELEMENT_COLORS[e], 0.8))
|
||||
for c in cost_buttons.size():
|
||||
_mark(cost_buttons[c], cost_filter == c, Style.PANEL_LIGHT)
|
||||
var counts := []
|
||||
counts.resize(11)
|
||||
counts.fill(0)
|
||||
var per_element := {}
|
||||
for id in p.deck:
|
||||
var c := Cards.by_id(id)
|
||||
counts[mini(c.cost, MAX_COST)] += 1
|
||||
per_element[c.elements[0]] = int(per_element.get(c.elements[0], 0)) + 1
|
||||
curve.set_counts(counts)
|
||||
share.set_counts(per_element)
|
||||
if msg_label.text == "":
|
||||
say("")
|
||||
var shown := cards()
|
||||
grid.fill(shown.map(func(c): return c.leveled(p.level(c.id))), func(c): return Cards.RARITIES[c.look])
|
||||
var views := grid.views()
|
||||
for i in views.size():
|
||||
var in_deck: bool = shown[i].id in p.deck
|
||||
views[i].dim = not in_deck
|
||||
views[i].marked = in_deck
|
||||
views[i].hover.connect(func(c, entered):
|
||||
if entered:
|
||||
show_card(c))
|
||||
if shown_card != null and p.owns(shown_card.id):
|
||||
show_card(shown_card)
|
||||
elif shown.is_empty():
|
||||
Style.clear(preview_holder)
|
||||
else:
|
||||
show_card(shown[0])
|
||||
@@ -1 +1 @@
|
||||
uid://yg8pbj56mib5
|
||||
uid://ctt36od26uyea
|
||||
@@ -0,0 +1,65 @@
|
||||
class_name ElementView
|
||||
extends Control
|
||||
## Elementpaare einer Seite als Liste neben ihrem Brett. Es stehen nur Elemente mit offenen Wesen
|
||||
## da: je Zeile Name, zweimal das Symbol seines Sondereffekts (leuchtend je offenem Wesen, beide:
|
||||
## Effekt aktiv; Neutral hat keinen) und die Zahl der offenen Wesen.
|
||||
|
||||
const ROW := 32.0
|
||||
|
||||
var own := {} # offene eigene Wesen je Element
|
||||
|
||||
|
||||
func _init(rect: Rect2) -> void:
|
||||
position = rect.position
|
||||
size = rect.size
|
||||
mouse_filter = Control.MOUSE_FILTER_IGNORE
|
||||
for e in all():
|
||||
own[e] = 0
|
||||
|
||||
|
||||
static func all() -> Array:
|
||||
return Cards.ELEMENTS + [Cards.NEUTRAL]
|
||||
|
||||
|
||||
func update_from(_g: Game, me: Game.Player) -> void:
|
||||
for e in all():
|
||||
own[e] = me.element_count(e) if me != null else 0
|
||||
queue_redraw()
|
||||
|
||||
|
||||
func paired(e: String) -> bool:
|
||||
return Cards.ELEMENT_KEYWORD.has(e) and int(own.get(e, 0)) >= Game.ELEMENT_PAIR
|
||||
|
||||
|
||||
## Elemente mit offenen Wesen.
|
||||
func shown() -> Array:
|
||||
return all().filter(func(e): return int(own.get(e, 0)) > 0)
|
||||
|
||||
|
||||
## Der Inhalt als Text (Tests, Protokoll): Element und offene Wesen, dazu der Effekt.
|
||||
func text() -> String:
|
||||
var parts: Array[String] = []
|
||||
for e in shown():
|
||||
var s := "%s %d" % [tr(e), int(own.get(e, 0))]
|
||||
if paired(e):
|
||||
s += " (%s)" % tr(Cards.ELEMENT_KEYWORD[e])
|
||||
parts.append(s)
|
||||
return " · ".join(parts)
|
||||
|
||||
|
||||
func _draw() -> void:
|
||||
var y := ROW / 2
|
||||
for e in shown():
|
||||
var col: Color = Cards.ELEMENT_COLORS[e]
|
||||
var active := paired(e)
|
||||
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))
|
||||
var px := 10.0
|
||||
Style.text(self, tr(e), 13, Style.TEXT if active else Style.MUTED, Vector2(px, y), "midleft", active)
|
||||
px = 76
|
||||
if Cards.ELEMENT_KEYWORD.has(e):
|
||||
for k in Game.ELEMENT_PAIR:
|
||||
var filled := k < int(own.get(e, 0))
|
||||
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))
|
||||
px += Game.ELEMENT_PAIR * 24 + 8
|
||||
Style.text(self, str(int(own.get(e, 0))), 15, Style.lighter(col, 0.45), Vector2(px, y), "midleft", true)
|
||||
y += ROW
|
||||
@@ -0,0 +1 @@
|
||||
uid://c2tr1bg65rhk6
|
||||
@@ -1,111 +0,0 @@
|
||||
class_name HotseatScreen
|
||||
extends Control
|
||||
## Lokal zu mehreren am selben Rechner: Spielerzahl, KI-Zahl und Decks wählen.
|
||||
|
||||
var app
|
||||
var n_humans := 2
|
||||
var n_ai := 0
|
||||
var deck_choice: Array = [] # je Mensch: Slot-Index oder -1 für Zufallsdeck
|
||||
var human_buttons: Array = []
|
||||
var ai_buttons: Array = []
|
||||
var deck_rows: VBoxContainer
|
||||
var b_start: Button
|
||||
var hint: Label
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
var col := Style.column(self, 760, 40, 10)
|
||||
Style.clabel(col, "Lokal zu mehreren", 36, Style.GOLD, "center", true)
|
||||
Style.clabel(col, "Alle spielen am selben Rechner und reichen die Maus weiter. Jeder gegen jeden, ohne Münzen.", 16, Style.MUTED)
|
||||
Style.spacer(col, 10)
|
||||
Style.clabel(col, "Spieler", 20, Style.TEXT, "center", true)
|
||||
var hr := Style.row(col, 10)
|
||||
hr.alignment = BoxContainer.ALIGNMENT_CENTER
|
||||
for n in range(2, 5):
|
||||
human_buttons.append(Style.cbutton(hr, "%d Spieler" % n, Vector2(150, 44), func(): set_humans(n)))
|
||||
Style.clabel(col, "KI-Gegner", 20, Style.TEXT, "center", true)
|
||||
var ar := Style.row(col, 10)
|
||||
ar.alignment = BoxContainer.ALIGNMENT_CENTER
|
||||
for n in range(0, 5):
|
||||
ai_buttons.append(Style.cbutton(ar, "%d KI" % n if n > 0 else "keine KI", Vector2(120, 44), func(): set_ai(n)))
|
||||
Style.spacer(col, 6)
|
||||
Style.clabel(col, "Decks", 20, Style.TEXT, "center", true)
|
||||
deck_rows = VBoxContainer.new()
|
||||
deck_rows.add_theme_constant_override("separation", 6)
|
||||
col.add_child(deck_rows)
|
||||
Style.spacer(col, 6)
|
||||
hint = Style.clabel(col, "", 15, Style.ORANGE)
|
||||
var br := Style.row(col, 20)
|
||||
br.alignment = BoxContainer.ALIGNMENT_CENTER
|
||||
b_start = Style.cbutton(br, "Start", Vector2(200, 48), start, Color("285a3c"))
|
||||
Style.cbutton(br, "Zurück", Vector2(160, 48), func(): app.show_screen(MenuScreen.new()))
|
||||
for i in 4:
|
||||
deck_choice.append(-1)
|
||||
var p: Profile = app.profile
|
||||
if p.deck_valid()[0]:
|
||||
deck_choice[0] = p.active_deck
|
||||
refresh()
|
||||
|
||||
|
||||
func _input(event: InputEvent) -> void:
|
||||
if event is InputEventKey and event.pressed and event.keycode == KEY_ESCAPE:
|
||||
app.show_screen(MenuScreen.new())
|
||||
|
||||
|
||||
func set_humans(n: int) -> void:
|
||||
n_humans = n
|
||||
n_ai = mini(n_ai, Game.MAX_OPPONENTS + 1 - n_humans)
|
||||
refresh()
|
||||
|
||||
|
||||
func set_ai(n: int) -> void:
|
||||
n_ai = n
|
||||
refresh()
|
||||
|
||||
|
||||
func valid_slots() -> Array:
|
||||
var out := []
|
||||
for i in Profile.DECK_SLOTS:
|
||||
if app.profile.deck_valid(i)[0]:
|
||||
out.append(i)
|
||||
return out
|
||||
|
||||
|
||||
func refresh() -> void:
|
||||
var p: Profile = app.profile
|
||||
for i in human_buttons.size():
|
||||
human_buttons[i].disabled = (i + 2) == n_humans
|
||||
for i in ai_buttons.size():
|
||||
ai_buttons[i].disabled = i == n_ai or n_humans + i > Game.MAX_OPPONENTS + 1
|
||||
Style.clear(deck_rows)
|
||||
var slots := valid_slots()
|
||||
for h in n_humans:
|
||||
var r := Style.row(deck_rows, 12)
|
||||
r.alignment = BoxContainer.ALIGNMENT_CENTER
|
||||
Style.clabel(r, "Spieler %d" % (h + 1), 16, Style.TEXT, "right", true, 140)
|
||||
var ob := OptionButton.new()
|
||||
ob.custom_minimum_size = Vector2(340, 36)
|
||||
ob.add_item("Zufallsdeck", -1)
|
||||
for slot in slots:
|
||||
var elems := Game.deck_elements(p.deck_cards(slot))
|
||||
ob.add_item("%s (%s)" % [p.deck_name(slot), ", ".join(elems)], slot)
|
||||
ob.select(ob.get_item_index(deck_choice[h]) if deck_choice[h] >= 0 and slots.has(deck_choice[h]) else 0)
|
||||
var idx := h
|
||||
ob.item_selected.connect(func(i: int): deck_choice[idx] = ob.get_item_id(i))
|
||||
r.add_child(ob)
|
||||
hint.text = "%d am Tisch" % (n_humans + n_ai)
|
||||
|
||||
|
||||
func start() -> void:
|
||||
var p: Profile = app.profile
|
||||
var r := Game.make_rng()
|
||||
var decks := []
|
||||
for h in n_humans:
|
||||
var slot: int = deck_choice[h]
|
||||
if slot >= 0 and p.deck_valid(slot)[0]:
|
||||
decks.append(p.deck_cards(slot))
|
||||
else:
|
||||
var pool: Array = Cards.ELEMENTS.duplicate()
|
||||
Game.shuffle(pool, r)
|
||||
decks.append(Game.build_opponent_deck(r, [pool[0], pool[1]]))
|
||||
app.show_screen(BattleScreen.hotseat(decks, n_ai))
|
||||
@@ -1 +0,0 @@
|
||||
uid://crlne4y0uiygl
|
||||
@@ -1,112 +0,0 @@
|
||||
class_name LobbyScreen
|
||||
extends Control
|
||||
## Netzwerkspiel im lokalen Netz: Spiel eröffnen oder beitreten.
|
||||
|
||||
var app
|
||||
var net: Net
|
||||
var status_label: Label
|
||||
var list_label: Label
|
||||
var ip_box: LineEdit
|
||||
var b_host: Button
|
||||
var b_join: Button
|
||||
var b_start: Button
|
||||
var ai_buttons: Array = []
|
||||
var n_ai := 0
|
||||
var addr_label: Label
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
net = app.net
|
||||
net.my_name = "Spieler"
|
||||
net.my_deck = app.profile.deck.duplicate()
|
||||
var col := Style.column(self, 760, 40, 10)
|
||||
Style.clabel(col, "Netzwerkspiel", 36, Style.GOLD, "center", true)
|
||||
Style.clabel(col, "Im selben Netz: einer eröffnet, die anderen treten mit seiner Adresse bei. Jeder gegen jeden, ohne Münzen.", 16, Style.MUTED)
|
||||
Style.spacer(col, 10)
|
||||
var hr := Style.row(col, 12)
|
||||
hr.alignment = BoxContainer.ALIGNMENT_CENTER
|
||||
b_host = Style.cbutton(hr, "Spiel eröffnen", Vector2(200, 46), _host, Color("285a3c"))
|
||||
ip_box = LineEdit.new()
|
||||
ip_box.custom_minimum_size = Vector2(220, 46)
|
||||
ip_box.placeholder_text = "Adresse des Hosts"
|
||||
ip_box.text = "127.0.0.1"
|
||||
hr.add_child(ip_box)
|
||||
b_join = Style.cbutton(hr, "Beitreten", Vector2(160, 46), _join)
|
||||
addr_label = Style.clabel(col, "", 14, Style.MUTED)
|
||||
status_label = Style.clabel(col, "", 16, Style.BLUE)
|
||||
Style.spacer(col, 6)
|
||||
Style.clabel(col, "Am Tisch", 20, Style.TEXT, "center", true)
|
||||
list_label = Style.clabel(col, "", 16, Style.TEXT)
|
||||
Style.spacer(col, 6)
|
||||
Style.clabel(col, "KI-Gegner (nur Host)", 16, Style.MUTED)
|
||||
var ar := Style.row(col, 10)
|
||||
ar.alignment = BoxContainer.ALIGNMENT_CENTER
|
||||
for n in range(0, 5):
|
||||
ai_buttons.append(Style.cbutton(ar, "%d KI" % n if n > 0 else "keine KI", Vector2(120, 40), func(): _set_ai(n)))
|
||||
Style.spacer(col, 10)
|
||||
var br := Style.row(col, 20)
|
||||
br.alignment = BoxContainer.ALIGNMENT_CENTER
|
||||
b_start = Style.cbutton(br, "Start", Vector2(200, 48), _start, Color("285a3c"))
|
||||
Style.cbutton(br, "Zurück", Vector2(160, 48), _back)
|
||||
net.lobby_changed.connect(refresh)
|
||||
net.started.connect(_started)
|
||||
net.ended.connect(func(_reason): refresh())
|
||||
refresh()
|
||||
|
||||
|
||||
func _exit_tree() -> void:
|
||||
if net.lobby_changed.is_connected(refresh):
|
||||
net.lobby_changed.disconnect(refresh)
|
||||
if net.started.is_connected(_started):
|
||||
net.started.disconnect(_started)
|
||||
|
||||
|
||||
func _host() -> void:
|
||||
net.host()
|
||||
refresh()
|
||||
|
||||
|
||||
func _join() -> void:
|
||||
net.join(ip_box.text.strip_edges())
|
||||
refresh()
|
||||
|
||||
|
||||
func _set_ai(n: int) -> void:
|
||||
n_ai = n
|
||||
refresh()
|
||||
|
||||
|
||||
func _start() -> void:
|
||||
net.start_battle(n_ai)
|
||||
|
||||
|
||||
func _started(seat: int) -> void:
|
||||
app.show_screen(BattleScreen.online(seat))
|
||||
|
||||
|
||||
func _back() -> void:
|
||||
net.leave()
|
||||
app.show_screen(MenuScreen.new())
|
||||
|
||||
|
||||
func refresh() -> void:
|
||||
status_label.text = net.status
|
||||
var lines: Array[String] = []
|
||||
var ids: Array = net.names.keys()
|
||||
ids.sort()
|
||||
for id in ids:
|
||||
lines.append("%s%s" % [net.names[id], " (Host)" if id == 1 else ""])
|
||||
list_label.text = "\n".join(lines) if not lines.is_empty() else "–"
|
||||
b_host.disabled = net.connected
|
||||
b_join.disabled = net.connected
|
||||
ip_box.editable = not net.connected
|
||||
var humans := ids.size()
|
||||
b_start.disabled = not (net.is_host and humans >= 2 and humans + n_ai <= Game.MAX_OPPONENTS + 1)
|
||||
for i in ai_buttons.size():
|
||||
ai_buttons[i].disabled = not net.is_host or i == n_ai or humans + i > Game.MAX_OPPONENTS + 1
|
||||
addr_label.text = ("Deine Adressen: " + ", ".join(net.local_addresses())) if net.is_host else ""
|
||||
|
||||
|
||||
func _input(event: InputEvent) -> void:
|
||||
if event is InputEventKey and event.pressed and event.keycode == KEY_ESCAPE and not ip_box.has_focus():
|
||||
_back()
|
||||
@@ -1 +0,0 @@
|
||||
uid://bhnnxjh6rsxnf
|
||||
+91
-14
@@ -5,10 +5,10 @@ var profile: Profile
|
||||
var screen: Control
|
||||
var save_path: String = Profile.SAVE_PATH
|
||||
var sfx: Sfx
|
||||
var net: Net
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
_map_gamepad()
|
||||
theme = Style.make_theme()
|
||||
var bg := Style.Backdrop.new()
|
||||
bg.set_anchors_preset(Control.PRESET_FULL_RECT)
|
||||
@@ -16,16 +16,25 @@ func _ready() -> void:
|
||||
add_child(bg)
|
||||
sfx = Sfx.new()
|
||||
add_child(sfx)
|
||||
# Fester Pfad /root/Net: Netzwerkaufrufe werden über den Knotenpfad zugestellt,
|
||||
# der bei Host und Mitspielern gleich sein muss.
|
||||
net = Net.new()
|
||||
net.name = "Net"
|
||||
get_tree().root.add_child.call_deferred(net)
|
||||
profile = Profile.load_or_new(save_path)
|
||||
profile.refresh_daily()
|
||||
apply_settings()
|
||||
show_screen(MenuScreen.new())
|
||||
|
||||
|
||||
func apply_settings() -> void:
|
||||
sfx.set_volume(profile.settings.volume)
|
||||
sfx.set_music_volume(profile.settings.music)
|
||||
set_language(profile.settings.language)
|
||||
Style.font_scale = 1.2 if profile.settings.get("big_font", false) else 1.0
|
||||
Style.animations = bool(profile.settings.get("animations", true))
|
||||
theme = Style.make_theme()
|
||||
|
||||
|
||||
## Neues Profil: Sammlung und Fortschritt werden verworfen, zurück bleiben die neutralen Karten.
|
||||
func reset_profile() -> void:
|
||||
profile = Profile.starter()
|
||||
save()
|
||||
apply_settings()
|
||||
show_screen(MenuScreen.new())
|
||||
|
||||
|
||||
@@ -33,20 +42,88 @@ func set_language(code: String) -> void:
|
||||
TranslationServer.set_locale(code)
|
||||
|
||||
|
||||
func show_screen(s: Control) -> void:
|
||||
var kept: Array = [] # vorige Bildschirme, zu denen back() zurückführt (Einstellungen aus dem Kampf)
|
||||
|
||||
|
||||
## keep: der aktuelle Bildschirm bleibt erhalten und kommt mit back() zurück.
|
||||
func show_screen(s: Control, keep: bool = false) -> void:
|
||||
if screen != null:
|
||||
screen.queue_free()
|
||||
if keep:
|
||||
remove_child(screen)
|
||||
kept.append(screen)
|
||||
else:
|
||||
screen.queue_free()
|
||||
for k in kept:
|
||||
k.queue_free()
|
||||
kept.clear()
|
||||
screen = s
|
||||
s.app = self
|
||||
s.set_anchors_preset(Control.PRESET_FULL_RECT)
|
||||
add_child(s)
|
||||
if Style.animations:
|
||||
s.modulate.a = 0.0
|
||||
create_tween().tween_property(s, "modulate:a", 1.0, 0.15)
|
||||
if pad_mode:
|
||||
focus_first_button.call_deferred()
|
||||
|
||||
|
||||
var pad_mode := false # zuletzt Gamepad benutzt: Fokusrahmen sichtbar, Steuerkreuz wechselt Knöpfe
|
||||
|
||||
|
||||
## Gamepad in Menüs: erster Tastendruck setzt den Fokus, Maus nimmt ihn wieder weg.
|
||||
func _input(event: InputEvent) -> void:
|
||||
if event is InputEventJoypadButton or (event is InputEventJoypadMotion and absf(event.axis_value) > 0.5):
|
||||
if not pad_mode:
|
||||
pad_mode = true
|
||||
if get_viewport().gui_get_focus_owner() == null:
|
||||
focus_first_button()
|
||||
elif event is InputEventMouseMotion and pad_mode:
|
||||
pad_mode = false
|
||||
get_viewport().gui_release_focus()
|
||||
|
||||
|
||||
## Gamepad-Tasten für die Menünavigation: A bestätigt, B bricht ab (falls nicht schon zugeordnet).
|
||||
func _map_gamepad() -> void:
|
||||
for pair in [["ui_accept", JOY_BUTTON_A], ["ui_cancel", JOY_BUTTON_B]]:
|
||||
var action: String = pair[0]
|
||||
if not InputMap.has_action(action):
|
||||
InputMap.add_action(action)
|
||||
if not InputMap.action_get_events(action).any(func(e): return e is InputEventJoypadButton):
|
||||
var ev := InputEventJoypadButton.new()
|
||||
ev.button_index = pair[1]
|
||||
ev.device = -1 # jedes Gamepad
|
||||
InputMap.action_add_event(action, ev)
|
||||
|
||||
|
||||
func focus_first_button() -> void:
|
||||
if screen == null or screen is BattleScreen:
|
||||
return
|
||||
var b := _first_button(screen)
|
||||
if b != null:
|
||||
b.grab_focus()
|
||||
|
||||
|
||||
func _first_button(node: Node) -> Button:
|
||||
for c in node.get_children():
|
||||
if c is Button and not c.disabled and c.is_visible_in_tree():
|
||||
return c
|
||||
var found := _first_button(c)
|
||||
if found != null:
|
||||
return found
|
||||
return null
|
||||
|
||||
|
||||
## Zurück: zum gemerkten Bildschirm, sonst ins Hauptmenü.
|
||||
func back() -> void:
|
||||
if kept.is_empty():
|
||||
show_screen(MenuScreen.new())
|
||||
return
|
||||
var prev: Control = kept.pop_back()
|
||||
screen.queue_free()
|
||||
screen = prev
|
||||
add_child(prev)
|
||||
|
||||
|
||||
func save() -> void:
|
||||
profile.save(save_path)
|
||||
|
||||
|
||||
func _exit_tree() -> void:
|
||||
if net != null and net.is_inside_tree():
|
||||
net.leave()
|
||||
net.queue_free()
|
||||
+53
-64
@@ -1,83 +1,72 @@
|
||||
class_name MenuScreen
|
||||
extends Control
|
||||
## Hauptmenü: links Titel und Spielarten (darunter Booster, Sammlung, Skilltree, nach Kapitel 5 die
|
||||
## Werkstatt, dann Einstellungen und Beenden), rechts drei Karten der eigenen Sammlung als Schaufenster, unten rechts die Cheats.
|
||||
|
||||
var app
|
||||
var b_single: Button
|
||||
var b_campaign: Button
|
||||
var b_hotseat: Button
|
||||
var b_online: Button
|
||||
var b_tutorial: Button
|
||||
var coins_label: Label
|
||||
var coll_label: Label
|
||||
var deck_label: Label
|
||||
var daily_label: Label
|
||||
var warn_label: Label
|
||||
var notice_label: Label
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
var col := Style.column(self, 640, 24, 5)
|
||||
Style.clabel(col, "Dinger", 64, Style.GOLD, "center", true)
|
||||
Style.clabel(col, "Ein Kartenspiel: jeder gegen jeden", 22, Style.MUTED)
|
||||
Style.spacer(col, 8)
|
||||
coins_label = Style.clabel(col, "", 20, Style.GOLD)
|
||||
coll_label = Style.clabel(col, "", 16, Style.MUTED)
|
||||
deck_label = Style.clabel(col, "", 16, Style.MUTED)
|
||||
daily_label = Style.clabel(col, "", 16, Style.BLUE)
|
||||
Style.spacer(col, 8)
|
||||
var grid := GridContainer.new()
|
||||
grid.columns = 2
|
||||
grid.add_theme_constant_override("h_separation", 12)
|
||||
grid.add_theme_constant_override("v_separation", 8)
|
||||
var center := CenterContainer.new()
|
||||
center.add_child(grid)
|
||||
col.add_child(center)
|
||||
var sz := Vector2(270, 44)
|
||||
var p0: Profile = app.profile
|
||||
b_tutorial = Style.cbutton(grid, "Anleitung", sz, func(): app.show_screen(BattleScreen.guided()),
|
||||
Color("5a4628") if not p0.tutorial_done else null)
|
||||
b_single = Style.cbutton(grid, "Einzelspieler", sz, func(): app.show_screen(OpponentSelectScreen.new()), Color("285a3c"))
|
||||
b_campaign = Style.cbutton(grid, "Kampagne", sz, func(): app.show_screen(CampaignScreen.new()), Color("285a3c"))
|
||||
b_hotseat = Style.cbutton(grid, "Lokal zu mehreren", sz, func(): app.show_screen(HotseatScreen.new()), Color("285a3c"))
|
||||
b_online = Style.cbutton(grid, "Netzwerkspiel", sz, func(): app.show_screen(LobbyScreen.new()), Color("285a3c"))
|
||||
Style.cbutton(grid, "Booster öffnen", sz, func(): app.show_screen(BoosterScreen.new()))
|
||||
Style.cbutton(grid, "Deck bauen", sz, func(): app.show_screen(DeckScreen.new()))
|
||||
Style.cbutton(grid, "Werkstatt", sz, func(): app.show_screen(WorkshopScreen.new()))
|
||||
Style.cbutton(grid, "Erfolge", sz, func(): app.show_screen(AchievementsScreen.new()))
|
||||
Style.cbutton(grid, "Regeln", sz, func(): app.show_screen(RulesScreen.new()))
|
||||
Style.cbutton(grid, "Einstellungen", sz, func(): app.show_screen(SettingsScreen.new()))
|
||||
Style.cbutton(grid, "Beenden", sz, func(): get_tree().quit())
|
||||
Style.spacer(col, 10)
|
||||
warn_label = Style.clabel(col, "", 16, Style.RED)
|
||||
notice_label = Style.clabel(col, "", 16, Style.GREEN)
|
||||
var p: Profile = app.profile
|
||||
Style.label(self, "Dinger", 76, Style.GOLD, Rect2(80, 64, 600, 90), "left", true)
|
||||
Style.label(self, "Ein Kartenspiel: Duell um das Feld", 22, Style.MUTED, Rect2(84, 156, 600, 30), "left")
|
||||
coins_label = Style.chip(self, "", Rect2(930, 20, 310, 38))
|
||||
coll_label = Style.label(self, "", 15, Style.MUTED, Rect2(700, 64, 540, 24), "right")
|
||||
var y := 230
|
||||
for entry in [["Einzelspieler", func(): app.show_screen(OpponentSelectScreen.new())],
|
||||
["Kampagne", func(): app.show_screen(CampaignScreen.new())],
|
||||
["Deck", func(): app.show_screen(DeckScreen.new())]]:
|
||||
var b := Style.button(self, entry[0], Rect2(80, y, 380, 62), entry[1], Style.PRIMARY)
|
||||
b.add_theme_font_size_override("font_size", 24)
|
||||
y += 74
|
||||
y += 18
|
||||
var x := 80
|
||||
for entry in [["Booster öffnen", func(): app.show_screen(BoosterScreen.new())],
|
||||
["Sammlung", func(): app.show_screen(CollectionScreen.new())],
|
||||
["Skilltree", func(): app.show_screen(SkillScreen.new())]]:
|
||||
Style.button(self, entry[0], Rect2(x, y, 166, 44), entry[1])
|
||||
x += 176
|
||||
if p.workshop_unlocked():
|
||||
Style.button(self, "Werkstatt", Rect2(x, y, 166, 44), func(): app.show_screen(WorkshopScreen.new()), Color("5a4628"))
|
||||
y += 56
|
||||
x = 80
|
||||
for entry in [["Einstellungen", func(): app.show_screen(SettingsScreen.new())],
|
||||
["Beenden", func(): get_tree().quit()]]:
|
||||
Style.button(self, entry[0], Rect2(x, y, 166, 44), entry[1])
|
||||
x += 176
|
||||
var cheats := Style.button(self, "Cheats", Rect2(1120, 744, 120, 36), func(): app.show_screen(CheatScreen.new()))
|
||||
cheats.add_theme_font_size_override("font_size", 14)
|
||||
notice_label = Style.label(self, "", 16, Style.GREEN, Rect2(80, y + 70, 760, 60), "left")
|
||||
notice_label.autowrap_mode = TextServer.AUTOWRAP_WORD
|
||||
_showcase(p)
|
||||
refresh()
|
||||
|
||||
|
||||
## Drei eigene Karten, die höchsten Stufen zuerst, leicht gefächert.
|
||||
func _showcase(p: Profile) -> void:
|
||||
var cards: Array = p.collection.keys().map(func(id): return Cards.by_id(id))
|
||||
cards.sort_custom(func(a, b):
|
||||
if p.level(a.id) != p.level(b.id):
|
||||
return p.level(a.id) > p.level(b.id)
|
||||
return hash(a.id) % 97 < hash(b.id) % 97)
|
||||
var spots := [[Vector2(830, 300), -0.14], [Vector2(950, 270), 0.0], [Vector2(1070, 300), 0.14]]
|
||||
for i in 3:
|
||||
var c: Cards.Card = cards[i]
|
||||
var v := CardView.new(c.leveled(p.level(c.id)), Vector2(180, 252), false, p.rarity(c.id))
|
||||
v.position = spots[i][0]
|
||||
v.rotation = spots[i][1]
|
||||
v.mouse_filter = Control.MOUSE_FILTER_IGNORE
|
||||
add_child(v)
|
||||
|
||||
|
||||
func refresh() -> void:
|
||||
var p: Profile = app.profile
|
||||
var ok: Array = p.deck_valid()
|
||||
b_single.disabled = not ok[0]
|
||||
b_campaign.disabled = not ok[0]
|
||||
b_tutorial.disabled = not ok[0]
|
||||
b_online.disabled = not ok[0]
|
||||
var total := 0
|
||||
for cid in p.collection:
|
||||
total += p.collection[cid]
|
||||
coins_label.text = "Münzen: %d · Staub: %d" % [p.coins, p.dust]
|
||||
coll_label.text = "Sammlung: %d von %d Karten (%d insgesamt) · Kampagne: %d/%d" % [
|
||||
p.distinct_owned(), Cards.all().size(), total, p.campaign_stage, Campaign.STAGES.size()]
|
||||
var elems := Game.deck_elements(p.deck_cards())
|
||||
deck_label.text = "Aktives Deck: %s (%s)" % [p.deck_name(), ", ".join(elems) if not elems.is_empty() else "leer"]
|
||||
var task := p.daily_task()
|
||||
if p.daily.done:
|
||||
daily_label.text = "Tagesaufgabe erledigt: %s ✓" % task.text
|
||||
else:
|
||||
daily_label.text = "Tagesaufgabe: %s (%d/%d) · +%d Münzen" % [task.text, p.daily.progress, task.goal, task.reward]
|
||||
warn_label.text = "" if ok[0] else "Aktives Deck nicht spielbar: " + ok[1]
|
||||
if ok[0] and not p.tutorial_done:
|
||||
warn_label.text = "Neu hier? Die Anleitung erklärt Energie, Angriffe, Resonanz und Feldkombos."
|
||||
warn_label.add_theme_color_override("font_color", Style.GOLD)
|
||||
coins_label.text = tr("Münzen: %d · Staub: %d") % [p.coins, p.dust]
|
||||
coll_label.text = tr("Sammlung: %d von %d Karten · Kampagne: %d/%d · Level %d") % [
|
||||
p.collection.size(), p.unlocked_cards().size(), p.campaign_stage, Campaign.total(), p.player_level()]
|
||||
var notes := p.take_notices()
|
||||
notice_label.text = " · ".join(notes)
|
||||
if not notes.is_empty():
|
||||
|
||||
@@ -1,29 +1,58 @@
|
||||
class_name OpponentSelectScreen
|
||||
extends Control
|
||||
## Einzelspieler: Auswahl, gegen wie viele Gegner gekämpft wird.
|
||||
## Einzelspieler: Schwierigkeit wählen und ein Duell starten. Der Gegner spielt ein Element aus den
|
||||
## offenen Kapiteln in einer Stufe relativ zu deiner Deckstärke (Profile.single_opponent).
|
||||
|
||||
var app
|
||||
var diff_buttons := {}
|
||||
var info_label: Label
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
var col := Style.column(self, 900, 50, 14)
|
||||
Style.clabel(col, "Einzelspieler", 36, Style.GOLD, "center", true)
|
||||
Style.clabel(col, "Wie viele Gegner? Jeder kämpft gegen jeden, alle nach denselben Regeln mit %d Leben." % Game.START_LIFE, 18, Style.MUTED)
|
||||
Style.clabel(col, "Du gewinnst, wenn alle anderen besiegt sind. Mehr Gegner, mehr Chaos, mehr Münzen.", 16, Style.MUTED)
|
||||
Style.spacer(col, 10)
|
||||
for i in range(1, Game.MAX_OPPONENTS + 1):
|
||||
var n := i
|
||||
var r := Style.row(col, 20)
|
||||
r.alignment = BoxContainer.ALIGNMENT_CENTER
|
||||
Style.cbutton(r, "%d Gegner" % n, Vector2(200, 56), func(): app.show_screen(BattleScreen.new(n)), Color("285a3c"))
|
||||
var info := ("Duell" if n == 1 else "%d Spieler am Tisch" % (n + 1)) + " · Sieg: %d Münzen" % Profile.REWARD_WIN[n]
|
||||
Style.clabel(r, info, 16, Style.MUTED, "left", false, 420)
|
||||
Style.spacer(col, 20)
|
||||
var br := Style.row(col)
|
||||
Style.header(self, "Einzelspieler", func(): app.show_screen(MenuScreen.new()))
|
||||
var col := Style.column(self, 1000, 170, 12)
|
||||
Style.clabel(col, "Schwierigkeit", 20, Style.TEXT, "center", true)
|
||||
var dr := Style.row(col, 10)
|
||||
dr.alignment = BoxContainer.ALIGNMENT_CENTER
|
||||
for key in Profile.DIFFICULTIES:
|
||||
var k: String = key
|
||||
diff_buttons[k] = Style.cbutton(dr, Profile.DIFFICULTIES[k].name, Vector2(150, 40), func(): set_difficulty(k))
|
||||
info_label = Style.clabel(col, "", 15, Style.MUTED)
|
||||
Style.spacer(col, 24)
|
||||
var br := Style.row(col, 16)
|
||||
br.alignment = BoxContainer.ALIGNMENT_CENTER
|
||||
Style.cbutton(br, "Zurück", Vector2(160, 44), func(): app.show_screen(MenuScreen.new()))
|
||||
var b := Style.cbutton(br, "Starten", Vector2(260, 56), start, Style.PRIMARY)
|
||||
b.add_theme_font_size_override("font_size", 22)
|
||||
refresh()
|
||||
|
||||
|
||||
func _input(event: InputEvent) -> void:
|
||||
if event is InputEventKey and event.pressed and event.keycode == KEY_ESCAPE:
|
||||
if event.is_action_pressed("ui_cancel"):
|
||||
app.show_screen(MenuScreen.new())
|
||||
|
||||
|
||||
func set_difficulty(key: String) -> void:
|
||||
app.profile.settings.difficulty = key
|
||||
app.save()
|
||||
refresh()
|
||||
|
||||
|
||||
func start() -> void:
|
||||
app.show_screen(BattleScreen.new())
|
||||
|
||||
|
||||
func refresh() -> void:
|
||||
var p: Profile = app.profile
|
||||
for key in diff_buttons:
|
||||
_mark(diff_buttons[key], key == p.settings.difficulty)
|
||||
var d := p.difficulty()
|
||||
var parts: Array[String] = [tr("Gegnerkarten: %s") % tr(Cards.RARITIES[p.opponent_level()]), tr("Vorausschau-KI") if bool(d.smart) else tr("einfache KI")]
|
||||
if bool(d.perk):
|
||||
parts.append(tr("ein Merkmal"))
|
||||
parts.append(tr("Münzen %s") % Style.factor(float(d.reward)))
|
||||
info_label.text = " · ".join(parts)
|
||||
|
||||
|
||||
func _mark(b: Button, active: bool, col: Color = Color("285a3c")) -> void:
|
||||
var base: Color = col if active else Style.PANEL_LIGHT
|
||||
b.add_theme_stylebox_override("normal", Style.box(base, 8, Style.GOLD if active else Style.MUTED, 2))
|
||||
@@ -1,25 +0,0 @@
|
||||
class_name RulesScreen
|
||||
extends Control
|
||||
|
||||
var app
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
Style.label(self, "Regeln", 36, Style.GOLD, Rect2(0, 18, 1280, 50), "center", true)
|
||||
var scroll := ScrollContainer.new()
|
||||
scroll.position = Vector2(60, 78)
|
||||
scroll.size = Vector2(1160, 640)
|
||||
scroll.horizontal_scroll_mode = ScrollContainer.SCROLL_MODE_DISABLED
|
||||
add_child(scroll)
|
||||
var text := Label.new()
|
||||
text.text = Style.rules_text()
|
||||
text.autowrap_mode = TextServer.AUTOWRAP_WORD
|
||||
text.custom_minimum_size = Vector2(1140, 0)
|
||||
text.add_theme_font_size_override("font_size", 15)
|
||||
scroll.add_child(text)
|
||||
Style.button(self, "Zurück", Rect2(560, 735, 160, 44), func(): app.show_screen(MenuScreen.new()))
|
||||
|
||||
|
||||
func _input(event: InputEvent) -> void:
|
||||
if event is InputEventKey and event.pressed and event.keycode == KEY_ESCAPE:
|
||||
app.show_screen(MenuScreen.new())
|
||||
@@ -1 +0,0 @@
|
||||
uid://bkemrytc2pjem
|
||||
@@ -7,6 +7,8 @@ var music: HSlider
|
||||
var speed: HSlider
|
||||
var language: OptionButton
|
||||
var music_label: Label
|
||||
var big_font: CheckButton
|
||||
var confirm: Control
|
||||
var anim: CheckButton
|
||||
var volume_label: Label
|
||||
var speed_label: Label
|
||||
@@ -14,9 +16,8 @@ var speed_label: Label
|
||||
|
||||
func _ready() -> void:
|
||||
var s: Dictionary = app.profile.settings
|
||||
var col := Style.column(self, 700, 50, 24)
|
||||
Style.clabel(col, "Einstellungen", 36, Style.GOLD, "center", true)
|
||||
Style.spacer(col, 30)
|
||||
Style.header(self, "Einstellungen", func(): app.back())
|
||||
var col := Style.column(self, 700, 110, 24)
|
||||
var grid := GridContainer.new()
|
||||
grid.columns = 3
|
||||
grid.add_theme_constant_override("h_separation", 24)
|
||||
@@ -58,24 +59,42 @@ func _ready() -> void:
|
||||
anim.toggled.connect(_on_anim)
|
||||
grid.add_child(anim)
|
||||
Style.clabel(grid, "", 18, Style.MUTED, "left", false, 100)
|
||||
Style.clabel(grid, "Große Schrift", 20, Style.TEXT, "left", false, 200)
|
||||
big_font = CheckButton.new()
|
||||
big_font.button_pressed = bool(s.get("big_font", false))
|
||||
big_font.toggled.connect(_on_big_font)
|
||||
grid.add_child(big_font)
|
||||
Style.clabel(grid, "", 18, Style.MUTED, "left", false, 100)
|
||||
Style.clabel(grid, "Sprache", 20, Style.TEXT, "left", false, 200)
|
||||
language = OptionButton.new()
|
||||
language.custom_minimum_size = Vector2(280, 36)
|
||||
language.add_item("Deutsch", 0)
|
||||
language.add_item("English (Oberfläche)", 1)
|
||||
language.add_item("English", 1)
|
||||
language.select(1 if s.language == "en" else 0)
|
||||
language.item_selected.connect(_on_language)
|
||||
grid.add_child(language)
|
||||
Style.clabel(grid, "", 18, Style.MUTED, "left", false, 100)
|
||||
Style.spacer(col, 20)
|
||||
Style.clabel(col, "Der Spielstand liegt unter %s" % ProjectSettings.globalize_path(Profile.SAVE_PATH), 13, Style.MUTED)
|
||||
Style.spacer(col, 60)
|
||||
var r := Style.row(col)
|
||||
Style.spacer(col, 30)
|
||||
var r := Style.row(col, 16)
|
||||
r.alignment = BoxContainer.ALIGNMENT_CENTER
|
||||
Style.cbutton(r, "Zurück", Vector2(160, 44), func(): app.show_screen(MenuScreen.new()))
|
||||
Style.cbutton(r, "Profil zurücksetzen", Vector2(200, 44), func(): confirm.visible = true, Color("5a2828"))
|
||||
confirm = Style.confirm(self, "Profil wirklich zurücksetzen?", "Sammlung, Münzen und Fortschritt gehen verloren.",
|
||||
"Ja, zurücksetzen", _reset, "Abbrechen", Style.RED)
|
||||
_labels()
|
||||
|
||||
|
||||
func _reset() -> void:
|
||||
app.reset_profile()
|
||||
|
||||
|
||||
func _on_big_font(on: bool) -> void:
|
||||
app.profile.settings.big_font = on
|
||||
app.save()
|
||||
app.apply_settings()
|
||||
app.show_screen(SettingsScreen.new())
|
||||
|
||||
|
||||
func _labels() -> void:
|
||||
volume_label.text = "%d %%" % int(round(volume.value * 100))
|
||||
music_label.text = "%d %%" % int(round(music.value * 100))
|
||||
@@ -113,9 +132,10 @@ func _on_speed(v: float) -> void:
|
||||
|
||||
func _on_anim(on: bool) -> void:
|
||||
app.profile.settings.animations = on
|
||||
Style.animations = on
|
||||
app.save()
|
||||
|
||||
|
||||
func _input(event: InputEvent) -> void:
|
||||
if event is InputEventKey and event.pressed and event.keycode == KEY_ESCAPE:
|
||||
app.show_screen(MenuScreen.new())
|
||||
app.back()
|
||||
+26
-10
@@ -2,23 +2,25 @@ class_name Sfx
|
||||
extends Node
|
||||
## Kurze, zur Laufzeit erzeugte Töne (keine Audiodateien nötig).
|
||||
|
||||
static var inst: Sfx
|
||||
|
||||
var streams := {}
|
||||
var players: Array[AudioStreamPlayer] = []
|
||||
var volume := 0.8
|
||||
var volume := 0.0 # Ton ist standardmäßig aus
|
||||
var muted := false # Tests: nie etwas abspielen, egal was die Regler sagen
|
||||
var music_player: AudioStreamPlayer
|
||||
var music_volume := 0.5
|
||||
var music_volume := 0.0
|
||||
var music_task := -1 # die Musik wird im Hintergrund berechnet (spart ~150 ms beim Start)
|
||||
var music_box := {}
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
inst = self
|
||||
streams["click"] = _tone(880, 0.05, "sine")
|
||||
streams["play"] = _tone(440, 0.14, "sine", 660)
|
||||
streams["attack"] = _tone(220, 0.16, "square", 90)
|
||||
streams["damage"] = _tone(140, 0.12, "square")
|
||||
streams["heal"] = _tone(523, 0.22, "sine", 784)
|
||||
streams["combo"] = _tone(660, 0.2, "sine", 1100)
|
||||
streams["buy"] = _tone(1200, 0.08, "sine", 1700)
|
||||
streams["turn"] = _tone(520, 0.3, "sine", 1040)
|
||||
streams["win"] = _tone(400, 0.6, "sine", 1200)
|
||||
streams["lose"] = _tone(320, 0.7, "square", 90)
|
||||
for i in 4:
|
||||
@@ -26,9 +28,23 @@ func _ready() -> void:
|
||||
add_child(p)
|
||||
players.append(p)
|
||||
music_player = AudioStreamPlayer.new()
|
||||
music_player.stream = _music()
|
||||
add_child(music_player)
|
||||
set_music_volume(music_volume)
|
||||
var box := music_box
|
||||
music_task = WorkerThreadPool.add_task(func(): box["wav"] = _music())
|
||||
|
||||
|
||||
func _process(_delta: float) -> void:
|
||||
if music_task >= 0 and WorkerThreadPool.is_task_completed(music_task):
|
||||
WorkerThreadPool.wait_for_task_completion(music_task)
|
||||
music_task = -1
|
||||
music_player.stream = music_box.wav
|
||||
set_music_volume(music_volume)
|
||||
|
||||
|
||||
func _exit_tree() -> void:
|
||||
if music_task >= 0:
|
||||
WorkerThreadPool.wait_for_task_completion(music_task)
|
||||
music_task = -1
|
||||
|
||||
|
||||
## Leise Hintergrundmusik: Arpeggio über vier Akkorde, als Schleife erzeugt.
|
||||
@@ -63,11 +79,11 @@ func _music() -> AudioStreamWAV:
|
||||
|
||||
func set_music_volume(v: float) -> void:
|
||||
music_volume = clampf(v, 0.0, 1.0)
|
||||
if music_volume <= 0.0:
|
||||
if music_volume <= 0.0 or muted:
|
||||
music_player.stop()
|
||||
else:
|
||||
music_player.volume_db = linear_to_db(music_volume * 0.6)
|
||||
if not music_player.playing:
|
||||
if not music_player.playing and music_player.stream != null:
|
||||
music_player.play()
|
||||
|
||||
|
||||
@@ -76,7 +92,7 @@ func set_volume(v: float) -> void:
|
||||
|
||||
|
||||
func play(kind: String) -> void:
|
||||
if volume <= 0.0 or not streams.has(kind):
|
||||
if volume <= 0.0 or muted or not streams.has(kind):
|
||||
return
|
||||
for p in players:
|
||||
if not p.playing:
|
||||
|
||||
@@ -0,0 +1,139 @@
|
||||
class_name SkillScreen
|
||||
extends Control
|
||||
## Skilltree: oben Level, Erfahrungsbalken bis zum nächsten Level und freie Skillpunkte; darunter
|
||||
## vier Äste (Skills.BRANCHES) als senkrechte Pfade: Knoten mit Name, Wirkung, Rangpunkten, „Jetzt“
|
||||
## und „Nächste“ in Zahlen (Skills.effect), durch Linien verbunden. Der nächste Knoten öffnet, sobald
|
||||
## der davor eine Stufe hat; „Lernen“ steht nur, wenn lernbar, fertige Knoten zeigen „Gelernt“.
|
||||
|
||||
const COL_W := 285
|
||||
const COL_STEP := 300
|
||||
const NODE_TOP := 218
|
||||
const NODE_H := 150
|
||||
const NODE_STEP := 172
|
||||
|
||||
var app
|
||||
var level_label: Label
|
||||
var xp_bar: ProgressBar
|
||||
var xp_label: Label
|
||||
var points_label: Label
|
||||
var msg_label: Label
|
||||
var nodes := {} # Skill-ID -> SkillNode
|
||||
var learn_buttons := {} # Skill-ID -> Knopf
|
||||
var now_labels := {} # Skill-ID -> Wirkung jetzt
|
||||
var next_labels := {} # Skill-ID -> Wirkung der nächsten Stufe
|
||||
var state_labels := {} # Skill-ID -> „Gelernt“, „Erst … lernen“ oder „Kein Skillpunkt frei“
|
||||
var links := {} # Skill-ID -> Linie zum Knoten davor
|
||||
|
||||
|
||||
## Ein Knoten des Baums: Rahmen und Rangpunkte zeichnet er selbst, Texte und Knopf sind Kinder.
|
||||
class SkillNode extends Control:
|
||||
var rank := 0
|
||||
var max_rank := 1
|
||||
var open := true # der Skill davor hat eine Stufe (oder es gibt keinen)
|
||||
|
||||
func _init(rect: Rect2, mx: int) -> void:
|
||||
max_rank = mx
|
||||
position = rect.position
|
||||
size = rect.size
|
||||
|
||||
func _draw() -> void:
|
||||
var done := rank >= max_rank
|
||||
var bg: Color = Style.PANEL_LIGHT if open else Style.darker(Style.PANEL, 0.9)
|
||||
var border: Color = Style.GREEN if done else (Style.GOLD if rank > 0 else (Style.MUTED if open else Style.darker(Style.MUTED, 0.5)))
|
||||
draw_style_box(Style.box(bg, 8, border, 2), Rect2(Vector2.ZERO, size))
|
||||
for i in max_rank: # Rangpunkte oben rechts
|
||||
var c := Vector2(size.x - 16 - (max_rank - 1 - i) * 18, 21)
|
||||
draw_circle(c, 6, Style.GOLD if i < rank else Style.darker(Style.MUTED, 0.6))
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
Style.header(self, "Skilltree", func(): app.show_screen(MenuScreen.new()))
|
||||
level_label = Style.chip(self, "", Rect2(40, 86, 160, 38))
|
||||
xp_bar = ProgressBar.new()
|
||||
xp_bar.position = Vector2(216, 86)
|
||||
xp_bar.size = Vector2(520, 38)
|
||||
xp_bar.show_percentage = false
|
||||
xp_bar.add_theme_stylebox_override("background", Style.box(Style.PANEL_LIGHT, 19))
|
||||
xp_bar.add_theme_stylebox_override("fill", Style.box(Style.darker(Style.BLUE, 0.7), 19))
|
||||
add_child(xp_bar)
|
||||
xp_label = Style.label(self, "", 16, Style.TEXT, Rect2(216, 86, 520, 38), "center", true)
|
||||
points_label = Style.chip(self, "", Rect2(752, 86, 260, 38), Style.GREEN)
|
||||
Style.label(self, "Erfahrung sind deine verdienten Münzen. Jedes Level bringt einen Skillpunkt. Jeder Ast öffnet sich von oben nach unten.", 14, Style.MUTED, Rect2(40, 134, 1200, 22), "left")
|
||||
for b in Skills.BRANCHES.size():
|
||||
var branch: String = Skills.BRANCHES[b]
|
||||
var x := 40 + b * COL_STEP
|
||||
Style.panel(self, Rect2(x, 166, COL_W, 600))
|
||||
Style.label(self, branch, 20, Style.GOLD, Rect2(x, 178, COL_W, 30), "center", true)
|
||||
var path: Array = Skills.in_branch(branch)
|
||||
for i in path.size():
|
||||
var id: String = path[i]
|
||||
var sk: Dictionary = Skills.SKILLS[id]
|
||||
var y := NODE_TOP + i * NODE_STEP
|
||||
if i > 0:
|
||||
var line := ColorRect.new()
|
||||
line.position = Vector2(x + COL_W / 2.0 - 2, y - NODE_STEP + NODE_H)
|
||||
line.size = Vector2(4, NODE_STEP - NODE_H)
|
||||
add_child(line)
|
||||
links[id] = line
|
||||
var node := SkillNode.new(Rect2(x + 14, y, COL_W - 28, NODE_H), int(sk.max))
|
||||
add_child(node)
|
||||
nodes[id] = node
|
||||
var w := COL_W - 28 - 28
|
||||
Style.label(node, sk.name, 17, Style.TEXT, Rect2(14, 8, w - 60, 26), "left", true)
|
||||
var text := Style.label(node, sk.text, 12, Style.MUTED, Rect2(14, 34, w, 34), "left")
|
||||
text.autowrap_mode = TextServer.AUTOWRAP_WORD
|
||||
now_labels[id] = Style.label(node, "", 12, Style.TEXT, Rect2(14, 70, w, 20), "left")
|
||||
next_labels[id] = Style.label(node, "", 12, Style.GREEN, Rect2(14, 88, w, 20), "left")
|
||||
learn_buttons[id] = Style.button(node, "Lernen", Rect2(14, 110, w, 32), learn.bind(id), Style.PRIMARY)
|
||||
state_labels[id] = Style.label(node, "", 14, Style.MUTED, Rect2(14, 112, w, 28), "center", true)
|
||||
msg_label = Style.label(self, "", 15, Style.RED, Rect2(0, 770, 1280, 24), "center")
|
||||
refresh()
|
||||
|
||||
|
||||
func _input(event: InputEvent) -> void:
|
||||
if event.is_action_pressed("ui_cancel"):
|
||||
app.show_screen(MenuScreen.new())
|
||||
|
||||
|
||||
func learn(id: String) -> void:
|
||||
var err: String = app.profile.learn(id)
|
||||
msg_label.text = tr(err) if err != "" else ""
|
||||
if err == "":
|
||||
app.sfx.play("combo")
|
||||
app.save()
|
||||
refresh()
|
||||
|
||||
|
||||
func refresh() -> void:
|
||||
var p: Profile = app.profile
|
||||
var lvl := p.player_level()
|
||||
var base := Skills.xp_for_level(lvl)
|
||||
level_label.text = tr("Level %d") % lvl
|
||||
xp_bar.max_value = Skills.xp_for_level(lvl + 1) - base
|
||||
xp_bar.value = p.xp - base
|
||||
xp_label.text = tr("%d / %d EP bis Level %d") % [p.xp - base, Skills.xp_for_level(lvl + 1) - base, lvl + 1]
|
||||
points_label.text = tr("Skillpunkte: %d") % p.skill_points()
|
||||
for id in Skills.SKILLS:
|
||||
var sk: Dictionary = Skills.SKILLS[id]
|
||||
var node: SkillNode = nodes[id]
|
||||
var prev := Skills.previous(id)
|
||||
node.rank = p.skill(id)
|
||||
node.open = prev == "" or p.skill(prev) > 0
|
||||
node.modulate = Color(1, 1, 1, 1 if node.open else 0.55)
|
||||
node.queue_redraw()
|
||||
var done := node.rank >= int(sk.max)
|
||||
now_labels[id].text = tr("Jetzt: %s") % Skills.effect(id, node.rank)
|
||||
next_labels[id].text = "" if done else tr("Nächste: %s") % Skills.effect(id, node.rank + 1)
|
||||
var learnable := node.open and not done and p.skill_points() > 0
|
||||
learn_buttons[id].visible = learnable
|
||||
var state := ""
|
||||
if done:
|
||||
state = tr("Gelernt")
|
||||
elif not node.open:
|
||||
state = tr("Erst %s lernen") % tr(Skills.SKILLS[prev].name)
|
||||
elif not learnable:
|
||||
state = tr("Kein Skillpunkt frei")
|
||||
state_labels[id].text = state
|
||||
state_labels[id].add_theme_color_override("font_color", Style.GREEN if done else Style.MUTED)
|
||||
if links.has(id):
|
||||
links[id].color = Style.GOLD if node.open else Style.darker(Style.MUTED, 0.5)
|
||||
@@ -0,0 +1 @@
|
||||
uid://b0dgryn2kpic5
|
||||
+416
-93
@@ -3,6 +3,8 @@ class_name Style
|
||||
|
||||
const FONT: FontFile = preload("res://assets/fonts/DejaVuSans.ttf")
|
||||
const FONT_BOLD: FontFile = preload("res://assets/fonts/DejaVuSans-Bold.ttf")
|
||||
static var font_scale := 1.0 # Einstellung „Große Schrift“
|
||||
static var animations := true # Einstellung „Animationen“: der Glanz seltener Karten bewegt sich
|
||||
|
||||
const BG := Color("1a1c24")
|
||||
const PANEL := Color("282b36")
|
||||
@@ -15,6 +17,22 @@ const RED := Color("e65555")
|
||||
const BLUE := Color("6eaaf0")
|
||||
const YELLOW := Color("ffe65a")
|
||||
const ORANGE := Color("ff963c")
|
||||
const PURPLE := Color("8c78dc")
|
||||
const AMBER := Color("f0b429") # Angriff
|
||||
const LIFE := Color("4a86d8") # Leben
|
||||
const MANA := Color("3a78d2") # Kostenkristall
|
||||
const PRIMARY := Color("285a3c") # Hauptaktion
|
||||
const DANGER := Color("5a2828")
|
||||
|
||||
|
||||
## Schriftgröße mit der Einstellung „Große Schrift“.
|
||||
## Faktor als Text: ×2, ×1,5 (Dezimaltrenner der Sprache).
|
||||
static func factor(f: float) -> String:
|
||||
return "×" + String.num(f, 1).trim_suffix(".0").replace(".", TranslationServer.translate(","))
|
||||
|
||||
|
||||
static func fs(size: int) -> int:
|
||||
return int(round(size * font_scale))
|
||||
|
||||
|
||||
static func darker(c: Color, f: float = 0.65) -> Color:
|
||||
@@ -38,16 +56,16 @@ static func box(bg: Color, radius: int = 8, border_col = null, border_w: int = 0
|
||||
static func make_theme() -> Theme:
|
||||
var t := Theme.new()
|
||||
t.default_font = FONT
|
||||
t.default_font_size = 16
|
||||
t.default_font_size = fs(16)
|
||||
t.set_stylebox("normal", "Button", box(PANEL_LIGHT, 8, MUTED, 2))
|
||||
t.set_stylebox("hover", "Button", box(lighter(PANEL_LIGHT), 8, MUTED, 2))
|
||||
t.set_stylebox("pressed", "Button", box(darker(PANEL_LIGHT), 8, MUTED, 2))
|
||||
t.set_stylebox("disabled", "Button", box(darker(PANEL, 0.9), 8, PANEL, 2))
|
||||
t.set_stylebox("focus", "Button", StyleBoxEmpty.new())
|
||||
t.set_stylebox("focus", "Button", box(Color(0, 0, 0, 0), 8, GOLD, 3))
|
||||
for name in ["font_color", "font_hover_color", "font_pressed_color", "font_focus_color", "font_hover_pressed_color"]:
|
||||
t.set_color(name, "Button", TEXT)
|
||||
t.set_color("font_disabled_color", "Button", MUTED)
|
||||
t.set_font_size("font_size", "Button", 18)
|
||||
t.set_font_size("font_size", "Button", fs(18))
|
||||
t.set_color("font_color", "Label", TEXT)
|
||||
t.set_stylebox("panel", "Panel", box(PANEL, 8))
|
||||
t.set_stylebox("normal", "RichTextLabel", StyleBoxEmpty.new())
|
||||
@@ -73,7 +91,11 @@ static func panel(parent: Node, rect: Rect2, bg: Color = PANEL, radius: int = 8,
|
||||
var p := Panel.new()
|
||||
p.position = rect.position
|
||||
p.size = rect.size
|
||||
p.add_theme_stylebox_override("panel", box(bg, radius, border_col, border_w))
|
||||
var sb := box(bg, radius, border_col, border_w)
|
||||
sb.shadow_color = Color(0, 0, 0, 0.35)
|
||||
sb.shadow_size = 6
|
||||
sb.shadow_offset = Vector2(0, 3)
|
||||
p.add_theme_stylebox_override("panel", sb)
|
||||
p.mouse_filter = Control.MOUSE_FILTER_IGNORE
|
||||
parent.add_child(p)
|
||||
return p
|
||||
@@ -84,7 +106,7 @@ static func label(parent: Node, text: String, size: int, color: Color, rect: Rec
|
||||
l.text = text
|
||||
l.position = rect.position
|
||||
l.size = rect.size
|
||||
l.add_theme_font_size_override("font_size", size)
|
||||
l.add_theme_font_size_override("font_size", fs(size))
|
||||
l.add_theme_color_override("font_color", color)
|
||||
if bold:
|
||||
l.add_theme_font_override("font", FONT_BOLD)
|
||||
@@ -108,10 +130,37 @@ static func button(parent: Node, text: String, rect: Rect2, on_pressed: Callable
|
||||
b.add_theme_stylebox_override("normal", box(color, 8, MUTED, 2))
|
||||
b.add_theme_stylebox_override("hover", box(lighter(color), 8, MUTED, 2))
|
||||
b.add_theme_stylebox_override("pressed", box(darker(color), 8, MUTED, 2))
|
||||
juice(b)
|
||||
parent.add_child(b)
|
||||
return b
|
||||
|
||||
|
||||
## Knöpfe federn beim Drücken kurz ein.
|
||||
static func juice(b: Button) -> void:
|
||||
b.button_down.connect(func():
|
||||
if animations:
|
||||
b.pivot_offset = b.size / 2
|
||||
b.create_tween().tween_property(b, "scale", Vector2(0.96, 0.96), 0.05))
|
||||
b.button_up.connect(func():
|
||||
if animations:
|
||||
b.pivot_offset = b.size / 2
|
||||
b.create_tween().tween_property(b, "scale", Vector2.ONE, 0.12).set_trans(Tween.TRANS_BACK).set_ease(Tween.EASE_OUT))
|
||||
|
||||
|
||||
## Kopfzeile eines Unterbildschirms: Titel links, Zurück rechts oben.
|
||||
static func header(parent: Node, title: String, on_back: Callable) -> Button:
|
||||
label(parent, title, 34, GOLD, Rect2(40, 22, 700, 46), "left", true)
|
||||
return button(parent, "Zurück", Rect2(1120, 26, 120, 40), on_back)
|
||||
|
||||
|
||||
## Kleine Kachel mit Text, etwa für Münzen und Staub.
|
||||
static func chip(parent: Node, text: String, rect: Rect2, color: Color = GOLD) -> Label:
|
||||
panel(parent, rect, darker(PANEL, 0.9), rect.size.y / 2, PANEL_LIGHT, 1)
|
||||
var l := label(parent, text, 17, color, rect, "center", true)
|
||||
l.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
|
||||
return l
|
||||
|
||||
|
||||
## Vertikal zentrierte Spalte (Container-Layout für Menübildschirme).
|
||||
static func column(parent: Node, width: float, top: float, sep: int = 12) -> VBoxContainer:
|
||||
var v := VBoxContainer.new()
|
||||
@@ -160,6 +209,31 @@ static func spacer(parent: Node, h: float) -> Control:
|
||||
return c
|
||||
|
||||
|
||||
## Unsichtbare Vollbild-Ebene mit abgedunkeltem Hintergrund, die Klicks schluckt.
|
||||
static func overlay(parent: Node) -> Control:
|
||||
var o := Control.new()
|
||||
o.set_anchors_preset(Control.PRESET_FULL_RECT)
|
||||
o.visible = false
|
||||
var dark := ColorRect.new()
|
||||
dark.color = Color(0, 0, 0, 0.67)
|
||||
dark.set_anchors_preset(Control.PRESET_FULL_RECT)
|
||||
dark.mouse_filter = Control.MOUSE_FILTER_STOP
|
||||
o.add_child(dark)
|
||||
parent.add_child(o)
|
||||
return o
|
||||
|
||||
|
||||
## Bestätigungsdialog (unsichtbar): Titel, Hinweis, Ja-Knopf mit Aktion und ein Abbrechen-Knopf.
|
||||
static func confirm(parent: Node, title: String, text: String, yes: String, on_yes: Callable, no: String = "Abbrechen", color: Color = MUTED) -> Control:
|
||||
var o := overlay(parent)
|
||||
panel(o, Rect2(340, 290, 600, 200), PANEL, 10, color, 2)
|
||||
label(o, title, 26, TEXT, Rect2(340, 312, 600, 40), "center", true)
|
||||
label(o, text, 16, MUTED, Rect2(340, 360, 600, 24), "center")
|
||||
button(o, yes, Rect2(380, 420, 240, 46), on_yes, Color("5a2828"))
|
||||
button(o, no, Rect2(660, 420, 240, 46), func(): o.visible = false)
|
||||
return o
|
||||
|
||||
|
||||
static func clear(node: Node) -> void:
|
||||
for c in node.get_children():
|
||||
node.remove_child(c)
|
||||
@@ -168,7 +242,8 @@ static func clear(node: Node) -> void:
|
||||
|
||||
# --- Zeichenhilfen für _draw() ---------------------------------------------------
|
||||
|
||||
static func text(ci: CanvasItem, s: String, size: int, color: Color, pos: Vector2, anchor: String = "topleft", bold: bool = false) -> void:
|
||||
static func text(ci: CanvasItem, s: String, size_in: int, color: Color, pos: Vector2, anchor: String = "topleft", bold: bool = false) -> void:
|
||||
var size := fs(size_in)
|
||||
var font: Font = FONT_BOLD if bold else FONT
|
||||
var dim := font.get_string_size(s, HORIZONTAL_ALIGNMENT_LEFT, -1, size)
|
||||
var x := pos.x
|
||||
@@ -197,6 +272,33 @@ static func text(ci: CanvasItem, s: String, size: int, color: Color, pos: Vector
|
||||
ci.draw_string(font, Vector2(x, y + font.get_ascent(size)), s, HORIZONTAL_ALIGNMENT_LEFT, -1, size, color)
|
||||
|
||||
|
||||
## Text mit dunklem Rand: bleibt auf jeder Farbe lesbar (Werte, Kosten).
|
||||
static func text_outlined(ci: CanvasItem, s: String, size_in: int, color: Color, pos: Vector2, anchor: String = "center", outline: int = 4) -> void:
|
||||
var size := fs(size_in)
|
||||
var dim := FONT_BOLD.get_string_size(s, HORIZONTAL_ALIGNMENT_LEFT, -1, size)
|
||||
var x := pos.x
|
||||
var y := pos.y
|
||||
match anchor:
|
||||
"center":
|
||||
x -= dim.x / 2
|
||||
y -= dim.y / 2
|
||||
"midtop":
|
||||
x -= dim.x / 2
|
||||
"midleft":
|
||||
y -= dim.y / 2
|
||||
var at := Vector2(x, y + FONT_BOLD.get_ascent(size))
|
||||
ci.draw_string_outline(FONT_BOLD, at, s, HORIZONTAL_ALIGNMENT_LEFT, -1, size, outline, Color(0.05, 0.05, 0.08, 0.95))
|
||||
ci.draw_string(FONT_BOLD, at, s, HORIZONTAL_ALIGNMENT_LEFT, -1, size, color)
|
||||
|
||||
|
||||
## Schriftgröße, mit der ein Text in eine Breite passt (bis zur Mindestgröße).
|
||||
static func fit_size(s: String, bold: bool, size: int, max_w: float, min_size: int = 9) -> int:
|
||||
var font: Font = FONT_BOLD if bold else FONT
|
||||
while size > min_size and font.get_string_size(s, HORIZONTAL_ALIGNMENT_LEFT, -1, fs(size)).x > max_w:
|
||||
size -= 1
|
||||
return size
|
||||
|
||||
|
||||
static func fit(s: String, bold: bool, size: int, max_w: float) -> String:
|
||||
var font: Font = FONT_BOLD if bold else FONT
|
||||
while font.get_string_size(s, HORIZONTAL_ALIGNMENT_LEFT, -1, size).x > max_w and s.length() > 3:
|
||||
@@ -213,102 +315,318 @@ static func border(ci: CanvasItem, rect: Rect2, color: Color, width: int, radius
|
||||
ci.draw_style_box(sb, rect)
|
||||
|
||||
|
||||
static func fill_elements(ci: CanvasItem, rect: Rect2, elements: Array, radius: int = 8) -> void:
|
||||
var a: Color = Cards.ELEMENT_COLORS[elements[0]]
|
||||
if elements.size() == 1:
|
||||
ci.draw_style_box(box(a, radius), rect)
|
||||
elif elements[0] == elements[1]:
|
||||
# Doppeltes Element: gleiche Farbe mit zweitem, hellem Innenrahmen
|
||||
ci.draw_style_box(box(a, radius), rect)
|
||||
border(ci, rect.grow(-5), lighter(a, 0.27), 2, maxi(2, radius - 3))
|
||||
# --- Seltenheit als Aussehen ------------------------------------------------------
|
||||
# Common matt; Rare silbern glänzender Name; Super Rare Holo-Bild (wandernder Regenbogen im
|
||||
# Bildkreis); Ultra Rare goldener Name und Holo-Bild; Ultimate Rare goldener Name, goldenes
|
||||
# Bild, glänzende Werte, Schimmer über die ganze Karte, Funkeln und schillernder Rahmen.
|
||||
# Rahmen und Schein tragen ab Rare die Stufenfarbe.
|
||||
|
||||
## Ab Rare bewegt sich der Glanz; dann zeichnet die Karte jeden Frame neu.
|
||||
static func rarity_animated(rar: String) -> bool:
|
||||
return animations and Cards.RARITIES.find(rar) >= 1
|
||||
|
||||
|
||||
## Farbe einer Stufe; Ultimate Rare schillert über die Zeit durch alle Farben.
|
||||
static func rarity_color(rar: String, seed: int = 0) -> Color:
|
||||
if rar == "Ultimate Rare" and animations:
|
||||
return Color.from_hsv(fmod(Time.get_ticks_msec() / 1000.0 * 0.12 + (seed % 97) / 97.0, 1.0), 0.55, 1.0)
|
||||
return Cards.RARITY_COLORS[rar]
|
||||
|
||||
|
||||
## Rahmenfarbe einer Stufe: Common bleibt schlicht, alles darüber trägt seine Farbe.
|
||||
static func rarity_frame(rar: String, seed: int = 0) -> Color:
|
||||
return Color("3a3e4c") if rar == "Common" else rarity_color(rar, seed)
|
||||
|
||||
|
||||
## Farbe des Kartennamens: Rare silbern, Ultra und Ultimate Rare golden, sonst weiß.
|
||||
static func rarity_name_color(rar: String) -> Color:
|
||||
match rar:
|
||||
"Rare":
|
||||
return Cards.RARITY_COLORS["Rare"]
|
||||
"Ultra Rare", "Ultimate Rare":
|
||||
return Cards.RARITY_COLORS["Ultra Rare"]
|
||||
return TEXT
|
||||
|
||||
|
||||
## Der Name glänzt bei Rare (silbern), Ultra und Ultimate Rare (golden).
|
||||
static func rarity_name_shiny(rar: String) -> bool:
|
||||
return rar in ["Rare", "Ultra Rare", "Ultimate Rare"]
|
||||
|
||||
|
||||
## Ultimate Rare: auch Kosten, Angriff und Leben glänzen.
|
||||
static func rarity_stats_shiny(rar: String) -> bool:
|
||||
return rar == "Ultimate Rare"
|
||||
|
||||
|
||||
## Ultimate Rare zeigt das Bild als Relief (Licht- und Schattenkante).
|
||||
static func rarity_relief(rar: String) -> bool:
|
||||
return rar == "Ultimate Rare"
|
||||
|
||||
|
||||
## Kartenname links in rect, immer eine Zeile, nie abgeschnitten: die Schrift schrumpft bis
|
||||
## drei Punkte unter die Vorgabe, danach wird der Text schmaler gezeichnet (wie bei langen
|
||||
## Yu-Gi-Oh-Namen).
|
||||
static func card_name(ci: CanvasItem, s: String, size_in: int, rar: String, rect: Rect2, seed: int) -> void:
|
||||
var fsize := fit_size(s, true, size_in, rect.size.x, maxi(8, size_in - 3))
|
||||
var w := FONT_BOLD.get_string_size(s, HORIZONTAL_ALIGNMENT_LEFT, -1, fs(fsize)).x
|
||||
var squeeze := minf(1.0, rect.size.x / maxf(w, 1.0))
|
||||
var y := rect.position.y + (rect.size.y - FONT_BOLD.get_height(fs(fsize))) / 2
|
||||
ci.draw_set_transform(Vector2(rect.position.x, y), 0.0, Vector2(squeeze, 1.0))
|
||||
if rarity_name_shiny(rar):
|
||||
shiny_text(ci, s, fsize, rarity_name_color(rar), Vector2.ZERO, "topleft", seed)
|
||||
else:
|
||||
var b: Color = Cards.ELEMENT_COLORS[elements[1]]
|
||||
var half := floorf(rect.size.x / 2)
|
||||
var left := StyleBoxFlat.new()
|
||||
left.bg_color = a
|
||||
left.corner_radius_top_left = radius
|
||||
left.corner_radius_bottom_left = radius
|
||||
var right := StyleBoxFlat.new()
|
||||
right.bg_color = b
|
||||
right.corner_radius_top_right = radius
|
||||
right.corner_radius_bottom_right = radius
|
||||
ci.draw_style_box(left, Rect2(rect.position, Vector2(half, rect.size.y)))
|
||||
ci.draw_style_box(right, Rect2(rect.position + Vector2(half, 0), Vector2(rect.size.x - half, rect.size.y)))
|
||||
text(ci, s, fsize, rarity_name_color(rar), Vector2.ZERO, "topleft", true)
|
||||
ci.draw_set_transform(Vector2.ZERO)
|
||||
|
||||
|
||||
static func rules_text() -> String:
|
||||
var lines := [
|
||||
"Ziel: Besiege alle anderen. Du verlierst, wenn dein Leben auf 0 fällt.",
|
||||
"Du spielst gegen 1 bis 5 Magier, jeder gegen jeden, alle nach denselben Regeln:",
|
||||
"%d Leben, pro Zug 1 Energie mehr (höchstens 10) und 1 Karte. Die Zugreihenfolge wird ausgelost." % Game.START_LIFE,
|
||||
"Wer nicht beginnt, startet mit einer Karte mehr und hat im ersten Zug 1 Energie extra.",
|
||||
"Fallen liegen verdeckt (höchstens 2) und lösen aus, wenn dich jemand angreift oder ein Wesen ausspielt.",
|
||||
"",
|
||||
"Karten kosten Energie. Wesen kommen aufs Feld (max. 5) und greifen ab dem nächsten Zug an.",
|
||||
"Zauber wirken sofort. Ein Wesen greift ein gegnerisches Wesen oder direkt den Gegner an;",
|
||||
"beide Seiten verursachen ihren Angriffswert als Schaden.",
|
||||
"",
|
||||
"Elemente: Feuer (Schaden), Wasser (Kontrolle), Erde (Zähigkeit), Luft (Tempo).",
|
||||
"Kombos verbinden zwei Elemente, auch das gleiche doppelt (Feuer+Feuer = Inferno).",
|
||||
"Kombokarten sind seltener und stärker, Dreifach-Kombos sind mythisch. Ein Deck darf höchstens 2 Elemente enthalten.",
|
||||
Cards.RESONANCE_TEXT,
|
||||
"Feldkombo: Spielst du ein Wesen neben ein eigenes Wesen mit anderem Element, löst eine Kombo aus (eine je Ausspielen):",
|
||||
" Dampf friert das stärkste gegnerische Wesen, Lava macht 1 Schaden an alle gegnerischen Wesen, Blitz 2 Schaden",
|
||||
" an den schwächsten Gegner, Schlamm heilt dich um 3, Sturm zieht 1 Karte, Sand gibt dem neuen Wesen Schild.",
|
||||
"",
|
||||
"Schlüsselwörter:",
|
||||
]
|
||||
for k in Cards.KEYWORDS:
|
||||
lines.append(" %s: %s" % [k, Cards.KEYWORD_HELP[k]])
|
||||
lines.append("")
|
||||
lines.append("Deck: genau %d Karten, höchstens %dx dieselbe Karte." % [Game.DECK_SIZE, Game.MAX_COPIES])
|
||||
lines.append("Leeres Deck: jede weitere gezogene Karte verursacht steigenden Schaden.")
|
||||
lines.append("Booster: 5 Karten für 100 Münzen, mindestens eine seltene. Siege bringen Münzen.")
|
||||
lines.append("")
|
||||
lines.append("Werkstatt: Karten zerlegen bringt Staub, aus Staub entstehen neue Karten. Fünf Deck-Slots.")
|
||||
lines.append("Lokal zu mehreren: bis zu vier Menschen am selben Rechner, dazu KI, ohne Münzen.")
|
||||
lines.append("Mulligan: Im ersten eigenen Zug darfst du einmal Handkarten zurücklegen und nachziehen.")
|
||||
lines.append("Kampagnen-Bosse haben ein Merkmal (★), zum Beispiel stärkere Feuerwesen. Netzwerkspiel im lokalen Netz.")
|
||||
lines.append("Steuerung: Linksklick spielt Karten und wählt Ziele, Rechtsklick oder Esc bricht ab, Leertaste beendet den Zug, 1 bis 9 spielen Handkarten.")
|
||||
return "\n".join(lines)
|
||||
## Metallisch glänzender fetter Text: dunkler Schatten, Grundfarbe, darüber Buchstabe für
|
||||
## Buchstabe ein heller Streifen, der mit Animation über den Text läuft.
|
||||
static func shiny_text(ci: CanvasItem, s: String, size_in: int, color: Color, pos: Vector2, anchor: String, seed: int) -> void:
|
||||
var size := fs(size_in)
|
||||
var dim := FONT_BOLD.get_string_size(s, HORIZONTAL_ALIGNMENT_LEFT, -1, size)
|
||||
var x := pos.x
|
||||
var y := pos.y
|
||||
match anchor:
|
||||
"center":
|
||||
x -= dim.x / 2
|
||||
y -= dim.y / 2
|
||||
"midtop":
|
||||
x -= dim.x / 2
|
||||
"midleft":
|
||||
y -= dim.y / 2
|
||||
var phase := (seed % 100) / 100.0
|
||||
if animations:
|
||||
phase = fmod(Time.get_ticks_msec() / 1800.0 + phase, 1.0)
|
||||
var at := Vector2(x, y + FONT_BOLD.get_ascent(size))
|
||||
ci.draw_string(FONT_BOLD, at + Vector2(1, 1), s, HORIZONTAL_ALIGNMENT_LEFT, -1, size, Color(0, 0, 0, 0.55))
|
||||
var cx := x
|
||||
for i in s.length():
|
||||
var ch := s[i]
|
||||
var w := FONT_BOLD.get_string_size(ch, HORIZONTAL_ALIGNMENT_LEFT, -1, size).x
|
||||
var d := absf(fmod((cx + w / 2 - x) / maxf(dim.x, 1.0) - phase * 1.6 + 0.3 + 2.0, 1.0) - 0.5) * 2.0 # 0 am Streifen
|
||||
var k := clampf(1.0 - d * 2.4, 0.0, 1.0)
|
||||
ci.draw_string(FONT_BOLD, Vector2(cx, at.y), ch, HORIZONTAL_ALIGNMENT_LEFT, -1, size, color.lerp(Color.WHITE, 0.1 + 0.75 * k))
|
||||
cx += w
|
||||
|
||||
|
||||
# --- Kartensymbole (prozedural, je Element und Kartenart) --------------------------
|
||||
## Glanz wie auf einer Folienkarte, auf clip beschnitten. lvl 2 und 3: Holo, ein wandernder
|
||||
## Regenbogenschimmer; lvl 4: goldene Bänder.
|
||||
static func sheen(ci: CanvasItem, clip: PackedVector2Array, bounds: Rect2, seed: int, gold: bool = false) -> void:
|
||||
var phase := (seed % 100) / 100.0
|
||||
if animations:
|
||||
phase = fmod(Time.get_ticks_msec() / 2500.0 + phase, 1.0)
|
||||
var layers := []
|
||||
for i in 4:
|
||||
var col := Color(1.0, 0.86, 0.45, 0.2 - i * 0.03) if gold else Color.from_hsv(fmod(phase + i * 0.17, 1.0), 0.6, 1.0, 0.16)
|
||||
layers.append([1.0 - i * 0.22, col])
|
||||
_sheen_bands(ci, clip, bounds, phase, layers)
|
||||
|
||||
static func glyph(ci: CanvasItem, card, center: Vector2, size: float) -> void:
|
||||
var variant := absi(hash(card.id)) % 3
|
||||
var col := lighter(Cards.ELEMENT_COLORS[card.elements[0]], 0.38)
|
||||
col.a = 0.95
|
||||
if card.is_trap():
|
||||
# Falle: Kreuz im Kreis
|
||||
ci.draw_arc(center, size * 0.5, 0, TAU, 32, col, maxf(2, size * 0.08))
|
||||
var d := size * 0.28
|
||||
ci.draw_line(center + Vector2(-d, -d), center + Vector2(d, d), col, maxf(2, size * 0.1))
|
||||
ci.draw_line(center + Vector2(-d, d), center + Vector2(d, -d), col, maxf(2, size * 0.1))
|
||||
|
||||
## Ultimate Rare: schwacher schillernder Schimmer über die ganze Karte.
|
||||
static func card_sheen(ci: CanvasItem, rect: Rect2, rar: String, seed: int) -> void:
|
||||
if rar != "Ultimate Rare":
|
||||
return
|
||||
if card.kind == "Zauber":
|
||||
_star(ci, center, size * 0.55, Color(col, 0.35))
|
||||
var elems: Array = card.elements
|
||||
if elems.size() >= 2 and elems[0] != elems[1]:
|
||||
_element_glyph(ci, elems[0], center + Vector2(-size * 0.28, 0), size * 0.62, variant, col)
|
||||
var col2 := lighter(Cards.ELEMENT_COLORS[elems[1]], 0.38)
|
||||
col2.a = 0.95
|
||||
_element_glyph(ci, elems[1], center + Vector2(size * 0.28, 0), size * 0.62, variant, col2)
|
||||
else:
|
||||
_element_glyph(ci, elems[0], center, size, variant, col)
|
||||
if elems.size() >= 2:
|
||||
ci.draw_arc(center, size * 0.6, 0, TAU, 32, Color(col, 0.7), 2)
|
||||
if elems.size() >= 3:
|
||||
ci.draw_arc(center, size * 0.72, 0, TAU, 40, Color(col, 0.5), 2)
|
||||
var phase := (seed % 100) / 100.0
|
||||
if animations:
|
||||
phase = fmod(Time.get_ticks_msec() / 2500.0 + phase, 1.0)
|
||||
var soft := []
|
||||
for i in 3:
|
||||
soft.append([1.0 - i * 0.3, Color.from_hsv(fmod(phase + 0.5 + i * 0.2, 1.0), 0.5, 1.0, 0.07)])
|
||||
_sheen_bands(ci, rect_poly(rect), rect, fmod(phase + 0.5, 1.0), soft)
|
||||
|
||||
|
||||
static func _star(ci: CanvasItem, c: Vector2, r: float, col: Color) -> void:
|
||||
static func rect_poly(rect: Rect2) -> PackedVector2Array:
|
||||
return PackedVector2Array([rect.position, Vector2(rect.end.x, rect.position.y), rect.end, Vector2(rect.position.x, rect.end.y)])
|
||||
|
||||
|
||||
static func circle_poly(c: Vector2, r: float, steps: int = 40) -> PackedVector2Array:
|
||||
var pts := PackedVector2Array()
|
||||
for i in 8:
|
||||
var a := TAU * i / 8 - PI / 2
|
||||
var rr := r if i % 2 == 0 else r * 0.45
|
||||
pts.append(c + Vector2(cos(a), sin(a)) * rr)
|
||||
ci.draw_colored_polygon(pts, col)
|
||||
for i in steps:
|
||||
var a := TAU * i / steps
|
||||
pts.append(c + Vector2(cos(a), sin(a)) * r)
|
||||
return pts
|
||||
|
||||
|
||||
## Rechteck mit runden Ecken als Polygon (für Beschnitt).
|
||||
static func rounded_poly(rect: Rect2, radius: float) -> PackedVector2Array:
|
||||
var pts := PackedVector2Array()
|
||||
var r := minf(radius, minf(rect.size.x, rect.size.y) / 2)
|
||||
var corners := [[rect.end - Vector2(r, r), 0.0], [Vector2(rect.position.x + r, rect.end.y - r), PI / 2],
|
||||
[rect.position + Vector2(r, r), PI], [Vector2(rect.end.x - r, rect.position.y + r), PI * 1.5]]
|
||||
for corner in corners:
|
||||
for k in 7:
|
||||
var a: float = corner[1] + PI / 2 * k / 6
|
||||
pts.append(corner[0] + Vector2(cos(a), sin(a)) * r)
|
||||
return pts
|
||||
|
||||
|
||||
## Schräge Streifen über bounds, auf clip beschnitten. layers: [Breitenanteil, Farbe].
|
||||
static func _sheen_bands(ci: CanvasItem, clip: PackedVector2Array, bounds: Rect2, phase: float, layers: Array) -> void:
|
||||
var w := bounds.size.x * 0.34
|
||||
var k := bounds.size.y * 0.75 # Schräge
|
||||
var x0 := bounds.position.x - w + (bounds.size.x + w + k) * phase
|
||||
for layer in layers:
|
||||
var lw: float = w * layer[0]
|
||||
var lx := x0 + (w - lw) / 2
|
||||
var band := PackedVector2Array([Vector2(lx, bounds.position.y), Vector2(lx + lw, bounds.position.y), Vector2(lx + lw - k, bounds.end.y), Vector2(lx - k, bounds.end.y)])
|
||||
for poly in Geometry2D.intersect_polygons(band, clip):
|
||||
if poly.size() >= 3 and _area(poly) > 2.0: # Splitter am Rand lassen sich nicht zeichnen
|
||||
ci.draw_colored_polygon(poly, layer[1])
|
||||
|
||||
|
||||
static func _area(poly: PackedVector2Array) -> float:
|
||||
var a := 0.0
|
||||
for i in poly.size():
|
||||
var p := poly[i]
|
||||
var q := poly[(i + 1) % poly.size()]
|
||||
a += p.x * q.y - q.x * p.y
|
||||
return absf(a) / 2.0
|
||||
|
||||
|
||||
## Funkeln bei Ultimate Rare: kleine Sterne, die aufblitzen und vergehen; ganz zum Schluss zeichnen.
|
||||
static func rarity_sparkle(ci: CanvasItem, rect: Rect2, rar: String, seed: int) -> void:
|
||||
if rar != "Ultimate Rare":
|
||||
return
|
||||
var t := Time.get_ticks_msec() / 1000.0
|
||||
for i in 9:
|
||||
var h := absi(hash(Vector2i(seed, i)))
|
||||
var p := rect.position + Vector2(8 + (h % 1000) / 1000.0 * (rect.size.x - 16), 8 + ((h / 1000) % 1000) / 1000.0 * (rect.size.y - 16))
|
||||
var tw := 0.5 + 0.5 * sin(t * 2.5 + i * 1.9 + seed % 7) if animations else 0.35 + 0.65 * ((i * 7 + seed) % 5) / 4.0
|
||||
if tw < 0.15:
|
||||
continue
|
||||
var s := 2.0 + 4.0 * tw
|
||||
var col := Color(1, 1, 1, 0.3 + 0.65 * tw)
|
||||
ci.draw_line(p - Vector2(s, 0), p + Vector2(s, 0), col, 1.4)
|
||||
ci.draw_line(p - Vector2(0, s), p + Vector2(0, s), col, 1.4)
|
||||
ci.draw_circle(p, 1.3, col)
|
||||
|
||||
|
||||
## Weicher Schein um eine Karte höherer Stufe; vor dem Hintergrund zeichnen.
|
||||
static func glow(ci: CanvasItem, rect: Rect2, color: Color, radius: int = 8, spread: int = 8) -> void:
|
||||
var sb := StyleBoxFlat.new()
|
||||
sb.bg_color = Color(0, 0, 0, 0)
|
||||
sb.set_corner_radius_all(radius)
|
||||
sb.shadow_color = Color(color, 0.6)
|
||||
sb.shadow_size = spread
|
||||
ci.draw_style_box(sb, rect)
|
||||
|
||||
|
||||
## Hintergrund in den Farben der Elemente: ein Element füllt die Karte, verschmolzene Wesen
|
||||
## tragen je Element einen senkrechten Streifen.
|
||||
static func fill_elements(ci: CanvasItem, rect: Rect2, elements: Array, radius: int = 8) -> void:
|
||||
ci.draw_style_box(box(Cards.ELEMENT_COLORS[elements[0]], radius), rect)
|
||||
if elements.size() < 2:
|
||||
return
|
||||
var clip := rounded_poly(rect, radius)
|
||||
var w := rect.size.x / elements.size()
|
||||
for i in range(1, elements.size()):
|
||||
var strip := Rect2(rect.position.x + w * i, rect.position.y, w, rect.size.y)
|
||||
for poly in Geometry2D.intersect_polygons(rect_poly(strip), clip):
|
||||
if poly.size() >= 3:
|
||||
ci.draw_colored_polygon(poly, Cards.ELEMENT_COLORS[elements[i]])
|
||||
ci.draw_line(strip.position + Vector2(0, 2), Vector2(strip.position.x, strip.end.y - 2), Color(0.05, 0.05, 0.08, 0.5), 1.5)
|
||||
|
||||
|
||||
# --- Kartenteile ------------------------------------------------------
|
||||
|
||||
## Bild der Karte: dunkler Kreis mit Ring in der Elementfarbe, darin das Symbol der Bildkarte
|
||||
## (bei Verschmelzungen die des stärkeren Elternteils). Ab Super Rare glänzt der Kreis (Holo),
|
||||
## bei Ultimate Rare golden und als Relief.
|
||||
static func picture(ci: CanvasItem, card, c: Vector2, r: float, rar: String, seed: int) -> void:
|
||||
var src = card.art_card()
|
||||
var ring := lighter(Cards.ELEMENT_COLORS[Cards.strongest_element(src.elements, hash(src.id))], 0.3)
|
||||
ci.draw_circle(c, r + 3, Color(0.05, 0.05, 0.08, 0.8))
|
||||
ci.draw_circle(c, r, Color(0.09, 0.09, 0.13, 0.9))
|
||||
glyph(ci, src, c, r * 1.3, 0.95, rarity_relief(rar))
|
||||
var lvl := Cards.RARITIES.find(rar)
|
||||
if lvl >= 2:
|
||||
sheen(ci, circle_poly(c, r), Rect2(c - Vector2(r, r), Vector2(r * 2, r * 2)), seed, lvl >= 4)
|
||||
ci.draw_arc(c, r + 1.5, 0, TAU, 48, Color(1.0, 0.86, 0.45) if lvl >= 4 else ring, 3.0, true)
|
||||
|
||||
|
||||
## Kostenkristall: sechseckig, blau, Zahl in der Mitte; shiny: goldene, glänzende Zahl.
|
||||
static func cost_crystal(ci: CanvasItem, c: Vector2, r: float, cost: int, font: int, shiny: bool = false) -> void:
|
||||
var pts := PackedVector2Array()
|
||||
var outer := PackedVector2Array()
|
||||
for i in 6:
|
||||
var a := -PI / 2 + i * PI / 3
|
||||
pts.append(c + Vector2(cos(a), sin(a)) * r)
|
||||
outer.append(c + Vector2(cos(a), sin(a)) * (r + 2))
|
||||
ci.draw_colored_polygon(outer, Color(1.0, 0.86, 0.45) if shiny else Color("14141c"))
|
||||
ci.draw_colored_polygon(pts, MANA)
|
||||
var shine := PackedVector2Array([pts[5], pts[0], c + Vector2(0, -r * 0.1), c + Vector2(-r * 0.55, r * 0.15)])
|
||||
ci.draw_colored_polygon(shine, Color(1, 1, 1, 0.22))
|
||||
_stat_text(ci, str(cost), font, Color.WHITE, c, shiny)
|
||||
|
||||
|
||||
## Wertkreis (Angriff gelb, Leben blau) mit Zahl; shiny: goldener Ring, glänzende Zahl.
|
||||
static func stat_circle(ci: CanvasItem, c: Vector2, r: float, value: String, color: Color, font: int, text_col: Color = Color.WHITE, shiny: bool = false) -> void:
|
||||
ci.draw_circle(c, r + 2, Color(1.0, 0.86, 0.45) if shiny else Color("14141c"))
|
||||
ci.draw_circle(c, r, color)
|
||||
ci.draw_circle(c + Vector2(-r * 0.25, -r * 0.3), r * 0.45, Color(1, 1, 1, 0.16))
|
||||
_stat_text(ci, value, font, text_col, c, shiny)
|
||||
|
||||
|
||||
static func _stat_text(ci: CanvasItem, s: String, font: int, col: Color, c: Vector2, shiny: bool) -> void:
|
||||
if shiny and col == Color.WHITE:
|
||||
var size := fs(font)
|
||||
var dim := FONT_BOLD.get_string_size(s, HORIZONTAL_ALIGNMENT_LEFT, -1, size)
|
||||
ci.draw_string_outline(FONT_BOLD, c - dim / 2 + Vector2(0, FONT_BOLD.get_ascent(size)), s, HORIZONTAL_ALIGNMENT_LEFT, -1, size, 3, Color(0.05, 0.05, 0.08, 0.95))
|
||||
shiny_text(ci, s, font, Color(1.0, 0.86, 0.45), c, "center", int(c.x + c.y))
|
||||
else:
|
||||
text_outlined(ci, s, font, col, c, "center", 3)
|
||||
|
||||
|
||||
## Eigenschaft als Symbol auf dunklem Kreis: Spott Ausrufezeichen, Flink Doppelpfeil,
|
||||
## Regeneration Kreuz, Doppelschlag gekreuzte Klingen.
|
||||
static func keyword_icon(ci: CanvasItem, kw: String, c: Vector2, r: float, col: Color = Color("f2f2f6")) -> void:
|
||||
ci.draw_circle(c, r + 3, Color(0.05, 0.05, 0.08, 0.7))
|
||||
var w := maxf(1.5, r * 0.22)
|
||||
match kw:
|
||||
"Spott":
|
||||
ci.draw_line(c + Vector2(0, -r * 0.7), c + Vector2(0, r * 0.2), col, w * 1.6)
|
||||
ci.draw_circle(c + Vector2(0, r * 0.6), w * 0.95, col)
|
||||
"Regeneration":
|
||||
ci.draw_line(c + Vector2(0, -r * 0.7), c + Vector2(0, r * 0.7), col, w * 1.5)
|
||||
ci.draw_line(c + Vector2(-r * 0.7, 0), c + Vector2(r * 0.7, 0), col, w * 1.5)
|
||||
"Flink":
|
||||
for i in 2:
|
||||
var x := c.x - r * 0.55 + i * r * 0.55
|
||||
ci.draw_polyline(PackedVector2Array([Vector2(x, c.y - r * 0.6), Vector2(x + r * 0.5, c.y), Vector2(x, c.y + r * 0.6)]), col, w)
|
||||
"Doppelschlag":
|
||||
ci.draw_line(c + Vector2(-r * 0.65, r * 0.65), c + Vector2(r * 0.6, -r * 0.6), col, w)
|
||||
ci.draw_line(c + Vector2(r * 0.65, r * 0.65), c + Vector2(-r * 0.6, -r * 0.6), col, w)
|
||||
ci.draw_line(c + Vector2(-r * 0.7, r * 0.35), c + Vector2(-r * 0.35, r * 0.7), col, w)
|
||||
ci.draw_line(c + Vector2(r * 0.7, r * 0.35), c + Vector2(r * 0.35, r * 0.7), col, w)
|
||||
|
||||
|
||||
# --- Kartensymbole (prozedural, je Element) --------------------------
|
||||
|
||||
## relief: Schatten- und Lichtkante unter dem Symbol (Ultimate Rare).
|
||||
static func glyph(ci: CanvasItem, card, center: Vector2, size: float, alpha: float = 0.95, relief: bool = false) -> void:
|
||||
if relief:
|
||||
ci.draw_set_transform(Vector2(2, 2))
|
||||
_glyph_plain(ci, card, center, size, Color(0, 0, 0, alpha * 0.6))
|
||||
ci.draw_set_transform(Vector2(-1, -1))
|
||||
_glyph_plain(ci, card, center, size, Color(1, 1, 1, alpha * 0.5))
|
||||
ci.draw_set_transform(Vector2.ZERO)
|
||||
_glyph_plain(ci, card, center, size, Color(0, 0, 0, 0), alpha)
|
||||
|
||||
|
||||
## Symbol in einer festen Farbe (Relief) oder, bei durchsichtigem tint, in Elementfarben.
|
||||
static func _glyph_plain(ci: CanvasItem, card, center: Vector2, size: float, tint: Color, alpha: float = 0.95) -> void:
|
||||
var variant := absi(hash(card.id)) % 3
|
||||
var e := Cards.strongest_element(card.elements, hash(card.id)) # mehrere Elemente: nur das stärkste
|
||||
var col := lighter(Cards.ELEMENT_COLORS[e], 0.38)
|
||||
col.a = alpha
|
||||
if tint.a > 0:
|
||||
col = tint
|
||||
_element_glyph(ci, e, center, size, variant, col)
|
||||
|
||||
|
||||
## Elementsymbol in einer Farbe (Filterknöpfe, Listen), Grundvariante.
|
||||
static func element_icon(ci: CanvasItem, element: String, c: Vector2, size: float, col: Color) -> void:
|
||||
_element_glyph(ci, element, c, size, 0, col)
|
||||
|
||||
|
||||
static func _element_glyph(ci: CanvasItem, element: String, c: Vector2, size: float, variant: int, col: Color) -> void:
|
||||
@@ -338,6 +656,11 @@ static func _element_glyph(ci: CanvasItem, element: String, c: Vector2, size: fl
|
||||
for i in 2 + variant:
|
||||
var r := h * (1.0 - i * 0.28)
|
||||
ci.draw_arc(c + Vector2(i * size * 0.06, 0), r, PI * 0.2 + i * 0.4, PI * 1.5 + i * 0.4, 20, col, maxf(2, size * 0.09))
|
||||
_: # Neutral: ein schlichter Schild
|
||||
var w := h * 0.8
|
||||
var pts := PackedVector2Array([c + Vector2(-w, -h * 0.8), c + Vector2(w, -h * 0.8), c + Vector2(w, h * 0.1), c + Vector2(0, h), c + Vector2(-w, h * 0.1)])
|
||||
ci.draw_polyline(pts + PackedVector2Array([pts[0]]), col, maxf(2, size * 0.09))
|
||||
ci.draw_line(c + Vector2(0, -h * 0.5), c + Vector2(0, h * 0.6), col, maxf(2, size * 0.07))
|
||||
|
||||
|
||||
static func _flame(ci: CanvasItem, c: Vector2, h: float, col: Color) -> void:
|
||||
@@ -348,7 +671,7 @@ static func _flame(ci: CanvasItem, c: Vector2, h: float, col: Color) -> void:
|
||||
ci.draw_colored_polygon(pts, col)
|
||||
var inner := PackedVector2Array([
|
||||
c + Vector2(0, -h * 0.35), c + Vector2(w * 0.25, h * 0.35), c + Vector2(0, h * 0.75), c + Vector2(-w * 0.25, h * 0.35)])
|
||||
ci.draw_colored_polygon(inner, Color(1.0, 0.9, 0.5, 0.75))
|
||||
ci.draw_colored_polygon(inner, Color(1.0, 0.9, 0.5, 0.75 * col.a))
|
||||
|
||||
|
||||
## Dezenter Hintergrund: Farbverlauf und schräge Linien.
|
||||
|
||||
+122
-115
@@ -1,151 +1,158 @@
|
||||
class_name WorkshopScreen
|
||||
extends Control
|
||||
## Werkstatt: Karten zerlegen (Staub) und herstellen.
|
||||
## Werkstatt (nach Kapitel 5): eigene Karten aus Staub bauen. Links Elemente (beliebig viele),
|
||||
## Angriff, Leben, Eigenschaften (beliebig viele) und der Name; rechts die Vorschau mit Kosten
|
||||
## (Cards.cost_with), Wert und Preis (Profile.build_price). „Bauen“ legt die Karte als Common in
|
||||
## Sammlung und Stapel.
|
||||
|
||||
var app
|
||||
var filter := ""
|
||||
var search := ""
|
||||
var selected: Cards.Card = null
|
||||
var grid: CardGrid
|
||||
var search_box: LineEdit
|
||||
var dust_label: Label
|
||||
var msg_label: Label
|
||||
var preview_holder: Control
|
||||
var elements: Array = []
|
||||
var keywords: Array = []
|
||||
var attack_slider: HSlider
|
||||
var health_slider: HSlider
|
||||
var attack_label: Label
|
||||
var health_label: Label
|
||||
var element_buttons := {}
|
||||
var keyword_boxes := {}
|
||||
var name_box: LineEdit
|
||||
var info_label: Label
|
||||
var b_dismantle: Button
|
||||
var b_craft: Button
|
||||
var b_extras: Button
|
||||
var msg_label: Label
|
||||
var dust_label: Label
|
||||
var preview_holder: Control
|
||||
var built := 0 # für den Vorschlagsnamen
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
Style.label(self, "Werkstatt", 30, Style.GOLD, Rect2(20, 8, 400, 40), "left", true)
|
||||
Style.label(self, "Karte anklicken, dann zerlegen oder herstellen. Überschuss: alles über %d Kopien." % Game.MAX_COPIES,
|
||||
14, Style.MUTED, Rect2(240, 18, 600, 24))
|
||||
Style.button(self, "Alle", Rect2(20, 55, 60, 34), set_filter.bind(""))
|
||||
for i in Cards.ELEMENTS.size():
|
||||
var e: String = Cards.ELEMENTS[i]
|
||||
Style.button(self, e, Rect2(88 + i * 76, 55, 70, 34), set_filter.bind(e), Style.darker(Cards.ELEMENT_COLORS[e], 0.8))
|
||||
search_box = LineEdit.new()
|
||||
search_box.position = Vector2(400, 55)
|
||||
search_box.size = Vector2(200, 34)
|
||||
search_box.placeholder_text = "Suche"
|
||||
search_box.text_changed.connect(func(t: String):
|
||||
search = t
|
||||
refresh())
|
||||
add_child(search_box)
|
||||
grid = CardGrid.new(Rect2(20, 100, CardGrid.COLS * (CardGrid.CW + CardGrid.GAP) + 10, 690))
|
||||
grid.card_clicked.connect(select)
|
||||
add_child(grid)
|
||||
Style.panel(self, Rect2(845, 50, 420, 680))
|
||||
dust_label = Style.label(self, "", 22, Style.BLUE, Rect2(860, 58, 390, 30), "left", true)
|
||||
Style.header(self, "Werkstatt", func(): app.show_screen(MenuScreen.new()))
|
||||
dust_label = Style.chip(self, "", Rect2(860, 26, 240, 38), Style.BLUE)
|
||||
Style.panel(self, Rect2(40, 86, 700, 696))
|
||||
Style.label(self, "Baue eigene Karten aus Staub: so viele Elemente und Eigenschaften du willst, jede kostet Mana.", 14, Style.MUTED, Rect2(60, 98, 660, 22), "left")
|
||||
Style.label(self, "Elemente", 16, Style.TEXT, Rect2(60, 134, 140, 30), "left", true)
|
||||
var all_elements: Array = Cards.ELEMENTS + [Cards.NEUTRAL]
|
||||
for i in all_elements.size():
|
||||
var e: String = all_elements[i]
|
||||
var b := DeckScreen.ElementButton.new(e)
|
||||
b.position = Vector2(200 + i * 48, 130)
|
||||
b.size = Vector2(40, 40)
|
||||
b.pressed.connect(toggle_element.bind(e))
|
||||
Style.juice(b)
|
||||
add_child(b)
|
||||
element_buttons[e] = b
|
||||
Style.label(self, "Angriff", 16, Style.TEXT, Rect2(60, 194, 140, 30), "left", true)
|
||||
attack_slider = _slider(Rect2(200, 198, 400, 24), 0, 10, 3)
|
||||
attack_label = Style.label(self, "", 18, Style.AMBER, Rect2(620, 192, 60, 30), "center", true)
|
||||
Style.label(self, "Leben", 16, Style.TEXT, Rect2(60, 244, 140, 30), "left", true)
|
||||
health_slider = _slider(Rect2(200, 248, 400, 24), 1, 10, 3)
|
||||
health_label = Style.label(self, "", 18, Style.LIFE, Rect2(620, 242, 60, 30), "center", true)
|
||||
Style.label(self, "Eigenschaften", 16, Style.TEXT, Rect2(60, 300, 200, 30), "left", true)
|
||||
for k in Cards.KEYWORDS.size():
|
||||
var kw: String = Cards.KEYWORDS[k]
|
||||
var cb := CheckButton.new()
|
||||
cb.text = tr(kw)
|
||||
cb.position = Vector2(200, 300 + k * 44)
|
||||
cb.size = Vector2(220, 36)
|
||||
cb.toggled.connect(func(on: bool): toggle_keyword(kw, on))
|
||||
add_child(cb)
|
||||
keyword_boxes[kw] = cb
|
||||
Style.label(self, tr(Cards.KEYWORD_TEXT[kw]), 13, Style.MUTED, Rect2(430, 306 + k * 44, 300, 24), "left")
|
||||
Style.label(self, "Name", 16, Style.TEXT, Rect2(60, 490, 140, 30), "left", true)
|
||||
name_box = LineEdit.new()
|
||||
name_box.position = Vector2(200, 486)
|
||||
name_box.size = Vector2(400, 36)
|
||||
name_box.max_length = 24
|
||||
name_box.text_changed.connect(func(_t: String): refresh())
|
||||
add_child(name_box)
|
||||
info_label = Style.label(self, "", 16, Style.GOLD, Rect2(60, 546, 660, 30), "left", true)
|
||||
Style.button(self, "Bauen", Rect2(60, 600, 300, 50), build, Style.PRIMARY)
|
||||
msg_label = Style.label(self, "", 15, Style.RED, Rect2(60, 666, 660, 48), "left")
|
||||
msg_label.autowrap_mode = TextServer.AUTOWRAP_WORD
|
||||
Style.panel(self, Rect2(760, 86, 480, 696))
|
||||
preview_holder = Control.new()
|
||||
preview_holder.mouse_filter = Control.MOUSE_FILTER_IGNORE
|
||||
add_child(preview_holder)
|
||||
info_label = Style.label(self, "", 14, Style.MUTED, Rect2(860, 396, 390, 66), "center")
|
||||
b_dismantle = Style.button(self, "", Rect2(860, 470, 390, 44), dismantle, Color("5a3c28"))
|
||||
b_craft = Style.button(self, "", Rect2(860, 524, 390, 44), craft, Color("285a3c"))
|
||||
b_extras = Style.button(self, "", Rect2(860, 600, 390, 44), dismantle_extras)
|
||||
msg_label = Style.label(self, "", 15, Style.GREEN, Rect2(860, 660, 390, 48), "center")
|
||||
Style.button(self, "Zurück", Rect2(1150, 740, 110, 44), func(): app.show_screen(MenuScreen.new()))
|
||||
_suggest_name()
|
||||
refresh()
|
||||
|
||||
|
||||
func _slider(rect: Rect2, lo: int, hi: int, value: int) -> HSlider:
|
||||
var s := HSlider.new()
|
||||
s.position = rect.position
|
||||
s.size = rect.size
|
||||
s.min_value = lo
|
||||
s.max_value = hi
|
||||
s.step = 1
|
||||
s.value = value
|
||||
s.value_changed.connect(func(_v: float): refresh())
|
||||
add_child(s)
|
||||
return s
|
||||
|
||||
|
||||
func _input(event: InputEvent) -> void:
|
||||
if event is InputEventKey and event.pressed and event.keycode == KEY_ESCAPE and not search_box.has_focus():
|
||||
if event.is_action_pressed("ui_cancel") and not name_box.has_focus():
|
||||
app.show_screen(MenuScreen.new())
|
||||
|
||||
|
||||
func set_filter(e: String) -> void:
|
||||
filter = e
|
||||
func _suggest_name() -> void:
|
||||
name_box.text = tr("Eigenbau %d") % (app.profile.customs.size() + 1)
|
||||
|
||||
|
||||
## Ein Element an- oder abwählen.
|
||||
func toggle_element(e: String) -> void:
|
||||
if e in elements:
|
||||
elements.erase(e)
|
||||
else:
|
||||
elements.append(e)
|
||||
say("")
|
||||
refresh()
|
||||
|
||||
|
||||
func cards() -> Array:
|
||||
var out: Array = Cards.all().duplicate()
|
||||
if filter != "":
|
||||
out = out.filter(func(c): return filter in c.elements)
|
||||
if search != "":
|
||||
var q := search.to_lower()
|
||||
out = out.filter(func(c): return q in c.name.to_lower() or q in c.text().to_lower() or q in c.combo().to_lower())
|
||||
return out
|
||||
|
||||
|
||||
func select(card: Cards.Card) -> void:
|
||||
selected = card
|
||||
msg_label.text = ""
|
||||
func toggle_keyword(kw: String, on: bool) -> void:
|
||||
if on and not (kw in keywords):
|
||||
keywords.append(kw)
|
||||
elif not on:
|
||||
keywords.erase(kw)
|
||||
keywords = Cards.KEYWORDS.filter(func(k): return k in keywords)
|
||||
refresh()
|
||||
|
||||
|
||||
func say(m: String, ok: bool) -> void:
|
||||
func say(m: String, ok: bool = false) -> void:
|
||||
msg_label.text = m
|
||||
msg_label.add_theme_color_override("font_color", Style.GREEN if ok else Style.RED)
|
||||
|
||||
|
||||
func dismantle() -> void:
|
||||
if selected == null:
|
||||
## Die Karte, wie sie gebaut würde (für die Vorschau ohne Element neutral).
|
||||
func preview_card() -> Cards.Card:
|
||||
var els := elements if not elements.is_empty() else [Cards.NEUTRAL]
|
||||
return Cards.custom("c_vorschau", name_box.text.strip_edges(), els, int(attack_slider.value), int(health_slider.value), keywords)
|
||||
|
||||
|
||||
func build() -> void:
|
||||
var p: Profile = app.profile
|
||||
var err: String = p.build_card(name_box.text, elements, int(attack_slider.value), int(health_slider.value), keywords)
|
||||
if err != "":
|
||||
say(tr(err))
|
||||
return
|
||||
var err: String = app.profile.dismantle(selected.id)
|
||||
if err == "":
|
||||
app.sfx.play("click")
|
||||
app.save()
|
||||
say("%s zerlegt (+%d Staub)" % [selected.name, Profile.DUST_DISMANTLE[selected.rarity]], true)
|
||||
else:
|
||||
say(err, false)
|
||||
refresh()
|
||||
|
||||
|
||||
func craft() -> void:
|
||||
if selected == null:
|
||||
return
|
||||
var err: String = app.profile.craft(selected.id)
|
||||
if err == "":
|
||||
app.sfx.play("play")
|
||||
app.save()
|
||||
var notes: Array[String] = app.profile.take_notices()
|
||||
say("%s hergestellt" % selected.name + (" · " + " · ".join(notes) if not notes.is_empty() else ""), true)
|
||||
else:
|
||||
say(err, false)
|
||||
refresh()
|
||||
|
||||
|
||||
func dismantle_extras() -> void:
|
||||
var got: int = app.profile.dismantle_extras()
|
||||
if got > 0:
|
||||
app.save()
|
||||
say("Überschuss zerlegt: +%d Staub" % got, true)
|
||||
else:
|
||||
say("Kein Überschuss vorhanden", false)
|
||||
app.save()
|
||||
app.sfx.play("combo")
|
||||
say(tr("Gebaut: %s") % name_box.text.strip_edges(), true)
|
||||
_suggest_name()
|
||||
refresh()
|
||||
|
||||
|
||||
func refresh() -> void:
|
||||
var p: Profile = app.profile
|
||||
dust_label.text = "Staub: %d" % p.dust
|
||||
grid.fill(cards(),
|
||||
func(c): return "%dx" % p.collection.get(c.id, 0) if p.collection.get(c.id, 0) > 0 else "fehlt",
|
||||
func(c): return p.collection.get(c.id, 0) == 0)
|
||||
attack_label.text = str(int(attack_slider.value))
|
||||
health_label.text = str(int(health_slider.value))
|
||||
for e in element_buttons:
|
||||
var active: bool = e in elements
|
||||
var base: Color = Style.darker(Cards.ELEMENT_COLORS[e], 0.8)
|
||||
element_buttons[e].add_theme_stylebox_override("normal", Style.box(Style.lighter(base) if active else base, 8, Style.GOLD if active else Style.MUTED, 2 if active else 1))
|
||||
var c := preview_card()
|
||||
info_label.text = tr("Kosten %d Mana · Wert %d · Preis %d Staub") % [c.cost, c.value(), p.build_price(c)]
|
||||
Style.clear(preview_holder)
|
||||
if selected == null:
|
||||
info_label.text = "Keine Karte gewählt"
|
||||
b_dismantle.text = "Zerlegen"
|
||||
b_craft.text = "Herstellen"
|
||||
b_dismantle.disabled = true
|
||||
b_craft.disabled = true
|
||||
else:
|
||||
var v := CardView.new(selected, Vector2(200, 280))
|
||||
v.position = Vector2(955, 100)
|
||||
v.mouse_filter = Control.MOUSE_FILTER_IGNORE
|
||||
preview_holder.add_child(v)
|
||||
var owned: int = p.collection.get(selected.id, 0)
|
||||
var st: Dictionary = p.card_stats.get(selected.id, {"played": 0, "games": 0, "wins": 0})
|
||||
info_label.text = "%s · %s\nIm Besitz: %dx · Gespielt %dx · %d Partien, %d Siege" % [
|
||||
selected.combo(), selected.rarity, owned, st.played, st.games, st.wins]
|
||||
b_dismantle.text = "Zerlegen (+%d Staub)" % Profile.DUST_DISMANTLE[selected.rarity]
|
||||
b_craft.text = "Herstellen (%d Staub)" % Profile.DUST_CRAFT[selected.rarity]
|
||||
b_dismantle.disabled = owned == 0
|
||||
b_craft.disabled = p.dust < Profile.DUST_CRAFT[selected.rarity]
|
||||
var extras := 0
|
||||
for cid in p.collection:
|
||||
extras += maxi(0, p.collection[cid] - Game.MAX_COPIES)
|
||||
b_extras.text = "Überschuss zerlegen (%d Karten)" % extras
|
||||
b_extras.disabled = extras == 0
|
||||
var v := CardView.new(c, Vector2(240, 336), false, "Common")
|
||||
v.position = Vector2(880, 160)
|
||||
v.mouse_filter = Control.MOUSE_FILTER_IGNORE
|
||||
preview_holder.add_child(v)
|
||||
Style.label(preview_holder, c.text(), 15, Style.MUTED, Rect2(780, 520, 440, 30), "center")
|
||||
@@ -1 +1 @@
|
||||
uid://cf42h6bsh8lvg
|
||||
uid://cwy4h3joivrfr
|
||||
@@ -0,0 +1,9 @@
|
||||
@echo off
|
||||
rem Startet Dinger. Beim ersten Start nach dem Klonen importiert Godot zuerst die Ressourcen.
|
||||
cd /d "%~dp0"
|
||||
if "%GODOT%"=="" set GODOT=godot
|
||||
if not exist ".godot\global_script_class_cache.cfg" (
|
||||
echo Erster Start: Ressourcen werden importiert ...
|
||||
"%GODOT%" --headless --path . --import >nul 2>&1
|
||||
)
|
||||
"%GODOT%" --path . %*
|
||||
@@ -0,0 +1,10 @@
|
||||
#!/bin/sh
|
||||
# Startet Dinger. Beim ersten Start nach dem Klonen importiert Godot zuerst die Ressourcen
|
||||
# (Schriften, Übersetzungen, Klassenliste), sonst lässt sich das Projekt nicht laden.
|
||||
cd "$(dirname "$0")" || exit 1
|
||||
GODOT="${GODOT:-godot}"
|
||||
if [ ! -f .godot/global_script_class_cache.cfg ]; then
|
||||
echo "Erster Start: Ressourcen werden importiert ..."
|
||||
"$GODOT" --headless --path . --import > /dev/null 2>&1
|
||||
fi
|
||||
exec "$GODOT" --path . "$@"
|
||||
@@ -0,0 +1,49 @@
|
||||
extends Node
|
||||
## Fensterprobe: Kosten von refresh() und längste Bildzeit während KI-Zügen.
|
||||
|
||||
var main: Node
|
||||
var max_dt := 0.0
|
||||
var frames_n := 0
|
||||
var measuring := false
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
Game.test_seed = 4242
|
||||
main = load("res://scenes/main.tscn").instantiate()
|
||||
main.save_path = "user://_probe.json"
|
||||
add_child(main)
|
||||
await get_tree().process_frame
|
||||
await get_tree().process_frame
|
||||
var scr: BattleScreen = BattleScreen.new()
|
||||
main.show_screen(scr)
|
||||
await get_tree().process_frame
|
||||
await get_tree().process_frame
|
||||
var h: Game.Player = scr.game.human
|
||||
h.energy = 10
|
||||
h.hand.pop_back()
|
||||
if scr.game.current() == h:
|
||||
scr.game.draw(h)
|
||||
var t0 := Time.get_ticks_usec()
|
||||
for i in 30:
|
||||
scr.refresh()
|
||||
print("refresh() mit 5 Handkarten: %.2f ms" % ((Time.get_ticks_usec() - t0) / 1000.0 / 30))
|
||||
scr.ai_delay = 0.2
|
||||
measuring = true
|
||||
var start := Time.get_ticks_msec()
|
||||
var actions := 0
|
||||
var last_turn := scr.game.turn
|
||||
while Time.get_ticks_msec() - start < 12000 and scr.game.winner == "":
|
||||
if scr.game.current().is_human and scr.game.current() == h:
|
||||
scr.game.end_turn()
|
||||
scr.after_action()
|
||||
await get_tree().process_frame
|
||||
measuring = false
|
||||
print("längste Bildzeit in 12 s KI-Spiel: %.0f ms (%d Bilder, Zug %d)" % [max_dt * 1000.0, frames_n, scr.game.turn])
|
||||
DirAccess.remove_absolute(ProjectSettings.globalize_path("user://_probe.json"))
|
||||
get_tree().quit()
|
||||
|
||||
|
||||
func _process(delta: float) -> void:
|
||||
if measuring:
|
||||
frames_n += 1
|
||||
max_dt = maxf(max_dt, delta)
|
||||
@@ -0,0 +1 @@
|
||||
uid://botawgwpha3ai
|
||||
@@ -0,0 +1,6 @@
|
||||
[gd_scene load_steps=2 format=3]
|
||||
|
||||
[ext_resource type="Script" path="res://tests/frame_probe.gd" id="1"]
|
||||
|
||||
[node name="FrameProbe" type="Node"]
|
||||
script = ExtResource("1")
|
||||
@@ -0,0 +1,29 @@
|
||||
extends SceneTree
|
||||
## Statische Prüfung: lädt jedes Skript; Parse- oder Kompilierfehler lassen den Lauf scheitern.
|
||||
## godot --headless --path . -s tests/lint.gd
|
||||
|
||||
|
||||
func scan(dir: String, out: Array) -> void:
|
||||
var d := DirAccess.open(dir)
|
||||
if d == null:
|
||||
return
|
||||
for sub in d.get_directories():
|
||||
if not sub.begins_with("."):
|
||||
scan(dir.path_join(sub), out)
|
||||
for f in d.get_files():
|
||||
if f.ends_with(".gd"):
|
||||
out.append(dir.path_join(f))
|
||||
|
||||
|
||||
func _initialize() -> void:
|
||||
var files := []
|
||||
for dir in ["res://scripts", "res://tests"]:
|
||||
scan(dir, files)
|
||||
var bad := 0
|
||||
for path in files:
|
||||
var script = load(path)
|
||||
if script == null or not (script is GDScript):
|
||||
printerr("FEHLER: %s lädt nicht" % path)
|
||||
bad += 1
|
||||
print("%d Skripte geprüft, %d fehlerhaft" % [files.size(), bad])
|
||||
quit(1 if bad > 0 else 0)
|
||||
@@ -0,0 +1 @@
|
||||
uid://c65qyffqln67m
|
||||
@@ -1,35 +0,0 @@
|
||||
extends SceneTree
|
||||
## Misst Deckarchetypen im Duell (beide gierig): wer beginnt, Mono gegen Paar.
|
||||
|
||||
func deck(r: RandomNumberGenerator, mono: bool) -> Array:
|
||||
var pool: Array = Cards.ELEMENTS.duplicate()
|
||||
Game.shuffle(pool, r)
|
||||
return Game.build_opponent_deck(r, [pool[0]] if mono else [pool[0], pool[1]])
|
||||
|
||||
|
||||
func duel(r: RandomNumberGenerator, first_mono: bool, second_mono: bool) -> bool:
|
||||
var second := Game.Player.new("Gegner 1", deck(r, second_mono), false, Game.START_LIFE, "x")
|
||||
var g := Game.new_battle_with(deck(r, first_mono), [second], r)
|
||||
var guard := 0
|
||||
while g.winner == "" and guard < 300:
|
||||
AI.take_turn(g, g.current(), true)
|
||||
guard += 1
|
||||
return g.winner == "human"
|
||||
|
||||
|
||||
func run(label: String, a_mono: bool, b_mono: bool, games: int, r: RandomNumberGenerator) -> void:
|
||||
var wins := 0
|
||||
for i in games:
|
||||
if duel(r, a_mono, b_mono):
|
||||
wins += 1
|
||||
print("%-28s Startspieler gewinnt %3d%%" % [label, wins * 100 / games])
|
||||
|
||||
|
||||
func _initialize() -> void:
|
||||
var r := RandomNumberGenerator.new()
|
||||
r.seed = 5
|
||||
run("Paar gegen Paar", false, false, 200, r)
|
||||
run("Mono gegen Mono", true, true, 200, r)
|
||||
run("Paar (startet) gegen Mono", false, true, 200, r)
|
||||
run("Mono (startet) gegen Paar", true, false, 200, r)
|
||||
quit()
|
||||
@@ -1 +0,0 @@
|
||||
uid://bu5hjcfuinhy8
|
||||
@@ -1,65 +0,0 @@
|
||||
extends Node
|
||||
## Test-Mitspieler: tritt einem Host bei und spielt einfache Züge.
|
||||
## godot --path . tests/net_bot.tscn -- --ip=127.0.0.1 --name=Bot
|
||||
|
||||
var net: Net
|
||||
var seat := -1
|
||||
var game: Game
|
||||
var t := 0.0
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
var ip := "127.0.0.1"
|
||||
var bot_name := "Bot"
|
||||
for a in OS.get_cmdline_user_args():
|
||||
if a.begins_with("--ip="):
|
||||
ip = a.substr(5)
|
||||
if a.begins_with("--name="):
|
||||
bot_name = a.substr(7)
|
||||
net = Net.new()
|
||||
net.name = "Net"
|
||||
get_tree().root.add_child.call_deferred(net)
|
||||
net.my_name = bot_name
|
||||
net.my_deck = Profile.starter().deck.duplicate()
|
||||
net.started.connect(func(s): seat = s)
|
||||
net.snapshot_received.connect(_on_snapshot)
|
||||
net.ended.connect(func(_r): get_tree().quit())
|
||||
await get_tree().process_frame
|
||||
net.join(ip)
|
||||
|
||||
|
||||
func _process(delta: float) -> void:
|
||||
t += delta
|
||||
if t > 180.0 or FileAccess.file_exists("user://bot_quit"):
|
||||
net.leave()
|
||||
get_tree().quit()
|
||||
|
||||
|
||||
func _on_snapshot(snap: Dictionary) -> void:
|
||||
game = Game.from_snapshot(snap)
|
||||
if game.winner != "":
|
||||
await get_tree().create_timer(1.0).timeout
|
||||
get_tree().quit()
|
||||
return
|
||||
if game.current_idx != seat:
|
||||
return
|
||||
var me: Game.Player = game.players[seat]
|
||||
if not me.mulligan_done and me.turns == 1:
|
||||
net.send_action({"type": "mulligan", "hand": []})
|
||||
return
|
||||
for i in me.hand.size():
|
||||
var card: Cards.Card = me.hand[i]
|
||||
if game.can_play(me, card)[0] and card.target_type() == "":
|
||||
net.send_action({"type": "play", "hand": i, "target": null})
|
||||
return
|
||||
for cr in me.board:
|
||||
if cr.can_attack():
|
||||
for e in game.enemies_of(me):
|
||||
if game.can_attack(cr, e)[0]:
|
||||
net.send_action({"type": "attack", "uid": cr.uid, "target": {"kind": "player", "index": game.players.find(e)}})
|
||||
return
|
||||
for c in e.board:
|
||||
if game.can_attack(cr, c)[0]:
|
||||
net.send_action({"type": "attack", "uid": cr.uid, "target": {"kind": "creature", "uid": c.uid}})
|
||||
return
|
||||
net.send_action({"type": "end"})
|
||||
@@ -1 +0,0 @@
|
||||
uid://dcbqt8ybdkhrb
|
||||
@@ -1,6 +0,0 @@
|
||||
[gd_scene load_steps=2 format=3]
|
||||
|
||||
[ext_resource type="Script" path="res://tests/net_bot.gd" id="1"]
|
||||
|
||||
[node name="NetBot" type="Node"]
|
||||
script = ExtResource("1")
|
||||
@@ -0,0 +1,42 @@
|
||||
extends SceneTree
|
||||
## Laufzeitmessung: Start, KI-Entscheidungen, Deckerzeugung, Vorschau, Musik.
|
||||
|
||||
|
||||
func ms(f: Callable, n: int = 1) -> float:
|
||||
var t0 := Time.get_ticks_usec()
|
||||
for i in n:
|
||||
f.call()
|
||||
return (Time.get_ticks_usec() - t0) / 1000.0 / n
|
||||
|
||||
|
||||
func _initialize() -> void:
|
||||
var t := ms(func(): Cards.all())
|
||||
print("Kartenpool laden: %.1f ms" % t)
|
||||
var r := RandomNumberGenerator.new()
|
||||
r.seed = 3
|
||||
print("Stapel würfeln: %.2f ms" % ms(func(): DeckGen.random_deck(r), 20))
|
||||
print("Gegner erzeugen: %.2f ms" % ms(func(): DeckGen.random_opponent(), 20))
|
||||
for n in [1]:
|
||||
var g := Game.new_battle(r)
|
||||
# ein volles Brett für alle, damit die Entscheidung teuer wird
|
||||
var uid := 5000
|
||||
for p in g.players:
|
||||
for k in 4:
|
||||
var c := Game.Creature.new(Cards.by_id("f_3_2"), p, uid)
|
||||
uid += 1
|
||||
c.ready = true
|
||||
p.board.append(c)
|
||||
var h: Game.Player = g.players[0]
|
||||
h.energy = 10
|
||||
h.max_energy = 10
|
||||
for k in 6:
|
||||
h.hand.append(Cards.by_id("f_4_3"))
|
||||
AI.time_budget_ms = 100000
|
||||
var t_full := ms(func(): AI.choose_action(g, h))
|
||||
AI.time_budget_ms = 150
|
||||
var t_budget := ms(func(): AI.choose_action(g, h))
|
||||
var cands := AI.candidate_actions(g, h).size()
|
||||
print("KI-Entscheidung, %d Gegner, %d Kandidaten: ohne Budget %.0f ms, mit Budget %.0f ms" % [n, cands, t_full, t_budget])
|
||||
print("Spielkopie: %.3f ms" % ms(func(): Game.new_battle(r).clone(), 20))
|
||||
print("Musik erzeugen (läuft im Hintergrund-Thread): %.0f ms" % ms(func(): Sfx.new()._music()))
|
||||
quit()
|
||||
@@ -0,0 +1 @@
|
||||
uid://xrm3o6vloxh0
|
||||
@@ -1,8 +1,10 @@
|
||||
#!/usr/bin/env bash
|
||||
# Führt Import und alle Headless-Prüfungen aus. Aufruf: tests/run_headless.sh [godot-binary]
|
||||
# Führt Import, statische Prüfung und alle Headless-Prüfungen aus. Aufruf: tests/run_headless.sh [godot-binary]
|
||||
set -euo pipefail
|
||||
GODOT="${1:-godot}"
|
||||
cd "$(dirname "$0")/.."
|
||||
"$GODOT" --headless --path . --import > /dev/null 2>&1 || true
|
||||
"$GODOT" --headless --path . -s tests/lint.gd 2>&1 | grep -E "FEHLER|Skripte" || true
|
||||
"$GODOT" --headless --path . -s tests/lint.gd > /dev/null 2>&1
|
||||
"$GODOT" --headless --path . -s tests/test_runner.gd 2>&1 | tee /tmp/dinger_tests.log | grep -E "FEHLER|Prüfungen|SCRIPT ERROR" || true
|
||||
grep -q " 0 fehlgeschlagen" /tmp/dinger_tests.log
|
||||
+25
-18
@@ -1,6 +1,6 @@
|
||||
extends SceneTree
|
||||
## Balance-Simulation, die KI spielt auch den Menschen. Bei gleichen Regeln
|
||||
## ist etwa 1/(Gegner+1) Siege zu erwarten:
|
||||
## sind etwa 50 % Siege zu erwarten:
|
||||
## godot --headless --path . -s tests/simulate.gd
|
||||
|
||||
|
||||
@@ -8,31 +8,38 @@ func _initialize() -> void:
|
||||
var games := 100
|
||||
var r := RandomNumberGenerator.new()
|
||||
r.seed = 0
|
||||
var starter := Profile.starter().deck_cards()
|
||||
var random_deck := func(rr: RandomNumberGenerator) -> Array:
|
||||
var pool: Array = Cards.ELEMENTS.duplicate()
|
||||
Game.shuffle(pool, rr)
|
||||
return Game.build_opponent_deck(rr, [pool[0], pool[1]])
|
||||
var t0 := Time.get_ticks_msec()
|
||||
print("Alle gierig (Erwartung etwa 1/(Gegner+1)):")
|
||||
for n in range(1, Game.MAX_OPPONENTS + 1):
|
||||
_run("Zufallsdeck", random_deck, n, games, r, true, true)
|
||||
print("Beide gierig (Erwartung etwa 50 %):")
|
||||
_run(games, r, true, true)
|
||||
print("Du mit Vorausschau, Gegner gierig:")
|
||||
for n in [1, 2, 3]:
|
||||
_run("Zufallsdeck", random_deck, n, games / 2, r, false, true)
|
||||
print("Alle mit Vorausschau:")
|
||||
_run("Starterdeck", func(_rr): return starter, 1, games / 2, r, false, false)
|
||||
_run("Zufallsdeck", random_deck, 2, games / 4, r, false, false)
|
||||
_run(games / 2, r, false, true)
|
||||
print("Beide mit Vorausschau:")
|
||||
_run(games / 2, r, false, false)
|
||||
print("Kampagne (du mit Vorausschau), je Stufe:")
|
||||
for stage in [0, 4, 9, 19, 29, 39, 49]:
|
||||
_campaign(stage, games / 4, r)
|
||||
print("Dauer %.1f s" % ((Time.get_ticks_msec() - t0) / 1000.0))
|
||||
quit()
|
||||
|
||||
|
||||
func _run(label: String, deck_fn: Callable, n_opp: int, games: int, r: RandomNumberGenerator,
|
||||
human_greedy: bool, opp_greedy: bool) -> void:
|
||||
func _campaign(stage: int, games: int, r: RandomNumberGenerator) -> void:
|
||||
var wins := 0
|
||||
for i in games:
|
||||
var g := Game.new_battle_with(Campaign.opponent(stage), r, false, {"deck": DeckGen.element_deck(Cards.NEUTRAL)}) # du mit der Startsammlung
|
||||
while g.winner == "":
|
||||
AI.take_turn(g, g.current(), false)
|
||||
assert(g.turn < 300, "Spiel endet nicht")
|
||||
if g.winner == "human":
|
||||
wins += 1
|
||||
var st := Campaign.stage(stage)
|
||||
print("Stufe %2d %-12s %2d Leben, %d Merkmale: Siege %3d%%" % [stage + 1, st.name, int(st.life), st.perks.size(), wins * 100 / games])
|
||||
|
||||
|
||||
func _run(games: int, r: RandomNumberGenerator, human_greedy: bool, opp_greedy: bool) -> void:
|
||||
var wins := 0
|
||||
var turns := 0
|
||||
for i in games:
|
||||
var g := Game.new_battle(deck_fn.call(r), n_opp, r)
|
||||
var g := Game.new_battle(r)
|
||||
while g.winner == "":
|
||||
var p := g.current()
|
||||
AI.take_turn(g, p, human_greedy if p.is_human else opp_greedy)
|
||||
@@ -40,4 +47,4 @@ func _run(label: String, deck_fn: Callable, n_opp: int, games: int, r: RandomNum
|
||||
if g.winner == "human":
|
||||
wins += 1
|
||||
turns += g.turn
|
||||
print("%-26s vs %d: Siege %3d%% Ø Züge %.1f" % [label, n_opp, wins * 100 / games, float(turns) / games])
|
||||
print("Siege %3d%% Ø Züge %.1f" % [wins * 100 / games, float(turns) / games])
|
||||
+883
-903
File diff suppressed because it is too large.
Load diff
+765
-318
File diff suppressed because it is too large.
Load diff
+240
-24
@@ -1,59 +1,275 @@
|
||||
keys,en
|
||||
Dinger,Dinger
|
||||
Ein Kartenspiel: jeder gegen jeden,A card game: free-for-all
|
||||
Ein Kartenspiel: Duell um das Feld,A card game: duel for the field
|
||||
Einzelspieler,Single player
|
||||
Kampagne,Campaign
|
||||
Lokal zu mehreren,Local multiplayer
|
||||
Netzwerkspiel,Network game
|
||||
Deck,Deck
|
||||
Booster öffnen,Open boosters
|
||||
Deck bauen,Build deck
|
||||
Werkstatt,Workshop
|
||||
Erfolge,Achievements
|
||||
Regeln,Rules
|
||||
Einstellungen,Settings
|
||||
Anleitung,Tutorial
|
||||
Beenden,Quit
|
||||
Zurück,Back
|
||||
Weiter,Continue
|
||||
Start,Start
|
||||
Speichern,Save
|
||||
Leeren,Clear
|
||||
Suche,Search
|
||||
Fehlende,Missing
|
||||
Alle,All
|
||||
Aktiv setzen,Set active
|
||||
Auto-Ausfüllen,Auto-fill
|
||||
Umbenennen,Rename
|
||||
Zug beenden,End turn
|
||||
Aufgeben,Surrender
|
||||
Weiterspielen,Keep playing
|
||||
"Ja, aufgeben","Yes, surrender"
|
||||
Wirklich aufgeben?,Really surrender?
|
||||
Der Kampf endet ohne Münzen.,The battle ends without coins.
|
||||
Zurück zum Menü,Back to menu
|
||||
Lupe,Zoom
|
||||
Schließen,Close
|
||||
Held als Ziel,Target hero
|
||||
Verlauf,Log
|
||||
Karte überfahren für Details,Hover a card for details
|
||||
Lautstärke,Volume
|
||||
Musik,Music
|
||||
KI-Tempo,AI speed
|
||||
Animationen,Animations
|
||||
Sprache,Language
|
||||
Booster,Boosters
|
||||
Booster kaufen (100 Münzen),Buy booster (100 coins)
|
||||
%d neu · %d aufgewertet · +%d Staub,%d new · %d upgraded · +%d dust
|
||||
Alle aufdecken,Reveal all
|
||||
Zerlegen,Dismantle
|
||||
Herstellen,Craft
|
||||
Kämpfen,Fight
|
||||
Wiederholen,Replay
|
||||
Gesperrt,Locked
|
||||
Spiel eröffnen,Host game
|
||||
Beitreten,Join
|
||||
Behalten,Keep
|
||||
Tauschen,Swap
|
||||
Hand tauschen?,Swap cards?
|
||||
Klicke Karten an die du zurücklegen willst. Einmal pro Partie.,Click the cards you want to put back. Once per game.
|
||||
Fallen,Traps
|
||||
Du bist dran,Your turn
|
||||
Rückgängig,Undo
|
||||
Kapitel 1,Chapter 1
|
||||
Kapitel 2,Chapter 2
|
||||
Kapitel 3,Chapter 3
|
||||
Kapitel 4,Chapter 4
|
||||
Kapitel 5,Chapter 5
|
||||
"Münzen: %d · Staub: %d","Coins: %d · Dust: %d"
|
||||
Wähle ein Angriffsziel,Choose an attack target
|
||||
Abgebrochen,Cancelled
|
||||
%s kann nicht angreifen,%s cannot attack
|
||||
Nicht dein Zug,Not your turn
|
||||
Nicht auf der Hand,Not in your hand
|
||||
Dein Feld ist voll,Your board is full
|
||||
Kein gültiges Ziel,No valid target
|
||||
Ungültiges Ziel,Invalid target
|
||||
Ein Wächter muss zuerst angegriffen werden,A guardian must be attacked first
|
||||
Sieg!,Victory!
|
||||
Niederlage,Defeat
|
||||
+%d Münzen,+%d coins
|
||||
Schwierigkeit,Difficulty
|
||||
Leicht,Easy
|
||||
Normal,Normal
|
||||
Schwer,Hard
|
||||
Profil zurücksetzen,Reset profile
|
||||
Große Schrift,Large text
|
||||
%d Münzen,%d coins
|
||||
Abbrechen,Cancel
|
||||
"Ja, zurücksetzen","Yes, reset"
|
||||
Flink,Swift
|
||||
Doppelschlag,Double Strike
|
||||
Common,Common
|
||||
Rare,Rare
|
||||
Super Rare,Super Rare
|
||||
Ultra Rare,Ultra Rare
|
||||
Ultimate Rare,Ultimate Rare
|
||||
Feuer,Fire
|
||||
Wasser,Water
|
||||
Erde,Earth
|
||||
Luft,Air
|
||||
%s zerlegt (+%d Staub),%s dismantled (+%d dust)
|
||||
Kapitel %d,Chapter %d
|
||||
%s mit Effektkarten,%s with effect cards
|
||||
Zuschauen,Watch
|
||||
Zuschauer,Spectator
|
||||
"Zuschauer: Hände sind verdeckt","Spectator: hands are hidden"
|
||||
Starten,Start
|
||||
Sammlung,Collection
|
||||
Verschmelzen,Fuse
|
||||
Nur eigene Wesen,Only your own creatures
|
||||
Nur eigene Karten,Only your own cards
|
||||
Sammlung: %d von %d Karten · Kampagne: %d/%d · Level %d,Collection: %d of %d cards · Campaign: %d/%d · Level %d
|
||||
Skilltree,Skill tree
|
||||
Level %d,Level %d
|
||||
%d / %d EP bis Level %d,%d / %d XP to level %d
|
||||
Skillpunkte: %d,Skill points: %d
|
||||
Lernen,Learn
|
||||
Glück,Luck
|
||||
Kraft,Power
|
||||
Weisheit,Wisdom
|
||||
Wirtschaft,Economy
|
||||
Packglück,Pack luck
|
||||
Staubsammler,Dust collector
|
||||
Münzsegen,Coin blessing
|
||||
Händler,Merchant
|
||||
Freies Ziehen,Free draw
|
||||
Starker Start,Strong start
|
||||
Garantie,Guarantee
|
||||
Zäh,Tough
|
||||
Stark,Strong
|
||||
Sparsam,Thrifty
|
||||
Mindestens eine Super Rare je Booster,At least one Super Rare per booster
|
||||
Eigene Karten haben mehr Leben,Your cards have more health
|
||||
Eigene Karten haben mehr Angriff,Your cards have more attack
|
||||
Teure Karten kosten 1 Mana weniger,Expensive cards cost 1 mana less
|
||||
Rare je Pack sicher,Rare per pack guaranteed
|
||||
Super Rare je Pack sicher,Super Rare per pack guaranteed
|
||||
+%d Leben,+%d health
|
||||
+%d Angriff,+%d attack
|
||||
ab %d Mana 1 billiger,1 cheaper from %d mana
|
||||
voller Preis,full price
|
||||
Gelernt,Learned
|
||||
Erst %s lernen,Learn %s first
|
||||
Erst den Skill davor lernen,Learn the previous skill first
|
||||
Seltenere Karten in Boostern,Rarer cards in boosters
|
||||
Mehr Staub aus Doppelten und Zerlegen,More dust from duplicates and dismantling
|
||||
Mehr Münzen nach jedem Kampf,More coins after every battle
|
||||
Booster werden billiger,Boosters get cheaper
|
||||
Zweites Ziehen je Zug auch gratis,Second draw each turn free as well
|
||||
Mehr Mana im ersten Zug,More mana in the first turn
|
||||
Chancen %d/%d/%d/%d/%d %%,Odds %d/%d/%d/%d/%d %%
|
||||
+%d %% Staub,+%d %% dust
|
||||
+%d %% Münzen,+%d %% coins
|
||||
"Neutral %d, Element %d","Neutral %d, element %d"
|
||||
zwei Karten je Zug gratis,two cards per turn for free
|
||||
eine Karte je Zug gratis,one card per turn for free
|
||||
erster Zug: %d Mana,first turn: %d mana
|
||||
Jetzt: %s,Now: %s
|
||||
Nächste: %s,Next: %s
|
||||
Cheats,Cheats
|
||||
Werkstatt,Workshop
|
||||
Werkstatt frei,Unlock workshop
|
||||
"Baue eigene Karten aus Staub: so viele Elemente und Eigenschaften du willst, jede kostet Mana.","Build your own cards from dust: as many elements and keywords as you like, each adds mana."
|
||||
Angriff,Attack
|
||||
Leben,Health
|
||||
Eigenschaften,Keywords
|
||||
Name,Name
|
||||
Bauen,Build
|
||||
Kosten %d Mana · Wert %d · Preis %d Staub,Cost %d mana · value %d · price %d dust
|
||||
Gebaut: %s,Built: %s
|
||||
Eigenbau %d,Custom %d
|
||||
Werkstatt noch gesperrt,Workshop still locked
|
||||
Name fehlt,Name missing
|
||||
Mindestens ein Element,At least one element
|
||||
"Angriff 0 bis 10, Leben 1 bis 10","Attack 0 to 10, health 1 to 10"
|
||||
Währung,Currency
|
||||
Erfahrung,Experience
|
||||
+1.000 Münzen,"+1,000 coins"
|
||||
+10.000 Münzen,"+10,000 coins"
|
||||
+1.000 Staub,"+1,000 dust"
|
||||
+10.000 Staub,"+10,000 dust"
|
||||
+1 Level,+1 level
|
||||
+5 Level,+5 levels
|
||||
Skills zurücksetzen,Reset skills
|
||||
Erfahrung auf 0,Experience to 0
|
||||
Kapitel 2 frei,Unlock chapter 2
|
||||
Kapitel 3 frei,Unlock chapter 3
|
||||
Kapitel 4 frei,Unlock chapter 4
|
||||
Kapitel 5 frei,Unlock chapter 5
|
||||
Kampagne zurücksetzen,Reset campaign
|
||||
Alle Karten (Common),All cards (Common)
|
||||
Alle Karten Ultimate Rare,All cards Ultimate Rare
|
||||
Eigene Karten +1 Stufe,Own cards +1 rank
|
||||
Sammlung zurücksetzen,Reset collection
|
||||
Gespeichert,Saved
|
||||
"Münzen %d · Staub %d · EP %d (Level %d, %d Skillpunkte frei) · Kampagne %d/%d · Sammlung %d Karten, Stapel %d","Coins %d · Dust %d · XP %d (level %d, %d skill points free) · Campaign %d/%d · Collection %d cards, deck %d"
|
||||
Schon auf der höchsten Stufe,Already at the highest rank
|
||||
Kein Skillpunkt frei,No skill point available
|
||||
Erfahrung sind deine verdienten Münzen. Jedes Level bringt einen Skillpunkt. Jeder Ast öffnet sich von oben nach unten.,Experience is the coins you earn. Every level grants one skill point. Each branch opens from top to bottom.
|
||||
%s ist jetzt %s,%s is now %s
|
||||
Alle Kapitel abgeschlossen,All chapters completed
|
||||
Elemente,Elements
|
||||
Aufwerten,Upgrade
|
||||
Aufwerten zu %s (%d Staub),Upgrade to %s (%d dust)
|
||||
Höchste Stufe,Top tier
|
||||
Keine Karte gewählt,No card selected
|
||||
Zerlegen (+%d Staub),Dismantle (+%d dust)
|
||||
Nicht genug Staub (%d nötig),Not enough dust (%d needed)
|
||||
Schon auf der höchsten Stufe,Already at the top tier
|
||||
Common-Karten lassen sich nicht zerlegen,Common cards cannot be dismantled
|
||||
Aufgewertet,Upgraded
|
||||
+%d Staub,+%d dust
|
||||
Dein Zug,Your turn
|
||||
Nicht genug Mana,Not enough mana
|
||||
Profil wirklich zurücksetzen?,Really reset your profile?
|
||||
"Sammlung, Münzen und Fortschritt gehen verloren.","Collection, coins and progress are lost."
|
||||
%d Leben,%d life
|
||||
Gegnerkarten: %s,Opponent cards: %s
|
||||
Vorausschau-KI,lookahead AI
|
||||
einfache KI,simple AI
|
||||
ein Merkmal,one perk
|
||||
Münzen %s,coins %s
|
||||
",","."
|
||||
%d Züge,%d turns
|
||||
%d Karten,%d cards
|
||||
%d schnelle Züge,%d fast turns
|
||||
Sieg ×2,Victory ×2
|
||||
Kampagne +%d,Campaign +%d
|
||||
Start gegen die KI,Start against the AI
|
||||
Ziehen,Draw
|
||||
Verdeckt legen ◆ %d,Set face-down ◆ %d
|
||||
Aufdecken,Reveal
|
||||
verdeckt,face-down
|
||||
Aufgedeckt!,Revealed!
|
||||
Merkmal +%d,Perk +%d
|
||||
Erst die Wesen,Creatures first
|
||||
%s liegt verdeckt,%s is face-down
|
||||
%s liegt schon offen,%s is already face-up
|
||||
Unbekannte Eigenschaft,Unknown trait
|
||||
%s hat schon %s,%s already has %s
|
||||
Wesen kommen mit +1 Angriff,Creatures enter with +1 attack
|
||||
Hat im ersten Zug 2 Mana mehr,Has 2 extra mana on the first turn
|
||||
Wesen haben keinen Elementnachteil,Creatures have no element weakness
|
||||
Beginnt mit 5 Leben mehr,Starts with 5 extra life
|
||||
Greift zweimal je Zug,Attacks twice per turn
|
||||
Verdeckt,Face-down
|
||||
Inferno,Inferno
|
||||
Tiefsee,Deep Sea
|
||||
Berg,Mountain
|
||||
Orkan,Hurricane
|
||||
Dampf,Steam
|
||||
Lava,Lava
|
||||
Blitz,Lightning
|
||||
Schlamm,Mud
|
||||
Sturm,Storm
|
||||
Sand,Sand
|
||||
Feuerwesen haben +1 Angriff,Fire creatures have +1 attack
|
||||
Wesen kommen mit +1 Leben,Creatures enter with +1 health
|
||||
Bekommt jeden Zug 1 Mana mehr,Gets 1 extra mana each turn
|
||||
Ziehen kostet kein Mana,Drawing costs no mana
|
||||
Spott,Taunt
|
||||
Regeneration,Regeneration
|
||||
Muss zuerst angegriffen werden,Must be attacked first
|
||||
Greift sofort an,Attacks right away
|
||||
Heilt sich am Zugende ganz,Heals fully at the end of the turn
|
||||
Wesen greifen sofort an,Creatures attack right away
|
||||
Verschmelzen mit …,Fuse with …
|
||||
Ziel wählen,Pick the partner
|
||||
Erst die Wesen mit Spott,Taunting creatures first
|
||||
%s kann erst im nächsten Zug aufgedeckt werden,%s can be revealed next turn
|
||||
%s greift erst im nächsten Zug an,%s attacks next turn
|
||||
greift erst im nächsten Zug an,attacks next turn
|
||||
%s durch das Element,%s from its element
|
||||
Zwei verschiedene Karten wählen,Pick two different cards
|
||||
stirbt,dies
|
||||
Abwerfen +%d ◆,Discard +%d ◆
|
||||
Überspringen,Skip
|
||||
Zug %d,Turn %d
|
||||
Stapel: %d Karten (%d bis %d),Deck: %d cards (%d to %d)
|
||||
Stärke %d,Strength %d
|
||||
Herstellen (%d Staub),Craft (%d dust)
|
||||
Nicht in der Sammlung,Not in the collection
|
||||
%s hergestellt,%s crafted
|
||||
Neu!,New!
|
||||
Auffüllen,Fill up
|
||||
Leeren,Clear
|
||||
Dein Stapel ist leer,Your deck is empty
|
||||
Klick auf eine Karte: rein oder raus.,Click a card: in or out.
|
||||
Manakurve,Mana curve
|
||||
Optionen,Options
|
||||
Hauptmenü,Main menu
|
||||
Neutral,Neutral
|
||||
Nie im Vorteil oder Nachteil,Never at an advantage or disadvantage
|
||||
Veteran,Veteran
|
||||
Feuerritter,Fire Knight
|
||||
Wasserritter,Water Knight
|
||||
Erdritter,Earth Knight
|
||||
Luftritter,Air Knight
|
||||
|
Binary file not shown.
Reference in new issue
Block a user