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9
.github/workflows/tests.yml
vendored
9
.github/workflows/tests.yml
vendored
@@ -72,10 +72,5 @@ jobs:
|
||||
chmod +x godot
|
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- name: Import
|
||||
run: ./godot --headless --path . --import || true
|
||||
- name: Archetypen messen
|
||||
run: ./godot --headless --path . -s tests/strength_probe.gd 2>&1 | grep -E "%|geschrieben"
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||||
- name: Ergebnis sichern
|
||||
uses: actions/upload-artifact@v4
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||||
with:
|
||||
name: archetypen
|
||||
path: data/archetypen.json
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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"
|
||||
|
||||
88
README.md
88
README.md
@@ -1,79 +1,59 @@
|
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# Dinger
|
||||
|
||||
Kartenspiel in 2D (Godot 4.7): du und 1 bis 5 KI-Magier, jeder gegen jeden, alle mit denselben Regeln.
|
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Kartenspiel in 2D (Godot 4.7): ein Duell gegen einen KI-Magier, beide mit denselben Regeln.
|
||||
|
||||
## Starten
|
||||
|
||||
Projektordner in Godot öffnen und auf „Play" drücken, oder im Terminal:
|
||||
|
||||
```
|
||||
./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. Danach genügt `godot --path .`.
|
||||
|
||||
## Start
|
||||
|
||||
Projektordner in Godot öffnen und auf „Play“ drücken, oder im Terminal:
|
||||
|
||||
```
|
||||
godot --path .
|
||||
```
|
||||
`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
|
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- 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 je Kapitel, Tagesaufgabe
|
||||
- Booster, fünf Deck-Slots, Sammlung (Zerlegen und Herstellen aus Staub), Einstellungen (Ton, KI-Tempo, Animationen)
|
||||
- 150 Karten in `data/karten.json`: je Element und neutral alle Werte von 0/1 bis 5/5, 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, höchstens 10 (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 40 bis 60 Karten (Menü „Deck“: eigene Karten rein oder raus, „Auffüllen“ nimmt die wertvollsten des gewählten Filters, bei gleichem Wert die teuersten; „Stärke“ ist der mittlere Kartenwert: ⌊(2·Angriff + Leben)/3⌋ − Kosten + 1, mal 100, also 100 für Grundkarten bis 500 für Ultimate Rare). 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 und bekommt den Elementbonus erst offen; aufdecken ist kostenlos, frühestens im nächsten Zug, danach greift es sofort an; ein Angriff deckt es auf
|
||||
- Beim ersten Start wählt man eines von vier Startdecks (40 Karten: 25 eines Elements bis Angriff 4, je fünf billige der anderen), der Rest kommt aus Boostern oder der Werkstatt. 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 (100 Münzen): fünf Karten 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
|
||||
- Elementboni, 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); je drei ausgespielte Karten eines Elements geben den eigenen Wesen dieses Elements +1/+1 (verdeckt gelegte zählen mit, bekommen den Bonus aber erst offen). Verschmolzene Wesen zählen für alle ihre Elemente und bekommen alle Boni. Die Zähler stehen links neben dem jeweiligen Brett und zeigen nur Elemente, bei denen etwas passiert ist: zwei Symbole, gefüllt je offenem eigenen Wesen, und die Zahl der ausgespielten Karten
|
||||
- Elementvorteil beim Kampf (Wasser > Feuer > Luft > Erde > Wasser): wer im Vorteil ist, schlägt durch den Stapelbonus des Ziels (so viel Schaden mehr, wie das Ziel an +x/+x trägt); wer im Nachteil ist, schlägt ohne seinen eigenen Stapelbonus zu; beim Angriff wie beim Konter, gegen Helden nichts; ohne Stapelbonus bewirkt das Element nichts; ein Wesen mit mehreren Elementen kämpft mit dem, das gegen den Gegner am besten steht. Ist ein Angreifer gewählt, zeigen die Gegnerkarten ihren Konter gegen ihn (grün mehr, rot weniger); 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; die Hand fasst 7 Karten, das Feld 5 Wesen
|
||||
- Schwierigkeit Leicht/Normal/Schwer: Gegner mit 25/30/35 Leben, einfache oder Vorausschau-KI, Münzen 0,75/1/1,5-fach
|
||||
- KI mit Vorausschau in zwei Stufen und Zeitbudget (150 ms), sie rechnet im Hintergrund-Thread
|
||||
- Kampagne: drei Kapitel mit je zehn Magiern, Bosse mit ein bis drei Merkmalen und eigenen Stapeln (Kapitel 1 bis Kosten 3, Kapitel 2 bis 5 als Rare, Kapitel 3 alles als Super Rare), eigenes Merkmal nach Kapitel 1
|
||||
- Spielstand versioniert mit Sicherungskopie (`spielstand.json.bak`)
|
||||
- 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
|
||||
- Zwei Kampagnenkapitel (Bosse mit ein bis drei Merkmalen), wählbares eigenes Merkmal nach Kapitel 1
|
||||
- Bestenliste (Serie, schnellster Sieg) im Hintergrund: sie steuert den Schwierigkeitstipp
|
||||
- Zehn Fallenkarten, Netzwerk mit Wiederverbinden (Platz bleibt 60 s frei)
|
||||
- Deckstärke aus Seltenheit, Schlüsselwörtern und Effekten; Gegnerdecks werden auf die eigene Stärke gebaut
|
||||
- Schwierigkeit Leicht/Normal/Schwer: Zielstärke 0,9/1,0/1,2-fach, schwache oder starke Archetypen, einfache oder Vorausschau-KI, Münzen 0,75/1/1,5-fach
|
||||
- Gegnervorschau vor dem Kampf (Element und Stärke, neu würfelbar), Vorschlag zur Schwierigkeit nach drei Siegen oder Niederlagen
|
||||
- Deckstärke mit Kurvenabzug und Gewichtung durch die eigene Kartenstatistik; Booster schlagen passende Karten fürs Deck vor
|
||||
- Resonanz gedeckelt (+1, +2, +3, +3), günstige Wasser-Antworten (Ebbe, Tiefenstoß, Strudel), Wasser-Wesen angehoben, Gischtläufer für Sturm
|
||||
- Gegnervorschau mit höchstens drei Neuwürfen, Schwierigkeitstipp nach Spielverlauf (deutliche Siege oder drei Niederlagen)
|
||||
- KI mit Zeitbudget je Entscheidung (150 ms), Warnung bei ungespeichertem Deck
|
||||
- Lava trifft nur noch das stärkste gegnerische Wesen; Archetypen-Werte kommen aus `data/archetypen.json` (Messlauf schreibt sie)
|
||||
- KI-Vorausschau in zwei Stufen (erst alle Züge mit den besten Zielen, dann die acht besten vertieft): bei 5 Gegnern 0,1 s statt 2 s, und sie rechnet im Hintergrund-Thread, Musik ebenso
|
||||
- KI-Bewertung mit Bedrohung (gegnerische Angriffskraft ohne eigenen Wächter, tödliche besonders) und Führenden-Bremse; im Duell 62:38 gegen die alte Bewertung
|
||||
- Unterbrochene Einzelspieler-Kämpfe (auch Kampagne) werden laufend gespeichert und lassen sich im Menü fortsetzen
|
||||
- Gamepad im Deckbau, in der Sammlung und beim Booster: Karten, Deckzeilen und Kartenrücken sind fokussierbar, A wählt, B geht zurück
|
||||
- Englisch auch für Kartennamen und Kartentexte (`name_en` in `data/karten.json`, Textbausteine über `tr()`)
|
||||
- Deck-Codes zum Teilen (`DINGER1:id*anzahl,…`) mit Zwischenablage im Deckbau
|
||||
- Kapitel 3 der Kampagne (drei Merkmale, volle Tische), acht neue Karten (je Elementpaar eine, zwei Fallen), Elementbooster für 120 Münzen
|
||||
- Netzwerk: fällt der Host aus, übernimmt der Mitspieler mit der kleinsten Kennung (er bekommt laufend den vollen Spielstand), die anderen verbinden neu; Zuschauer sehen die Partie ohne Hände
|
||||
- Balance in drei Messrunden (je 200 Partien pro Archetyp): Sand gibt +1/+1 statt Schild, Wasser und Feuer zäher, Lava-Karten leicht schwächer; Spanne jetzt 40–64 % statt 36–78 % (Feuer+Erde bleibt mit 64 % die Spitze)
|
||||
- Große Schrift: Kartennamen neben dem Kostenkreis, Kartentext läuft nicht mehr über, breitere Knöpfe in Booster, Deckbau und Sammlung
|
||||
- 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, statische Prüfung (`tests/lint.gd`) und Headless-Prüfungen aus. `.github/workflows/tests.yml`:
|
||||
Headless und schneller Fenster-Test bei jedem Push, voller Fenster-Test und Archetypen-Messung nachts um 3 Uhr oder von Hand (Xvfb, lokal nicht geprüft).
|
||||
`DINGER_FAST=1` lässt den Fenster-Test ohne die langen Kämpfe laufen (etwa ein Drittel der Zeit).
|
||||
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 nach dem Klonen: Ressourcen importieren (macht start.sh auch)
|
||||
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/strength_probe.gd # Stärke der Elementkombinationen messen (Werte in DeckGen.ARCHETYPE_STRENGTH)
|
||||
DINGER_SHOTS=/tmp/shots godot --path . tests/ui_test.tscn # Oberfläche mit Fenster und Screenshots
|
||||
DINGER_ONLY=test_deckbau godot --path . tests/ui_test.tscn # nur einzelne Oberflächentests
|
||||
DINGER_NETZ=1 godot --path . tests/ui_test.tscn # zusätzlich die langsamen Netzwerktests (Bot-Prozesse)
|
||||
N=200 godot --headless --path . -s tests/strength_probe.gd # Messlauf mit 200 statt 60 Partien je Archetyp
|
||||
godot --headless --path . -s tests/perf_probe.gd # Laufzeiten: KI-Entscheidung, Deckerzeugung, Musik
|
||||
godot --path . tests/frame_probe.tscn # Bildzeiten im Kampf mit 5 Gegnern
|
||||
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
|
||||
@@ -88,12 +68,12 @@ 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
|
||||
- `scripts/deckgen.gd` – Deckstärke, Gegnerdecks entlang der Energiekurve, Archetypen
|
||||
- `scripts/netstate.gd` – Zustandsbilder fürs Netzwerk
|
||||
- `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, Tagesaufgabe, Einstellungen
|
||||
- `scripts/profile.gd` – Spielstand (versioniert), Sammlung, Stapel, Booster, Werkstatt, Einstellungen
|
||||
- `scripts/campaign.gd` – Kampagnenstufen
|
||||
- `scenes/main.tscn` – Startszene
|
||||
- `scripts/net.gd` – Netzwerkspiel (ENet) mit Wiederverbinden
|
||||
- `scripts/ui/` – Bildschirme; `card_view.gd` und `creature_view.gd` zeichnen Karten und Wesen, `element_view.gd` den Elementzähler, `battle_layout.gd` die Aufteilung des Kampfes
|
||||
- `translations/ui.csv` – englische Oberflächentexte
|
||||
- `design.md` – Gestaltung: Vorbilder, Karte, Kampfbildschirm, Bewegung, Menüs
|
||||
|
||||
@@ -1,25 +1,32 @@
|
||||
# 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 und Tagesaufgaben als Fortschritt
|
||||
- Im lokalen Netz zu mehreren spielbar, auch als Zuschauer
|
||||
- Ein unterbrochener Kampf lässt sich später fortsetzen
|
||||
- Bestenliste als Langzeitziel
|
||||
- Duell: Spieler gegen einen KI-Gegner, beide mit gleichen Regeln
|
||||
- Einzelspieler-Knopf führt zur Wahl der Schwierigkeit
|
||||
- Kampagne gegen benannte Magier als Fortschritt
|
||||
|
||||
## Sammeln
|
||||
- Booster öffnen
|
||||
- Karten haben Seltenheiten
|
||||
- Aus der Sammlung werden Decks gebaut (mehrere Slots) und als Code geteilt
|
||||
- Überschüssige Karten lassen sich zerlegen und neue herstellen
|
||||
- Man startet mit einem von vier Startdecks (40 Karten: 25 eines Elements bis Angriff 4, je fünf billige der anderen); 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: 40 bis 60 eigene Karten, im Menü „Deck“ zusammengestellt (Auffüllen folgt dem Filter, wertvollste zuerst; Stärke = mittlerer Kartenwert ⌊(2·Angriff + Leben)/3⌋ − Kosten + 1, mal 100: 100 bis 500); 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, höchstens 10; 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 5/5 (150 Karten). Neutral: nie im Vorteil oder Nachteil, kein Paar, aber ein eigener Zähler (+1/+1 je drei); 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)
|
||||
- Je drei ausgespielte Karten eines Elements: +1/+1 für die eigenen Wesen des Elements, jeder Spieler zählt für sich; verdeckt gelegte zählen mit, bekommen den Bonus aber erst offen; die Karte zeigt vorher, was sie bekäme; verschmolzene Wesen zählen für alle ihre Elemente und bekommen alle Effekte und Boni
|
||||
- Elementvorteil im Kreis: Wasser schlägt Feuer, Feuer schlägt Luft, Luft schlägt Erde, Erde schlägt Wasser (wer im Vorteil ist, schlägt durch den Stapelbonus des Ziels: so viel Schaden mehr, wie das Ziel an +x/+x trägt; wer im Nachteil ist, schlägt ohne seinen eigenen Stapelbonus zu; beim Angriff wie beim Konter; ohne Stapelbonus bewirkt das Element nichts; ein Wesen mit mehreren Elementen kämpft mit dem, das gegen den Gegner am besten steht)
|
||||
- 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
|
||||
|
||||
@@ -1,12 +0,0 @@
|
||||
{
|
||||
"Erde": 50,
|
||||
"Erde+Luft": 56,
|
||||
"Feuer": 40,
|
||||
"Feuer+Erde": 64,
|
||||
"Feuer+Luft": 42,
|
||||
"Feuer+Wasser": 57,
|
||||
"Luft": 45,
|
||||
"Wasser": 43,
|
||||
"Wasser+Erde": 50,
|
||||
"Wasser+Luft": 41
|
||||
}
|
||||
3576
data/karten.json
3576
data/karten.json
File diff suppressed because it is too large
Load Diff
144
design.md
Normal file
144
design.md
Normal file
@@ -0,0 +1,144 @@
|
||||
# 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, 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), rechts der
|
||||
Elementbonus.
|
||||
- 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.
|
||||
- **Elementzähler** je Spieler als Liste links neben seinem Brett, nur Elemente mit Wesen oder gespielten Karten.
|
||||
Je Element zwei Symbole in seiner Form, gefüllt je offenem eigenen Wesen (beide voll: Sondereffekt),
|
||||
daneben das Mana der ausgespielten Karten; je 10 gibt es +1 Angriff.
|
||||
- **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.
|
||||
- Handkarten tragen den Elementbonus, den sie offen gelegt bekämen; beim Angreifen
|
||||
steht der Elementkonter (der ignorierte Stapelbonus) am Ziel, bei Verdeckten nicht.
|
||||
|
||||
## 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, Einstellungen,
|
||||
Beenden; 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, die nächste pulsiert; darunter die gewählte
|
||||
Stufe mit Gegner, Leben, Belohnung und Merkmalen. Die Bosse werden über Leben und Merkmale
|
||||
stärker, nicht über Begleiter.
|
||||
- Sammlung: sechs Spalten, eigene Karten zuerst (höchste Stufen vorn), fehlende abgedunkelt, rechts
|
||||
die große Vorschau mit Aufwerten, Zerlegen oder Herstellen. Deck: gleiches Raster, nur eigene Karten,
|
||||
Stapelkarten hell, die anderen abgedunkelt; Klick wechselt. Rechts die Kartenzahl und die Stärke
|
||||
(mittlerer Kartenwert, 100 für Grundkarten bis 500 für Ultimate Rare).
|
||||
|
||||
## 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/
|
||||
336
scripts/ai.gd
336
scripts/ai.gd
@@ -1,25 +1,19 @@
|
||||
class_name AI
|
||||
## 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. 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.
|
||||
## 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() # setzt den nächsten Angriff aus: der Angriffswert zählt nicht
|
||||
if not c.ready:
|
||||
v -= c.power() * 0.25
|
||||
v += c.power() * 0.5
|
||||
if c.has("Regeneration"):
|
||||
v += 1.0
|
||||
return v
|
||||
|
||||
|
||||
@@ -30,16 +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, der stärkste Gegner etwas mehr (jeder gegen jeden: den Führenden bremsen).
|
||||
## Gegnerische Angriffskraft ohne eigenen Wächter ist eine Bedrohung, tödliche besonders.
|
||||
## 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
|
||||
var leader := 0.0
|
||||
for e in g.players:
|
||||
if e == p:
|
||||
continue
|
||||
@@ -47,54 +47,33 @@ static func evaluate(g: Game, p: Game.Player) -> float:
|
||||
score += 40.0
|
||||
continue
|
||||
alive_enemies += 1
|
||||
var ev: float = e.life * 0.6 + board_value(e) * 0.9 + e.hand.size() * 0.2
|
||||
score -= ev
|
||||
leader = maxf(leader, ev)
|
||||
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.frozen:
|
||||
if not c.hidden:
|
||||
threat += c.power() * c.attacks_per_turn()
|
||||
if alive_enemies == 0:
|
||||
return 10000.0
|
||||
score -= leader * 0.25
|
||||
var guarded := false
|
||||
for c in p.board:
|
||||
if c.taunt():
|
||||
guarded = true
|
||||
break
|
||||
if guarded:
|
||||
score -= threat * 0.1
|
||||
elif threat >= p.life:
|
||||
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 ---------------------------------------------------------------
|
||||
|
||||
const MAX_TARGETS := 4 # je Karte bzw. Angreifer nur die aussichtsreichsten Ziele prüfen
|
||||
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
|
||||
|
||||
|
||||
## Grobe Rangfolge eines Ziels für einen Karteneffekt (nur zum Vorsortieren).
|
||||
static func _target_rank(kind: String, amount: int, t) -> float:
|
||||
if t is Game.Player:
|
||||
return 50.0 - t.life if kind == "damage" else 0.0
|
||||
match kind:
|
||||
"damage":
|
||||
return 100.0 + _value(t) if not t.shield and t.health <= amount else float(_value(t))
|
||||
"freeze", "bounce":
|
||||
return t.card.cost * 10.0 + t.power()
|
||||
"buff", "shield":
|
||||
return (100.0 if t.can_attack() else 0.0) + t.power()
|
||||
return float(_value(t))
|
||||
|
||||
|
||||
## Rangfolge eines Angriffsziels: sichere Abtausche zuerst, dann Helden, dann der Rest.
|
||||
## 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
|
||||
@@ -113,45 +92,26 @@ static func _top(list: Array, rank: Callable, n: int) -> Array:
|
||||
return ranked.slice(0, n).map(func(pair): return pair[1])
|
||||
|
||||
|
||||
## Mögliche Aktionen; mit prune nur die MAX_TARGETS besten Ziele je Karte und Angreifer.
|
||||
## 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 := []
|
||||
var valid_cache := {}
|
||||
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})
|
||||
continue
|
||||
if not valid_cache.has(tt):
|
||||
valid_cache[tt] = game.valid_targets(p, tt)
|
||||
var valid: Array = valid_cache[tt]
|
||||
if valid.is_empty():
|
||||
out.append({"type": "play", "card": card, "target": null})
|
||||
continue
|
||||
if prune:
|
||||
var fx: Cards.Effect = null
|
||||
for f in card.effects:
|
||||
if f.target == tt:
|
||||
fx = f
|
||||
break
|
||||
var kind: String = fx.kind if fx != null else ""
|
||||
var amount: int = fx.amount if fx != null else 0
|
||||
var key := "%s/%s/%d" % [tt, kind, amount]
|
||||
if not valid_cache.has(key):
|
||||
valid_cache[key] = _top(valid, func(t): return _target_rank(kind, amount, t), MAX_TARGETS)
|
||||
valid = valid_cache[key]
|
||||
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]:
|
||||
targets.append(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:
|
||||
@@ -159,16 +119,51 @@ static func candidate_actions(game: Game, p: Game.Player, prune: bool = false) -
|
||||
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):
|
||||
@@ -181,34 +176,30 @@ static func map_target(g2: Game, game: Game, t):
|
||||
static func map_action(game: Game, copy: Game, action: Dictionary) -> Dictionary:
|
||||
var out := action.duplicate()
|
||||
if action.has("creature"):
|
||||
out["creature"] = game.find_creature(action.creature.uid)
|
||||
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: erst wird jede Aktion auf einer
|
||||
## Kopie ausgeführt und bewertet, dann bekommen die DEEPEN besten Folgeschritte
|
||||
## (z. B. verstärken, dann angreifen). Bei Zeitmangel gilt der beste bisherige Zug.
|
||||
## 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(game, p) + 0.01
|
||||
var base := evaluate(view, me) + 0.01
|
||||
var firsts := [] # {action, game, score}
|
||||
for action in candidate_actions(game, p, true):
|
||||
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 := game.clone_for(p)
|
||||
apply_on_clone(g2, game, action)
|
||||
firsts.append({"action": action, "game": g2, "score": evaluate(g2, g2.players[game.current_idx])})
|
||||
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 := base
|
||||
@@ -217,15 +208,15 @@ static func choose_action(game: Game, p: Game.Player) -> Dictionary:
|
||||
var g2: Game = f.game
|
||||
var score: float = f.score
|
||||
if g2.winner == "":
|
||||
var p2: Game.Player = g2.players[game.current_idx]
|
||||
var p2: Game.Player = g2.players[view.current_idx]
|
||||
var count := 0
|
||||
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)
|
||||
var g3 := g2.clone()
|
||||
apply_on_clone(g3, g2, nxt)
|
||||
score = maxf(score, evaluate(g3, g3.players[game.current_idx]) - 0.001)
|
||||
score = maxf(score, evaluate(g3, g3.players[view.current_idx]) - 0.001)
|
||||
if score > best_score:
|
||||
best_score = score
|
||||
best = f.action
|
||||
@@ -234,50 +225,49 @@ static func choose_action(game: Game, p: Game.Player) -> Dictionary:
|
||||
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)
|
||||
@@ -285,71 +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))
|
||||
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 := creatures.filter(func(c): return _kills(cr, c) and _value(c) > _value(cr))
|
||||
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"))
|
||||
if not heroes.is_empty():
|
||||
return _weakest(heroes)
|
||||
if not creatures.is_empty():
|
||||
return _best(creatures, func(c): return 1000 - c.health)
|
||||
return null
|
||||
|
||||
@@ -359,11 +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()
|
||||
|
||||
@@ -375,3 +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()
|
||||
|
||||
@@ -1,63 +1,52 @@
|
||||
class_name Campaign
|
||||
## Kampagne: zehn benannte Magier in drei Kapiteln, jede Stufe mit mehr Gegnern am Tisch.
|
||||
## Kampagne: zehn benannte Magier in drei Kapiteln. Die Bosse haben weniger Leben als du,
|
||||
## dafür Merkmale; je Kapitel kommt eins dazu.
|
||||
|
||||
const STAGES := [
|
||||
{"name": "Fenn", "title": "Kobold-Zähmer", "elements": ["Feuer"], "extra": 0, "reward": 100, "perk": "feuer_angriff"},
|
||||
{"name": "Mara", "title": "Gezeitenhexe", "elements": ["Wasser"], "extra": 0, "reward": 100, "perk": "leben_35"},
|
||||
{"name": "Borin", "title": "Steinfaust", "elements": ["Erde"], "extra": 1, "reward": 150, "perk": "waechter_leben"},
|
||||
{"name": "Liska", "title": "Windläuferin", "elements": ["Luft"], "extra": 1, "reward": 150, "perk": "flink_angriff"},
|
||||
{"name": "Vulkar", "title": "Herr der Lava", "elements": ["Feuer", "Erde"], "extra": 2, "reward": 200, "perk": "zauber_schaden"},
|
||||
{"name": "Nyx", "title": "Sturmruferin", "elements": ["Wasser", "Luft"], "extra": 2, "reward": 200, "perk": "extra_karten"},
|
||||
{"name": "Ignis", "title": "Inferno-Priester", "elements": ["Feuer"], "extra": 3, "reward": 250, "perk": "resonanz_doppelt"},
|
||||
{"name": "Thalassa", "title": "Tiefseekönigin", "elements": ["Wasser"], "extra": 3, "reward": 250, "perk": "schild_wesen"},
|
||||
{"name": "Zephyra", "title": "Blitzkaiserin", "elements": ["Feuer", "Luft"], "extra": 4, "reward": 300, "perk": "alle_flink"},
|
||||
{"name": "Archimagier", "title": "Meister der Elemente", "elements": ["Erde", "Luft"], "extra": 4, "reward": 500, "perk": "start_energie"},
|
||||
{"name": "Fenn", "title": "Kobold-Zähmer", "life": 22, "reward": 100, "perk": "feuer_angriff"},
|
||||
{"name": "Mara", "title": "Gezeitenhexe", "life": 22, "reward": 100, "perk": "leben_35"},
|
||||
{"name": "Borin", "title": "Steinfaust", "life": 24, "reward": 150, "perk": "wesen_angriff"},
|
||||
{"name": "Liska", "title": "Windläuferin", "life": 24, "reward": 150, "perk": "ziehen_gratis"},
|
||||
{"name": "Vulkar", "title": "Herr der Lava", "life": 24, "reward": 200, "perk": "wesen_leben"},
|
||||
{"name": "Nyx", "title": "Sturmruferin", "life": 26, "reward": 200, "perk": "extra_mana"},
|
||||
{"name": "Ignis", "title": "Inferno-Priester", "life": 26, "reward": 250, "perk": "element_doppelt"},
|
||||
{"name": "Thalassa", "title": "Tiefseekönigin", "life": 26, "reward": 250, "perk": "alle_flink"},
|
||||
{"name": "Zephyra", "title": "Blitzkaiserin", "life": 28, "reward": 300, "perk": "alle_flink"},
|
||||
{"name": "Archimagier", "title": "Meister der Elemente", "life": 28, "reward": 500, "perk": "start_energie"},
|
||||
]
|
||||
|
||||
|
||||
## Kapitel 2: die Magier kehren mit zwei Merkmalen und mehr Gefolge zurück.
|
||||
## Kapitel 2: die Magier kehren mit zwei Merkmalen und mehr Leben zurück.
|
||||
const STAGES2 := [
|
||||
{"name": "Fenn", "title": "Flammenzähmer", "elements": ["Feuer"], "extra": 1, "reward": 300, "perks": ["feuer_angriff", "start_energie"]},
|
||||
{"name": "Mara", "title": "Herrin der Gezeiten", "elements": ["Wasser"], "extra": 1, "reward": 300, "perks": ["leben_35", "extra_karten"]},
|
||||
{"name": "Borin", "title": "Fels der Ewigkeit", "elements": ["Erde"], "extra": 2, "reward": 350, "perks": ["waechter_leben", "schild_wesen"]},
|
||||
{"name": "Liska", "title": "Sturmläuferin", "elements": ["Luft"], "extra": 2, "reward": 350, "perks": ["flink_angriff", "alle_flink"]},
|
||||
{"name": "Vulkar", "title": "Aschekönig", "elements": ["Feuer", "Erde"], "extra": 3, "reward": 400, "perks": ["zauber_schaden", "feuer_angriff"]},
|
||||
{"name": "Nyx", "title": "Gewitterruferin", "elements": ["Wasser", "Luft"], "extra": 3, "reward": 400, "perks": ["extra_karten", "flink_angriff"]},
|
||||
{"name": "Ignis", "title": "Inferno-Erzpriester", "elements": ["Feuer"], "extra": 4, "reward": 450, "perks": ["resonanz_doppelt", "zauber_schaden"]},
|
||||
{"name": "Thalassa", "title": "Kaiserin der Tiefe", "elements": ["Wasser"], "extra": 4, "reward": 450, "perks": ["schild_wesen", "leben_35"]},
|
||||
{"name": "Zephyra", "title": "Blitzkaiserin", "elements": ["Feuer", "Luft"], "extra": 5, "reward": 500, "perks": ["alle_flink", "start_energie"]},
|
||||
{"name": "Archimagier", "title": "Herr aller Elemente", "elements": ["Erde", "Luft"], "extra": 5, "reward": 800, "perks": ["start_energie", "resonanz_doppelt", "extra_karten"]},
|
||||
{"name": "Fenn", "title": "Flammenzähmer", "life": 22, "reward": 300, "perks": ["feuer_angriff", "start_energie"]},
|
||||
{"name": "Mara", "title": "Herrin der Gezeiten", "life": 22, "reward": 300, "perks": ["leben_35", "extra_mana"]},
|
||||
{"name": "Borin", "title": "Fels der Ewigkeit", "life": 24, "reward": 350, "perks": ["wesen_angriff", "alle_flink"]},
|
||||
{"name": "Liska", "title": "Sturmläuferin", "life": 24, "reward": 350, "perks": ["ziehen_gratis", "wesen_angriff"]},
|
||||
{"name": "Vulkar", "title": "Aschekönig", "life": 24, "reward": 400, "perks": ["wesen_leben", "feuer_angriff"]},
|
||||
{"name": "Nyx", "title": "Gewitterruferin", "life": 26, "reward": 400, "perks": ["extra_mana", "ziehen_gratis"]},
|
||||
{"name": "Ignis", "title": "Inferno-Erzpriester", "life": 26, "reward": 450, "perks": ["element_doppelt", "wesen_leben"]},
|
||||
{"name": "Thalassa", "title": "Kaiserin der Tiefe", "life": 26, "reward": 450, "perks": ["alle_flink", "leben_35"]},
|
||||
{"name": "Zephyra", "title": "Blitzkaiserin", "life": 28, "reward": 500, "perks": ["alle_flink", "start_energie"]},
|
||||
{"name": "Archimagier", "title": "Herr aller Elemente", "life": 28, "reward": 800, "perks": ["start_energie", "element_doppelt"]},
|
||||
]
|
||||
|
||||
|
||||
## Kapitel 3: drei Merkmale, volle Tische, die stärksten Decks.
|
||||
## Kapitel 3: drei Merkmale und volle Tische.
|
||||
const STAGES3 := [
|
||||
{"name": "Fenn", "title": "Aschefürst", "elements": ["Feuer"], "extra": 2, "reward": 600, "perks": ["feuer_angriff", "start_energie", "zauber_schaden"]},
|
||||
{"name": "Mara", "title": "Sturmflut", "elements": ["Wasser"], "extra": 2, "reward": 600, "perks": ["leben_35", "extra_karten", "schild_wesen"]},
|
||||
{"name": "Borin", "title": "Berg selbst", "elements": ["Erde"], "extra": 3, "reward": 700, "perks": ["waechter_leben", "schild_wesen", "leben_35"]},
|
||||
{"name": "Liska", "title": "Windbraut", "elements": ["Luft"], "extra": 3, "reward": 700, "perks": ["flink_angriff", "alle_flink", "extra_karten"]},
|
||||
{"name": "Vulkar", "title": "Magmakaiser", "elements": ["Feuer", "Erde"], "extra": 4, "reward": 800, "perks": ["zauber_schaden", "feuer_angriff", "waechter_leben"]},
|
||||
{"name": "Nyx", "title": "Orkanmutter", "elements": ["Wasser", "Luft"], "extra": 4, "reward": 800, "perks": ["extra_karten", "flink_angriff", "resonanz_doppelt"]},
|
||||
{"name": "Ignis", "title": "Sonnenpriester", "elements": ["Feuer"], "extra": 5, "reward": 900, "perks": ["resonanz_doppelt", "zauber_schaden", "start_energie"]},
|
||||
{"name": "Thalassa", "title": "Herz der Tiefe", "elements": ["Wasser"], "extra": 5, "reward": 900, "perks": ["schild_wesen", "leben_35", "resonanz_doppelt"]},
|
||||
{"name": "Zephyra", "title": "Gewitterkaiserin", "elements": ["Feuer", "Luft"], "extra": 5, "reward": 1000, "perks": ["alle_flink", "start_energie", "zauber_schaden"]},
|
||||
{"name": "Archimagier", "title": "Ewiger Meister", "elements": ["Erde", "Luft"], "extra": 5, "reward": 1200, "perks": ["start_energie", "resonanz_doppelt", "extra_karten", "leben_35"]},
|
||||
{"name": "Fenn", "title": "Aschefürst", "life": 20, "reward": 600, "perks": ["feuer_angriff", "start_energie", "wesen_leben"]},
|
||||
{"name": "Mara", "title": "Sturmflut", "life": 20, "reward": 600, "perks": ["leben_35", "extra_mana", "alle_flink"]},
|
||||
{"name": "Borin", "title": "Berg selbst", "life": 22, "reward": 700, "perks": ["wesen_angriff", "alle_flink", "leben_35"]},
|
||||
{"name": "Liska", "title": "Windbraut", "life": 22, "reward": 700, "perks": ["ziehen_gratis", "wesen_angriff", "extra_mana"]},
|
||||
{"name": "Vulkar", "title": "Magmakaiser", "life": 22, "reward": 800, "perks": ["wesen_leben", "feuer_angriff", "wesen_angriff"]},
|
||||
{"name": "Nyx", "title": "Orkanmutter", "life": 24, "reward": 800, "perks": ["extra_mana", "ziehen_gratis", "element_doppelt"]},
|
||||
{"name": "Ignis", "title": "Sonnenpriester", "life": 24, "reward": 900, "perks": ["element_doppelt", "wesen_leben", "start_energie"]},
|
||||
{"name": "Thalassa", "title": "Herz der Tiefe", "life": 24, "reward": 900, "perks": ["alle_flink", "leben_35", "element_doppelt"]},
|
||||
{"name": "Zephyra", "title": "Gewitterkaiserin", "life": 26, "reward": 1000, "perks": ["alle_flink", "start_energie", "wesen_leben"]},
|
||||
{"name": "Archimagier", "title": "Ewiger Meister", "life": 26, "reward": 1200, "perks": ["start_energie", "element_doppelt", "leben_35"]},
|
||||
]
|
||||
|
||||
const CHAPTERS := [STAGES, STAGES2, STAGES3]
|
||||
|
||||
# Mindeststärke der Gegnerdecks je Stufe; nie unter der Stärke des eigenen Decks.
|
||||
const MIN_RATING := [1.2, 1.3, 1.5, 1.6, 1.8, 1.9, 2.1, 2.2, 2.4, 2.6]
|
||||
const MIN_RATING2 := [2.2, 2.3, 2.5, 2.6, 2.8, 2.9, 3.0, 3.1, 3.2, 3.4]
|
||||
const MIN_RATING3 := [3.2, 3.3, 3.5, 3.6, 3.8, 3.9, 4.0, 4.1, 4.2, 4.4]
|
||||
const MIN_RATINGS := [MIN_RATING, MIN_RATING2, MIN_RATING3]
|
||||
|
||||
|
||||
static func target_rating(stage_index: int, player_rating: float) -> float:
|
||||
var base: float = MIN_RATINGS[chapter(stage_index) - 1][stage_index % STAGES.size()]
|
||||
return maxf(base, player_rating)
|
||||
|
||||
|
||||
static func total() -> int:
|
||||
return STAGES.size() * CHAPTERS.size()
|
||||
|
||||
@@ -75,15 +64,16 @@ static func stage(i: int) -> Dictionary:
|
||||
return CHAPTERS[chapter(i) - 1][i % STAGES.size()]
|
||||
|
||||
|
||||
## Gegner einer Stufe, Decks auf die Zielstärke (Stufe oder eigenes Deck, was höher ist).
|
||||
static func opponents(stage_index: int, r: RandomNumberGenerator, player_rating: float = 0.0) -> Array:
|
||||
## Boss einer Stufe mit dem Leben, den Merkmalen und einem Stapel der Stufe; ab Kapitel 2 sind
|
||||
## seine Karten eine Seltenheitsstufe höher (+1/+1), ab Kapitel 3 zwei.
|
||||
static func opponent(stage_index: int, r: RandomNumberGenerator = null) -> Game.Player:
|
||||
var st := stage(stage_index)
|
||||
var target := target_rating(stage_index, player_rating)
|
||||
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_rated(r, st.elements, target), 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, Game.START_LIFE, target))
|
||||
return out
|
||||
if r == null:
|
||||
r = Game.make_rng()
|
||||
var ch := chapter(stage_index)
|
||||
boss.deck = DeckGen.opponent_deck(r, ch)
|
||||
for id in boss.deck:
|
||||
boss.looks[id] = ch - 1
|
||||
return boss
|
||||
|
||||
366
scripts/cards.gd
366
scripts/cards.gd
@@ -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",
|
||||
@@ -20,166 +30,139 @@ 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 das stärkste gegnerische Wesen",
|
||||
"Blitz": "2 Schaden an den schwächsten Gegner",
|
||||
"Schlamm": "Heile dich um 3",
|
||||
"Sturm": "Ziehe 1 Karte",
|
||||
"Sand": "Das neue Wesen erhält +1/+1",
|
||||
}
|
||||
const RESONANCE_TEXT := "Resonanz: Ein Wesen bekommt Angriff für eigene Wesen mit gleichem Element: +1, +2, +3, +3 bei ein bis vier Partnern."
|
||||
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"]
|
||||
# Näherung der Kartenstärke: Seltenheit plus Zuschläge für Schlüsselwörter und Effekte.
|
||||
const RARITY_POINTS := {"gewöhnlich": 1.0, "selten": 2.0, "episch": 3.0, "legendär": 4.0, "mythisch": 5.0}
|
||||
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", "strongest_enemy_creature", 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("buff", "self_creature", 1, 1)
|
||||
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
|
||||
## Kosten einer Karte: zwei Drittel Angriff plus ein Drittel Leben, abgerundet, höchstens 10 (0/2 kostet nichts).
|
||||
static func cost_of(attack: int, health: int) -> int:
|
||||
return mini(10, (2 * attack + health) / 3)
|
||||
|
||||
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", "")))
|
||||
|
||||
## Kartentext in der aktuellen Sprache. trigger: bei Fallen der Auslöser (Wortwahl).
|
||||
func text(trigger: String = "") -> String:
|
||||
var n := str(amount)
|
||||
if target == "trigger_source":
|
||||
var played := trigger == "creature_played"
|
||||
match kind:
|
||||
"damage":
|
||||
if played:
|
||||
return tr("%s Schaden an dieses Wesen") % n
|
||||
return tr("%s Schaden an den Angreifer") % n
|
||||
"freeze":
|
||||
if played:
|
||||
return tr("Es wird eingefroren")
|
||||
return tr("Der Angreifer wird eingefroren")
|
||||
"bounce":
|
||||
return tr("Es geht zurück auf die Hand")
|
||||
match kind:
|
||||
"cancel":
|
||||
return tr("Der Angriff verpufft")
|
||||
"summon":
|
||||
return tr("Beschwöre einen %s") % Cards.by_id(card_id).title()
|
||||
"damage":
|
||||
match target:
|
||||
"enemy_creature":
|
||||
return tr("%s Schaden an ein gegnerisches Wesen") % n
|
||||
"enemy_any":
|
||||
return tr("%s Schaden an ein Ziel") % n
|
||||
"all_enemy_creatures":
|
||||
return tr("%s Schaden an alle gegnerischen Wesen") % n
|
||||
"all_enemy_heroes":
|
||||
return tr("%s Schaden an alle Gegner") % n
|
||||
"all_enemies":
|
||||
return tr("%s Schaden an alle Gegner und ihre Wesen") % n
|
||||
"heal":
|
||||
return tr("Heile dich um %s") % n
|
||||
"draw":
|
||||
if amount == 1:
|
||||
return tr("Ziehe 1 Karte")
|
||||
return tr("Ziehe %s Karten") % n
|
||||
"freeze":
|
||||
if target == "enemy_creature":
|
||||
return tr("Friere ein gegnerisches Wesen ein")
|
||||
if target == "strongest_enemy_creature":
|
||||
return tr("Friere das stärkste gegnerische Wesen ein")
|
||||
return tr("Friere alle gegnerischen Wesen ein")
|
||||
"bounce":
|
||||
if target == "enemy_creature":
|
||||
return tr("Ein gegnerisches Wesen zurück auf die Hand")
|
||||
return tr("Alle gegnerischen Wesen zurück auf die Hand")
|
||||
"buff":
|
||||
var b := "+%d/+%d" % [amount, amount2]
|
||||
if target == "friendly_creature":
|
||||
return tr("Ein befreundetes Wesen erhält %s") % b
|
||||
return tr("Alle befreundeten Wesen erhalten %s") % b
|
||||
"shield":
|
||||
if target == "friendly_creature":
|
||||
return tr("Ein befreundetes Wesen erhält Schild")
|
||||
if target == "self_creature":
|
||||
return tr("Erhält Schild")
|
||||
return tr("Alle befreundeten Wesen erhalten Schild")
|
||||
return ""
|
||||
## 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:
|
||||
@@ -187,49 +170,70 @@ class Card extends RefCounted:
|
||||
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, höchstens 10 (aus den Grundwerten)
|
||||
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 art := "" # verschmolzen: Karte, deren Bild das Wesen trägt (der stärkere Elternteil)
|
||||
|
||||
func to_dict() -> Dictionary:
|
||||
var d := {"id": id, "name": name, "name_en": name_en, "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, mal 100. Grundkarten liegen
|
||||
## bei 100, jede Seltenheitsstufe gibt 100 dazu (Ultimate Rare 500); Fusionen aus ihren Werten.
|
||||
func value() -> int:
|
||||
return (Cards.cost_of(attack, health) - cost + 1) * 100
|
||||
|
||||
## Grundwerte ohne den Stufenbonus.
|
||||
func base_attack() -> int:
|
||||
return attack - maxi(look, 0)
|
||||
|
||||
func base_health() -> int:
|
||||
return health - maxi(look, 0)
|
||||
|
||||
## 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.
|
||||
@@ -244,32 +248,20 @@ class Card extends RefCounted:
|
||||
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] = []
|
||||
if is_neutral():
|
||||
kws.append(tr(Cards.NEUTRAL))
|
||||
for k in Cards.KEYWORDS:
|
||||
if k in keywords:
|
||||
kws.append(tr(k))
|
||||
parts.append(", ".join(kws) + ".")
|
||||
if not effects.is_empty():
|
||||
var fx: Array[String] = []
|
||||
for f in effects:
|
||||
fx.append(f.text(trigger))
|
||||
var s := ", ".join(fx) + "."
|
||||
if is_trap():
|
||||
parts.append(tr("Falle. %s: %s") % [tr(Cards.TRIGGER_TEXT[trigger]), s])
|
||||
elif is_creature():
|
||||
parts.append(tr("Beim Ausspielen: %s") % s)
|
||||
else:
|
||||
parts.append(s)
|
||||
return " ".join(parts)
|
||||
if kws.is_empty():
|
||||
return ""
|
||||
return ", ".join(kws) + "."
|
||||
|
||||
|
||||
static var _all: Array = []
|
||||
@@ -294,14 +286,6 @@ static func has_id(id) -> bool:
|
||||
return _by_id.has(id)
|
||||
|
||||
|
||||
static func card_value(c: Card) -> float:
|
||||
return RARITY_POINTS[c.rarity] + 0.3 * c.keywords.size() + 0.3 * c.effects.size()
|
||||
|
||||
|
||||
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()
|
||||
|
||||
@@ -1,142 +1,71 @@
|
||||
class_name DeckGen
|
||||
## Deckstärke, Gegnerdecks und Archetypen (ausgelagert aus den Spielregeln).
|
||||
## Stapel: die vier Startdecks, Auffüllen aus der Sammlung, zufällige Stapel für Gegner.
|
||||
|
||||
const OPPONENT_RARITY_WEIGHT := {"gewöhnlich": 6.0, "selten": 3.0, "episch": 2.0, "legendär": 1.0, "mythisch": 0.3}
|
||||
# Abnehmende Resonanz je Anzahl gleichelementiger Partner (Index = Partner).
|
||||
const RESONANCE_STEPS := [0, 1, 2, 3, 3]
|
||||
|
||||
# Gemessene Stärke der Elementkombinationen (Siegquote gegen das Feld, KI gegen KI, 60 Partien je Archetyp, tests/strength_probe.gd).
|
||||
const ARCHETYPE_STRENGTH := {"Erde": 50, "Erde+Luft": 56, "Feuer": 40, "Feuer+Erde": 64, "Feuer+Luft": 42, "Feuer+Wasser": 57, "Luft": 45, "Wasser": 43, "Wasser+Erde": 50, "Wasser+Luft": 41}
|
||||
const CHEAP_IN_RANDOM := 12 # so viele im ersten Zug bezahlbare Karten hat ein zufälliger Stapel mindestens
|
||||
|
||||
|
||||
|
||||
const ARCHETYPE_PATH := "res://data/archetypen.json"
|
||||
static var _strength: Dictionary = {}
|
||||
|
||||
|
||||
## Gemessene Werte aus data/archetypen.json (vom Messlauf geschrieben), sonst die eingebaute Tabelle.
|
||||
static func strength() -> Dictionary:
|
||||
if _strength.is_empty():
|
||||
_strength = ARCHETYPE_STRENGTH.duplicate()
|
||||
if FileAccess.file_exists(ARCHETYPE_PATH):
|
||||
var json := JSON.new()
|
||||
if json.parse(FileAccess.get_file_as_string(ARCHETYPE_PATH)) == OK and json.data is Dictionary:
|
||||
for k in json.data:
|
||||
if _strength.has(k):
|
||||
_strength[k] = int(json.data[k])
|
||||
return _strength
|
||||
|
||||
|
||||
## Elementkombinationen einer Stufe: "leicht" die schwächere Hälfte, "schwer" die stärkere, sonst alle.
|
||||
static func archetypes(tier: String = "") -> Array:
|
||||
var table := strength()
|
||||
var keys: Array = table.keys()
|
||||
keys.sort_custom(func(a, b): return table[a] < table[b])
|
||||
var half: int = keys.size() / 2
|
||||
match tier:
|
||||
"leicht":
|
||||
return keys.slice(0, half)
|
||||
"schwer":
|
||||
return keys.slice(half)
|
||||
return keys
|
||||
|
||||
|
||||
# Energiekurve der Gegnerdecks: Anzahl Karten je Kosten (6 = sechs und mehr).
|
||||
const CURVE := {1: 3, 2: 5, 3: 4, 4: 3, 5: 2, 6: 3}
|
||||
|
||||
|
||||
|
||||
## Gegnerdeck aus den Elementen entlang der Energiekurve. bias > 1 bevorzugt seltene Karten, bias < 1 gewöhnliche.
|
||||
static func build_opponent_deck(r: RandomNumberGenerator, elements: Array, bias: float = 1.0) -> Array:
|
||||
var pool := Cards.all().filter(func(c): return c.elements.all(func(e): return e in elements))
|
||||
var deck := []
|
||||
var counts := {}
|
||||
for bucket in CURVE:
|
||||
for i in CURVE[bucket]:
|
||||
var c = _pick_for_cost(r, pool, counts, bucket, bias)
|
||||
if c != null:
|
||||
counts[c.id] = counts.get(c.id, 0) + 1
|
||||
deck.append(c)
|
||||
while deck.size() < Game.DECK_SIZE:
|
||||
var c = _pick_for_cost(r, pool, counts, r.randi_range(1, 6), bias)
|
||||
if c == null:
|
||||
## 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
|
||||
counts[c.id] = counts.get(c.id, 0) + 1
|
||||
deck.append(c)
|
||||
return deck
|
||||
out.append(c.id)
|
||||
return out
|
||||
|
||||
|
||||
## Karte nahe den gewünschten Kosten, gewichtet nach Seltenheit (bias) und Kostenabstand.
|
||||
## Bei extremer Seltenheitsvorgabe darf die Kurve nachgeben, sonst wäre das Ziel unerreichbar.
|
||||
static func _pick_for_cost(r: RandomNumberGenerator, pool: Array, counts: Dictionary, cost: int, bias: float):
|
||||
var candidates := []
|
||||
var weights := PackedFloat32Array()
|
||||
for c in pool:
|
||||
if counts.get(c.id, 0) >= Game.MAX_COPIES:
|
||||
## Stapel eines Kampagnengegners: Kapitel 1 bis Kosten 3, Kapitel 2 bis 5, Kapitel 3 alles.
|
||||
static func opponent_deck(r: RandomNumberGenerator, chapter: int) -> Array:
|
||||
return random_deck(r, [3, 5, 99][clampi(chapter - 1, 0, 2)])
|
||||
|
||||
|
||||
## Startdeck für ein Element: die 25 Karten des Elements bis Angriff 4, dazu je fünf billige der
|
||||
## anderen Elemente (DECK_MIN Karten).
|
||||
static func start_deck(element: String) -> Array:
|
||||
var out := []
|
||||
for c in Cards.all():
|
||||
if c.elements[0] == element and c.attack <= 4:
|
||||
out.append(c.id)
|
||||
for e in Cards.ELEMENTS:
|
||||
if e == element:
|
||||
continue
|
||||
var spread: int = absi(mini(c.cost, 6) - cost)
|
||||
var w: float = OPPONENT_RARITY_WEIGHT[c.rarity]
|
||||
w = w / bias if c.rarity == "gewöhnlich" else w * bias
|
||||
w *= pow(0.3, spread)
|
||||
candidates.append(c)
|
||||
weights.append(w)
|
||||
if candidates.is_empty():
|
||||
return null
|
||||
return candidates[r.rand_weighted(weights)]
|
||||
var cheap := Cards.all().filter(func(c): return c.elements[0] == e and c.cost <= Game.START_MANA)
|
||||
cheap.sort_custom(func(a, b): return a.cost < b.cost if a.cost != b.cost else a.attack > b.attack)
|
||||
for c in cheap.slice(0, 5):
|
||||
out.append(c.id)
|
||||
return out
|
||||
|
||||
|
||||
## Gegnerdeck auf eine Zielstärke: die Gewichtung wird angepasst, bis das Deck nahe am Ziel liegt.
|
||||
static func build_opponent_deck_rated(r: RandomNumberGenerator, elements: Array, target: float, tolerance: float = 0.12) -> Array:
|
||||
var bias := 1.0
|
||||
var best := []
|
||||
var best_diff := 99.0
|
||||
for attempt in 24:
|
||||
var deck := build_opponent_deck(r, elements, bias)
|
||||
var diff := deck_rating(deck) - target
|
||||
if absf(diff) < best_diff:
|
||||
best = deck
|
||||
best_diff = absf(diff)
|
||||
if absf(diff) <= tolerance:
|
||||
## Füllt deck aus pool (Karten-IDs) bis limit auf, die wertvollsten zuerst (Card.value in der
|
||||
## Stufe aus levels: ID -> Stufe), bei gleichem Wert die teuersten; 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)
|
||||
for c in cards:
|
||||
if out.size() >= limit:
|
||||
break
|
||||
bias = clampf(bias * (1.35 if diff < 0 else 1.0 / 1.35), 0.05, 20.0)
|
||||
return best
|
||||
out.append(c.id)
|
||||
return out
|
||||
|
||||
|
||||
## Zufälliger Gegner. target > 0: Deck auf diese Stärke gebaut. tier: Archetypen der Schwierigkeit.
|
||||
static func random_opponent(r: RandomNumberGenerator, index: int, life: int = Game.START_LIFE, target: float = 0.0, tier: String = "") -> Game.Player:
|
||||
var options := archetypes(tier)
|
||||
var elements: Array = options[r.randi_range(0, options.size() - 1)].split("+")
|
||||
var deck := build_opponent_deck_rated(r, elements, target) if target > 0.0 else build_opponent_deck(r, elements)
|
||||
return Game.Player.new("Gegner %d" % index, deck, false, life, Cards.combo_name(elements) + "-Magier")
|
||||
## 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())
|
||||
|
||||
|
||||
## Kartenwert, bei genug Partien mit der Siegquote der Karte gewichtet (Statistik aus Spieltests).
|
||||
static func card_value(c: Cards.Card, stats: Dictionary = {}) -> float:
|
||||
var v := Cards.card_value(c)
|
||||
if stats.has(c.id):
|
||||
var st: Dictionary = stats[c.id]
|
||||
if int(st.games) >= 10:
|
||||
v *= 0.5 + float(st.wins) / float(st.games)
|
||||
return v
|
||||
|
||||
|
||||
## Abzug für schlechte Energiekurven: zu wenig günstige oder zu viele teure Karten.
|
||||
static func curve_penalty(cards: Array) -> float:
|
||||
var cheap := 0
|
||||
var expensive := 0
|
||||
for c in cards:
|
||||
if c.cost <= 2:
|
||||
cheap += 1
|
||||
if c.cost >= 5:
|
||||
expensive += 1
|
||||
return minf(0.05 * maxi(0, 6 - cheap) + 0.05 * maxi(0, expensive - 5), 0.4)
|
||||
|
||||
|
||||
## Deckstärke: Durchschnitt der Kartenwerte minus Kurvenabzug (1 = nur gewöhnliche Karten, bis etwa 3,5).
|
||||
static func deck_rating(cards: Array, stats: Dictionary = {}) -> float:
|
||||
if cards.is_empty():
|
||||
return 0.0
|
||||
var sum := 0.0
|
||||
for c in cards:
|
||||
sum += card_value(c, stats)
|
||||
return sum / cards.size() - curve_penalty(cards)
|
||||
static func random_opponent(life: int = Game.START_LIFE) -> Game.Player:
|
||||
return Game.Player.new("Gegner", false, life)
|
||||
|
||||
831
scripts/game.gd
831
scripts/game.gd
File diff suppressed because it is too large
Load Diff
428
scripts/net.gd
428
scripts/net.gd
@@ -1,428 +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)
|
||||
signal migrated # nach einem Host-Ausfall: dieser Rechner führt das Spiel jetzt
|
||||
signal status_changed
|
||||
|
||||
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
|
||||
var rejoin_seconds := 60.0
|
||||
var spectator := false # eigene Rolle: nur zuschauen
|
||||
var spectators := {} # Host: peer_id -> Name
|
||||
var successor_ip := "" # Mitspieler: Adresse des Nachfolge-Hosts
|
||||
var i_am_successor := false
|
||||
var backup := {} # Nachfolger: voller Spielstand nach jeder Aktion
|
||||
var backup_names := {} # Nachfolger: Platz -> Name aller Menschen
|
||||
var last_winner := "" # Mitspieler: Sieger laut letztem Zustandsbild
|
||||
var reconnecting := false
|
||||
|
||||
|
||||
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():
|
||||
if not reconnecting:
|
||||
_fail("Verbindung fehlgeschlagen"))
|
||||
multiplayer.server_disconnected.connect(_on_server_lost)
|
||||
|
||||
|
||||
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}
|
||||
spectators = {}
|
||||
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 = ""
|
||||
spectator = false
|
||||
spectators = {}
|
||||
successor_ip = ""
|
||||
i_am_successor = false
|
||||
backup = {}
|
||||
backup_names = {}
|
||||
last_winner = ""
|
||||
|
||||
|
||||
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, spectator)
|
||||
|
||||
|
||||
# --- Host-Wechsel ---------------------------------------------------------------
|
||||
# Der Host schickt dem Mitspieler mit der kleinsten Kennung nach jeder Aktion den vollen
|
||||
# Spielstand und allen die Adresse dieses Nachfolgers. Fällt der Host aus, eröffnet der
|
||||
# Nachfolger das Spiel neu, die anderen verbinden sich mit ihm und kehren auf ihre Plätze zurück.
|
||||
|
||||
func _successor_id() -> int:
|
||||
var ids: Array = seats.keys().filter(func(id): return id != 1)
|
||||
ids.sort()
|
||||
return ids[0] if not ids.is_empty() else -1
|
||||
|
||||
|
||||
func _update_successor() -> void:
|
||||
if not is_host or game == null:
|
||||
return
|
||||
var succ := _successor_id()
|
||||
var ip := ""
|
||||
if succ > 0 and peer != null and peer.get_peer(succ) != null:
|
||||
ip = peer.get_peer(succ).get_remote_address()
|
||||
for id in seats:
|
||||
if id != 1:
|
||||
set_successor.rpc_id(id, ip, id == succ)
|
||||
|
||||
|
||||
## Platz -> Name aller Menschen (auch der gerade fehlenden), für die Rückkehr nach dem Wechsel.
|
||||
func _seat_names() -> Dictionary:
|
||||
var out := {}
|
||||
for id in seats:
|
||||
out[seats[id]] = names.get(id, "")
|
||||
for pname in waiting:
|
||||
out[waiting[pname].seat] = pname
|
||||
return out
|
||||
|
||||
|
||||
@rpc("authority", "reliable")
|
||||
func set_successor(ip: String, me: bool) -> void:
|
||||
successor_ip = ip
|
||||
i_am_successor = me
|
||||
|
||||
|
||||
@rpc("authority", "reliable")
|
||||
func receive_backup(snap: Dictionary, seat_names: Dictionary) -> void:
|
||||
backup = snap
|
||||
backup_names = seat_names
|
||||
|
||||
|
||||
func _on_server_lost() -> void:
|
||||
if is_host:
|
||||
return
|
||||
if last_winner != "":
|
||||
_fail("Host hat das Spiel beendet")
|
||||
elif i_am_successor and not backup.is_empty():
|
||||
_become_host()
|
||||
elif successor_ip != "":
|
||||
status = "Host weg, verbinde mit dem Nachfolger …"
|
||||
status_changed.emit()
|
||||
_reconnect(successor_ip)
|
||||
else:
|
||||
_fail("Host hat das Spiel beendet")
|
||||
|
||||
|
||||
func _become_host() -> void:
|
||||
var snap := backup
|
||||
var seat_names := backup_names
|
||||
var seat := my_seat
|
||||
if multiplayer.multiplayer_peer != null:
|
||||
multiplayer.multiplayer_peer.close()
|
||||
var err := FAILED
|
||||
for attempt in 5:
|
||||
err = host()
|
||||
if err == OK:
|
||||
break
|
||||
await get_tree().create_timer(1.0).timeout
|
||||
if err != OK:
|
||||
_fail("Host weg, Übernahme fehlgeschlagen")
|
||||
return
|
||||
game = Game.from_snapshot(snap)
|
||||
seats = {1: seat}
|
||||
my_seat = seat
|
||||
waiting = {}
|
||||
for s in seat_names:
|
||||
if int(s) != seat:
|
||||
waiting[seat_names[s]] = {"seat": int(s), "since": Time.get_unix_time_from_system()}
|
||||
game.say("%s übernimmt als Host." % my_name)
|
||||
status = "Du bist jetzt Host, die anderen verbinden neu …"
|
||||
successor_ip = ""
|
||||
i_am_successor = false
|
||||
backup = {}
|
||||
migrated.emit()
|
||||
|
||||
|
||||
func _reconnect(ip: String) -> void:
|
||||
reconnecting = true
|
||||
await get_tree().create_timer(2.0).timeout
|
||||
for attempt in 5:
|
||||
if join(ip) == OK:
|
||||
var t := 0.0
|
||||
while not connected and t < 4.0 and multiplayer.multiplayer_peer.get_connection_status() == MultiplayerPeer.CONNECTION_CONNECTING:
|
||||
await get_tree().process_frame
|
||||
t += get_process_delta_time()
|
||||
if connected:
|
||||
reconnecting = false
|
||||
return
|
||||
await get_tree().create_timer(1.0).timeout
|
||||
reconnecting = false
|
||||
_fail("Nachfolge-Host nicht erreichbar")
|
||||
|
||||
|
||||
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)
|
||||
spectators.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)
|
||||
_update_successor()
|
||||
action_applied.emit()
|
||||
lobby_update.rpc(names, spectators)
|
||||
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, as_spectator: bool = false) -> void:
|
||||
if not is_host:
|
||||
return
|
||||
var id := multiplayer.get_remote_sender_id()
|
||||
if as_spectator:
|
||||
spectators[id] = name
|
||||
lobby_update.rpc(names, spectators)
|
||||
lobby_changed.emit()
|
||||
if game != null:
|
||||
start_game.rpc_id(id, -1)
|
||||
receive_snapshot.rpc_id(id, game.snapshot(-2))
|
||||
return
|
||||
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]))
|
||||
_update_successor()
|
||||
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, spectators)
|
||||
lobby_changed.emit()
|
||||
|
||||
|
||||
@rpc("authority", "reliable")
|
||||
func lobby_update(n: Dictionary, sp: Dictionary = {}) -> void:
|
||||
names = n
|
||||
spectators = sp
|
||||
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])
|
||||
for id in spectators:
|
||||
start_game.rpc_id(id, -1)
|
||||
_update_successor()
|
||||
started.emit(my_seat)
|
||||
|
||||
|
||||
@rpc("authority", "reliable")
|
||||
func start_game(seat: int) -> void:
|
||||
my_seat = seat
|
||||
started.emit(seat)
|
||||
|
||||
|
||||
## Host: Zustand an alle senden (Mitspieler aus ihrer Sicht, Zuschauer ohne Verborgenes,
|
||||
## der Nachfolger zusätzlich den vollen Spielstand).
|
||||
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]))
|
||||
for id in spectators:
|
||||
receive_snapshot.rpc_id(id, game.snapshot(-2))
|
||||
var succ := _successor_id()
|
||||
if succ > 0:
|
||||
receive_backup.rpc_id(succ, game.snapshot(-1), _seat_names())
|
||||
|
||||
|
||||
@rpc("authority", "reliable")
|
||||
func receive_snapshot(snap: Dictionary) -> void:
|
||||
last_winner = str(snap.get("winner", ""))
|
||||
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
|
||||
@@ -1,105 +0,0 @@
|
||||
class_name NetState
|
||||
## Serialisierter Spielzustand für das Netzwerk (ausgelagert aus den Spielregeln).
|
||||
|
||||
|
||||
## Serialisierter Zustand aus Sicht eines Spielers: fremde Hände, Decks und Fallen nur als Anzahl.
|
||||
## viewer -1: alles sichtbar (Spielstand, Host-Wechsel); -2: nichts Verborgenes (Zuschauer).
|
||||
static func snapshot(g: Game, viewer: int) -> Dictionary:
|
||||
var ps := []
|
||||
for i in g.players.size():
|
||||
var p: Game.Player = g.players[i]
|
||||
var mine := i == viewer or viewer == -1
|
||||
var board := []
|
||||
for c in p.board:
|
||||
board.append({"uid": c.uid, "card": c.card.id, "attack": c.attack, "resonance": c.resonance,
|
||||
"health": c.health, "max_health": c.max_health, "shield": c.shield, "frozen": c.frozen,
|
||||
"ready": c.ready, "attacks_left": c.attacks_left})
|
||||
ps.append({"name": p.name, "title": p.title, "is_human": p.is_human, "life": p.life, "max_life": p.max_life,
|
||||
"energy": p.energy, "max_energy": p.max_energy, "fatigue": p.fatigue, "start_bonus": p.start_bonus,
|
||||
"order": p.order, "perks": p.perks, "turns": p.turns, "mulligan_done": p.mulligan_done,
|
||||
"hand": p.hand.map(func(c): return c.id) if mine else p.hand.size(),
|
||||
"deck": p.deck.map(func(c): return c.id) if viewer == -1 else p.deck.size(),
|
||||
"traps": p.traps.map(func(c): return c.id) if mine else p.traps.size(),
|
||||
"board": board})
|
||||
var evs := []
|
||||
for ev in g.events:
|
||||
var e: Dictionary = ev.duplicate()
|
||||
if e.has("card"):
|
||||
e["card"] = e.card.id
|
||||
evs.append(e)
|
||||
return {"players": ps, "human": g.players.find(g.human), "turn": g.turn, "current_idx": g.current_idx,
|
||||
"winner": g.winner, "winner_player": g.players.find(g.winner_player) if g.winner_player != null else -1,
|
||||
"next_uid": g.next_uid, "log": g.log.slice(maxi(0, g.log.size() - 80)), "events": evs}
|
||||
|
||||
|
||||
## Baut einen Spielzustand aus einem Snapshot; verborgene Karten werden durch Platzhalter ersetzt.
|
||||
static func from_snapshot(d: Dictionary) -> Game:
|
||||
var placeholder: Cards.Card = Cards.all()[0]
|
||||
var list := []
|
||||
for pd in d.players:
|
||||
var p := Game.Player.new(pd.name, [], pd.is_human, int(pd.life), pd.title)
|
||||
p.max_life = int(pd.max_life)
|
||||
p.energy = int(pd.energy)
|
||||
p.max_energy = int(pd.max_energy)
|
||||
p.fatigue = int(pd.fatigue)
|
||||
p.start_bonus = int(pd.start_bonus)
|
||||
p.order = int(pd.order)
|
||||
p.perks = Array(pd.perks)
|
||||
p.turns = int(pd.turns)
|
||||
p.mulligan_done = bool(pd.mulligan_done)
|
||||
if pd.hand is Array:
|
||||
for cid in pd.hand:
|
||||
p.hand.append(Cards.by_id(cid))
|
||||
else:
|
||||
for i in int(pd.hand):
|
||||
p.hand.append(placeholder)
|
||||
if pd.deck is Array:
|
||||
for cid in pd.deck:
|
||||
p.deck.append(Cards.by_id(cid))
|
||||
else:
|
||||
for i in int(pd.deck):
|
||||
p.deck.append(placeholder)
|
||||
if pd.traps is Array:
|
||||
for cid in pd.traps:
|
||||
p.traps.append(Cards.by_id(cid))
|
||||
else:
|
||||
for i in int(pd.traps):
|
||||
p.traps.append(placeholder)
|
||||
for cd in pd.board:
|
||||
var c := Game.Creature.new(Cards.by_id(cd.card), p, int(cd.uid))
|
||||
c.attack = int(cd.attack)
|
||||
c.resonance = int(cd.resonance)
|
||||
c.health = int(cd.health)
|
||||
c.max_health = int(cd.max_health)
|
||||
c.shield = bool(cd.shield)
|
||||
c.frozen = bool(cd.frozen)
|
||||
c.ready = bool(cd.ready)
|
||||
c.attacks_left = int(cd.attacks_left)
|
||||
p.board.append(c)
|
||||
list.append(p)
|
||||
var hi := int(d.human)
|
||||
var g := Game.new(list[hi], list.slice(0, hi) + list.slice(hi + 1), RandomNumberGenerator.new())
|
||||
g.players = list
|
||||
g.turn = int(d.turn)
|
||||
g.current_idx = int(d.current_idx)
|
||||
g.winner = d.winner
|
||||
g.winner_player = list[int(d.winner_player)] if int(d.winner_player) >= 0 else null
|
||||
g.next_uid = int(d.next_uid)
|
||||
for line in d.log:
|
||||
g.log.append(str(line))
|
||||
for ev in d.events:
|
||||
var e: Dictionary = ev.duplicate()
|
||||
if e.has("card"):
|
||||
e["card"] = Cards.by_id(e.card)
|
||||
for key in ["player", "uid", "count", "amount"]:
|
||||
if e.has(key):
|
||||
e[key] = int(e[key])
|
||||
for key in ["target", "attacker", "source"]:
|
||||
if e.has(key):
|
||||
var r: Dictionary = e[key]
|
||||
if r.has("uid"):
|
||||
r["uid"] = int(r.uid)
|
||||
if r.has("index"):
|
||||
r["index"] = int(r.index)
|
||||
g.events.append(e)
|
||||
return g
|
||||
@@ -1 +0,0 @@
|
||||
uid://c3ao1mpgbrter
|
||||
@@ -1,93 +1,59 @@
|
||||
class_name Profile
|
||||
extends RefCounted
|
||||
## Spielstand: Sammlung, Münzen, Decks, Staub, Booster, Kartenstatistik (für Deckstärke und Schwierigkeit), Tagesaufgabe, Einstellungen.
|
||||
## Spielstand: Münzen, Staub, Sammlung, Stapel, Kampagne, Einstellungen.
|
||||
## Man startet mit einem von vier Startdecks (je ein Element im Mittelpunkt); Booster und die
|
||||
## Werkstatt bringen 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 := 7
|
||||
const CRAFT_COST := 200 # Staub für eine neue Karte (Common)
|
||||
const SAVE_PATH := "user://spielstand.json"
|
||||
const BOOSTER_COST := 100
|
||||
const ELEMENT_BOOSTER_COST := 120 # nur Karten eines Elements (auch seine Kombos)
|
||||
const CODE_PREFIX := "DINGER1:" # Deck-Code zum Teilen
|
||||
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_WIN := 100
|
||||
const REWARD_LOSS := 50
|
||||
const DECK_SLOTS := 5
|
||||
# Schwierigkeit: Faktor auf die Zielstärke der Gegnerdecks, Belohnung und KI-Tiefe.
|
||||
# Schwierigkeit: Leben der Gegner, KI und Münzen.
|
||||
const DIFFICULTIES := {
|
||||
"leicht": {"name": "Leicht", "factor": 0.9, "reward": 0.75, "smart": false, "tier": "leicht"},
|
||||
"normal": {"name": "Normal", "factor": 1.0, "reward": 1.0, "smart": true, "tier": ""},
|
||||
"schwer": {"name": "Schwer", "factor": 1.2, "reward": 1.5, "smart": true, "tier": "schwer"},
|
||||
"leicht": {"name": "Leicht", "life": 25, "reward": 0.75, "smart": false},
|
||||
"normal": {"name": "Normal", "life": 30, "reward": 1.0, "smart": true},
|
||||
"schwer": {"name": "Schwer", "life": 35, "reward": 1.5, "smart": true},
|
||||
}
|
||||
# Sammlung: 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 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
|
||||
# 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 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 daily := {"date": "", "task": "", "progress": 0, "done": false}
|
||||
var settings := {"volume": 0.8, "music": 0.5, "ai_speed": 1.0, "animations": true, "language": "de", "difficulty": "normal", "big_font": false}
|
||||
var notices: Array[String] = [] # Meldungen für die Oberfläche (Tagesaufgabe, Fortschritt)
|
||||
var card_stats := {} # id -> {"played", "games", "wins"}
|
||||
var booster_since_mythic := 0
|
||||
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)
|
||||
var records := {"streak": 0, "best_streak": 0, "fastest_win": 0, "loss_streak": 0, "margins": []}
|
||||
|
||||
## 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": []})
|
||||
|
||||
|
||||
## Neues Profil: noch ohne Karten, das Startdeck wählt der Spieler (choose_start).
|
||||
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
|
||||
# Zwei seltene Karten zum Start, damit es etwas zum Aufbauen gibt
|
||||
p.collection["f_drache"] = 1
|
||||
p.collection["e_baum"] = 1
|
||||
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)
|
||||
p.deck[p.deck.find("f_asche")] = "f_drache"
|
||||
p.deck[p.deck.find("e_troll")] = "e_baum"
|
||||
return p
|
||||
|
||||
|
||||
## Hat der Spieler schon ein Startdeck gewählt?
|
||||
func started() -> bool:
|
||||
return not collection.is_empty()
|
||||
|
||||
|
||||
## Das Startdeck eines Elements wird Sammlung und Stapel.
|
||||
func choose_start(element: String) -> void:
|
||||
collection = {}
|
||||
deck = DeckGen.start_deck(element)
|
||||
for id in deck:
|
||||
collection[id] = 0
|
||||
|
||||
|
||||
## 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"]:
|
||||
@@ -102,71 +68,39 @@ static func load_or_new(path: String = SAVE_PATH) -> Profile:
|
||||
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))
|
||||
p.campaign_stage = int(d.get("campaign_stage", 0))
|
||||
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] = 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:
|
||||
p.collection[cid] = clampi(int(coll[cid]), 0, Cards.RARITIES.size() - 1)
|
||||
var ids := []
|
||||
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])
|
||||
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))}
|
||||
if p.collection.has(cid) and not (cid in ids):
|
||||
ids.append(cid)
|
||||
p.deck = ids.slice(0, Game.DECK_MAX)
|
||||
var se = d.get("settings", {})
|
||||
p.settings = {"volume": float(se.get("volume", 0.8)), "music": float(se.get("music", 0.5)),
|
||||
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"
|
||||
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))
|
||||
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)), "loss_streak": int(rc.get("loss_streak", 0)),
|
||||
"margins": Array(rc.get("margins", [])).map(func(m): return int(m))}
|
||||
return p
|
||||
|
||||
|
||||
func to_dict() -> Dictionary:
|
||||
return {"version": SAVE_VERSION, "coins": coins, "dust": dust, "collection": collection,
|
||||
"decks": decks, "active_deck": active_deck,
|
||||
"stats": stats, "campaign_stage": campaign_stage,
|
||||
"daily": daily, "settings": settings, "card_stats": card_stats,
|
||||
"booster_since_mythic": booster_since_mythic,
|
||||
"perk": perk, "records": records}
|
||||
return {"version": SAVE_VERSION, "coins": coins, "dust": dust, "collection": collection, "deck": deck,
|
||||
"campaign_stage": campaign_stage, "settings": settings, "perk": perk}
|
||||
|
||||
|
||||
## Speichert und sichert den vorherigen Stand als .bak.
|
||||
@@ -185,363 +119,153 @@ func take_notices() -> Array[String]:
|
||||
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))
|
||||
func owns(cid: String) -> bool:
|
||||
return collection.has(cid)
|
||||
|
||||
|
||||
func level(cid: String) -> int:
|
||||
return int(collection.get(cid, 0))
|
||||
|
||||
|
||||
func rarity(cid: String) -> String:
|
||||
return Cards.RARITIES[level(cid)]
|
||||
|
||||
|
||||
## 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
|
||||
|
||||
|
||||
func deck_valid(slot: int = -1) -> Array:
|
||||
return Game.validate_deck(deck_cards(slot), collection)
|
||||
## 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)
|
||||
|
||||
|
||||
func deck_name(slot: int = -1) -> String:
|
||||
return decks[slot if slot >= 0 else active_deck].name
|
||||
|
||||
|
||||
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
|
||||
## 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 ""
|
||||
|
||||
|
||||
## 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]
|
||||
|
||||
|
||||
func owned_cards() -> Array:
|
||||
return Cards.all().filter(func(c): return collection.get(c.id, 0) > 0)
|
||||
|
||||
|
||||
func distinct_owned() -> int:
|
||||
var n := 0
|
||||
for cid in collection:
|
||||
if collection[cid] > 0:
|
||||
n += 1
|
||||
return n
|
||||
|
||||
|
||||
# --- Zerlegen und Herstellen ------------------------------------------------------
|
||||
|
||||
## 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.
|
||||
func craft(cid: String) -> String:
|
||||
var cost: int = DUST_CRAFT[Cards.by_id(cid).rarity]
|
||||
## 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] = collection.get(cid, 0) + 1
|
||||
daily_event("craft")
|
||||
collection[cid] = lvl + 1
|
||||
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
|
||||
## 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_DISMANTLE[Cards.RARITIES[lvl]]
|
||||
if lvl == 0:
|
||||
collection.erase(cid)
|
||||
deck.erase(cid)
|
||||
else:
|
||||
collection[cid] = lvl - 1
|
||||
return ""
|
||||
|
||||
|
||||
## Herstellen: eine fehlende Karte für Staub als Common. Gibt "" zurück oder eine Fehlermeldung.
|
||||
func craft(cid: String) -> String:
|
||||
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 ----------------------------------------------------------------------
|
||||
|
||||
## Kartenpool einer Seltenheit, bei Elementboostern nur Karten mit diesem Element.
|
||||
static func booster_pool(rarity: String, element: String) -> Array:
|
||||
var pool := Cards.of_rarity(rarity)
|
||||
if element != "":
|
||||
pool = pool.filter(func(c): return element in c.elements)
|
||||
return pool
|
||||
|
||||
|
||||
static func roll_booster(r: RandomNumberGenerator, element: String = "") -> Array:
|
||||
## Fünf Karten mit gewürfelter Seltenheit.
|
||||
static func roll_booster(r: RandomNumberGenerator) -> Array:
|
||||
var rarities := RARITY_WEIGHTS.keys()
|
||||
var weights := PackedFloat32Array(RARITY_WEIGHTS.values())
|
||||
var cards := []
|
||||
for i in BOOSTER_SIZE:
|
||||
var rarity: String = rarities[r.rand_weighted(weights)]
|
||||
if i == BOOSTER_SIZE - 1 and rarity == "gewöhnlich" \
|
||||
and cards.all(func(c): return c.rarity == "gewöhnlich"):
|
||||
rarity = "selten" # mindestens eine seltene Karte pro Booster
|
||||
var pool := booster_pool(rarity, element)
|
||||
cards.append(pool[r.randi_range(0, pool.size() - 1)])
|
||||
return cards
|
||||
|
||||
|
||||
## Deck-Code zum Teilen: "DINGER1:id*anzahl,…" (sortiert, daher vergleichbar).
|
||||
static func deck_code(card_ids: Array) -> String:
|
||||
var counts := {}
|
||||
for cid in card_ids:
|
||||
counts[cid] = counts.get(cid, 0) + 1
|
||||
var keys := counts.keys()
|
||||
keys.sort()
|
||||
return CODE_PREFIX + ",".join(keys.map(func(k): return "%s*%d" % [k, counts[k]]))
|
||||
|
||||
|
||||
## Karten-IDs aus einem Deck-Code; leer bei ungültigem Code.
|
||||
static func parse_deck_code(code: String) -> Array:
|
||||
var s := code.strip_edges()
|
||||
if not s.begins_with(CODE_PREFIX):
|
||||
return []
|
||||
var pool := Cards.all()
|
||||
var out := []
|
||||
for part in s.substr(CODE_PREFIX.length()).split(",", false):
|
||||
var kv: PackedStringArray = part.strip_edges().split("*")
|
||||
if kv.size() != 2 or not Cards.has_id(kv[0]) or not kv[1].is_valid_int():
|
||||
return []
|
||||
for i in clampi(int(kv[1]), 0, Game.MAX_COPIES):
|
||||
out.append(kv[0])
|
||||
for i in BOOSTER_SIZE:
|
||||
var rar: String = rarities[r.rand_weighted(weights)]
|
||||
if i == BOOSTER_SIZE - 1 and out.all(func(x): return x.rarity == "Common"):
|
||||
rar = "Rare" # mindestens eine Rare pro Booster
|
||||
out.append({"card": pool[r.randi_range(0, pool.size() - 1)], "rarity": rar})
|
||||
return out
|
||||
|
||||
|
||||
## Öffnet einen Booster (element: Elementbooster). Gibt die Karten zurück, leer wenn die Münzen nicht reichen.
|
||||
func open_booster(r: RandomNumberGenerator = null, element: String = "") -> Array:
|
||||
var cost := ELEMENT_BOOSTER_COST if element != "" else BOOSTER_COST
|
||||
if coins < cost:
|
||||
## Öffnet einen Booster. 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 die Münzen nicht reichen.
|
||||
func open_booster(r: RandomNumberGenerator = null) -> Array:
|
||||
if coins < BOOSTER_COST:
|
||||
return []
|
||||
if r == null:
|
||||
r = Game.make_rng()
|
||||
coins -= cost
|
||||
var cards := roll_booster(r, element)
|
||||
booster_since_mythic += 1
|
||||
var has_mythic: bool = cards.any(func(c): return c.rarity == "mythisch")
|
||||
if booster_since_mythic >= PITY_BOOSTERS and not has_mythic:
|
||||
var pool := booster_pool("mythisch", element)
|
||||
cards[BOOSTER_SIZE - 1] = pool[r.randi_range(0, pool.size() - 1)]
|
||||
has_mythic = true
|
||||
if has_mythic:
|
||||
booster_since_mythic = 0
|
||||
for c in cards:
|
||||
collection[c.id] = collection.get(c.id, 0) + 1
|
||||
stats.boosters += 1
|
||||
daily_event("booster")
|
||||
return cards
|
||||
coins -= BOOSTER_COST
|
||||
var out := roll_booster(r)
|
||||
for res in out:
|
||||
var lvl: int = Cards.RARITIES.find(res.rarity)
|
||||
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_DISMANTLE[rarity(res.card.id)]
|
||||
collection[res.card.id] = lvl
|
||||
else:
|
||||
res["dust"] = DUST_DISMANTLE[res.rarity]
|
||||
dust += res.dust
|
||||
return out
|
||||
|
||||
|
||||
# --- Kampfergebnis, Tagesaufgabe -------------------------------------------
|
||||
# --- Kampf und Kampagne -----------------------------------------------------------
|
||||
|
||||
## Verbucht ein Kampfergebnis und gibt die Münzbelohnung zurück.
|
||||
## stage >= 0: Kampagnenstufe; ein erster Sieg schaltet die nächste Stufe frei.
|
||||
## turns: Dauer der Partie für die Bestenliste.
|
||||
func record_battle(won: bool, n_opp: int, deck_used: Array, stage: int = -1, played_ids: Array = [],
|
||||
turns: int = 0, reward_factor: float = 1.0, remaining_life: int = -1) -> int:
|
||||
stats.games += 1
|
||||
records.margins.append(maxi(remaining_life, 0) if won else 0)
|
||||
while records.margins.size() > 5:
|
||||
records.margins.pop_front()
|
||||
if won:
|
||||
records.streak += 1
|
||||
records.loss_streak = 0
|
||||
records.best_streak = maxi(records.best_streak, records.streak)
|
||||
if turns > 0 and (records.fastest_win == 0 or turns < records.fastest_win):
|
||||
records.fastest_win = turns
|
||||
else:
|
||||
records.streak = 0
|
||||
records.loss_streak += 1
|
||||
var tip := suggest_difficulty()
|
||||
if tip != "" and stage < 0:
|
||||
notices.append("Tipp: %s. Schwierigkeit %s?" % [
|
||||
"%d Siege in Folge" % records.streak if won else "%d Niederlagen in Folge" % records.loss_streak, DIFFICULTIES[tip].name])
|
||||
for cid in played_ids:
|
||||
_stat(cid).played += 1
|
||||
var seen := {}
|
||||
for c in deck_used:
|
||||
if not seen.has(c.id):
|
||||
seen[c.id] = true
|
||||
_stat(c.id).games += 1
|
||||
if won:
|
||||
_stat(c.id).wins += 1
|
||||
func record_battle(won: bool, stage: int = -1, reward_factor: float = 1.0) -> int:
|
||||
var reward := REWARD_LOSS
|
||||
if won:
|
||||
stats.wins += 1
|
||||
var key := str(n_opp)
|
||||
stats.wins_by_opp[key] = int(stats.wins_by_opp.get(key, 0)) + 1
|
||||
reward = int(round(REWARD_WIN[n_opp] * reward_factor))
|
||||
reward = int(round(REWARD_WIN * reward_factor))
|
||||
if stage >= 0 and stage == campaign_stage:
|
||||
campaign_stage += 1
|
||||
reward = Campaign.stage(stage).reward
|
||||
notices.append("Kampagne: %s besiegt!" % Campaign.stage(stage).name)
|
||||
notices.append("Kampagne: %s besiegt" % Campaign.stage(stage).name)
|
||||
coins += reward
|
||||
daily_event("game")
|
||||
if won:
|
||||
daily_event("win")
|
||||
if n_opp >= 3:
|
||||
daily_event("win_vs3")
|
||||
for e in Game.deck_elements(deck_used):
|
||||
daily_event("win_element:" + e)
|
||||
return reward
|
||||
|
||||
|
||||
func _stat(cid: String) -> Dictionary:
|
||||
if not card_stats.has(cid):
|
||||
card_stats[cid] = {"played": 0, "games": 0, "wins": 0}
|
||||
return card_stats[cid]
|
||||
|
||||
|
||||
func difficulty() -> Dictionary:
|
||||
return DIFFICULTIES.get(settings.get("difficulty", "normal"), DIFFICULTIES.normal)
|
||||
|
||||
|
||||
## Vorschlag: rauf nach drei deutlichen Siegen in Folge (im Schnitt mindestens 12 Leben übrig) oder fünf
|
||||
## Siegen egal wie knapp; runter nach drei Niederlagen in Folge. "" = kein Vorschlag.
|
||||
func suggest_difficulty() -> String:
|
||||
var order := ["leicht", "normal", "schwer"]
|
||||
var i := order.find(str(settings.get("difficulty", "normal")))
|
||||
if i < order.size() - 1 and records.streak >= 3:
|
||||
var last: Array = records.margins.slice(maxi(0, records.margins.size() - 3))
|
||||
var avg := 0.0
|
||||
for m in last:
|
||||
avg += float(m) / last.size()
|
||||
if records.streak >= 5 or (records.margins.size() >= 3 and avg >= 12.0):
|
||||
return order[i + 1]
|
||||
if records.loss_streak >= 3 and i > 0:
|
||||
return order[i - 1]
|
||||
return ""
|
||||
|
||||
|
||||
## Eigene Deckstärke, mit Kartenstatistik gewichtet.
|
||||
func deck_rating(cards: Array = []) -> float:
|
||||
var deck_used: Array = cards if not cards.is_empty() else deck_cards()
|
||||
return Game.deck_rating(deck_used, card_stats)
|
||||
|
||||
|
||||
## Zielstärke der Gegnerdecks: eigene Deckstärke mal Schwierigkeitsfaktor.
|
||||
func target_rating(cards: Array = []) -> float:
|
||||
return deck_rating(cards) * float(difficulty().factor)
|
||||
|
||||
|
||||
## Tauscht die schwächste Karte des aktiven Decks gegen cid, wenn das Deck dadurch stärker und gültig bleibt.
|
||||
## dry_run: nur prüfen. Gibt "" zurück oder den Grund, warum nicht.
|
||||
func improve_deck_with(cid: String, dry_run: bool = false) -> String:
|
||||
if collection.get(cid, 0) <= 0:
|
||||
return "Karte nicht in der Sammlung"
|
||||
var card := Cards.by_id(cid)
|
||||
if deck.count(cid) >= mini(collection[cid], Game.MAX_COPIES):
|
||||
return "Schon so oft im Deck wie möglich"
|
||||
var elems := Game.deck_elements(deck_cards())
|
||||
for e in card.elements:
|
||||
if not (e in elems):
|
||||
elems.append(e)
|
||||
if elems.size() > Game.MAX_DECK_ELEMENTS:
|
||||
return "Passt nicht zu den Elementen des Decks"
|
||||
var weakest := ""
|
||||
var weakest_value := Cards.card_value(card)
|
||||
for other in deck:
|
||||
if other == cid:
|
||||
continue
|
||||
var v := Cards.card_value(Cards.by_id(other))
|
||||
if v < weakest_value:
|
||||
weakest_value = v
|
||||
weakest = other
|
||||
if weakest == "":
|
||||
return "Keine schwächere Karte im Deck"
|
||||
if dry_run:
|
||||
return ""
|
||||
var trial: Array = deck.duplicate()
|
||||
trial[trial.find(weakest)] = cid
|
||||
var ok := Game.validate_deck(trial.map(func(id): return Cards.by_id(id)), collection)
|
||||
if not ok[0]:
|
||||
return ok[1]
|
||||
deck = trial
|
||||
return ""
|
||||
|
||||
|
||||
## Karten aus new_ids, die das aktive Deck verbessern würden.
|
||||
func deck_suggestions(new_ids: Array) -> Array:
|
||||
var out := []
|
||||
for cid in new_ids:
|
||||
if not (cid in out) and improve_deck_with(cid, true) == "":
|
||||
out.append(cid)
|
||||
return out
|
||||
|
||||
|
||||
func perk_unlocked() -> bool:
|
||||
return campaign_stage >= Campaign.STAGES.size()
|
||||
|
||||
|
||||
static func today() -> String:
|
||||
return today_override if today_override != "" else Time.get_date_string_from_system()
|
||||
|
||||
|
||||
## Wählt die Tagesaufgabe neu, wenn ein neuer Tag begonnen hat.
|
||||
func refresh_daily() -> void:
|
||||
var t := today()
|
||||
if daily.date != t:
|
||||
var day_number := int(Time.get_unix_time_from_datetime_string(t + "T00:00:00") / 86400)
|
||||
var task: Dictionary = DAILY_TASKS[day_number % DAILY_TASKS.size()]
|
||||
daily = {"date": t, "task": task.id, "progress": 0, "done": false}
|
||||
|
||||
|
||||
func daily_task() -> Dictionary:
|
||||
refresh_daily()
|
||||
for t in DAILY_TASKS:
|
||||
if t.id == daily.task:
|
||||
return t
|
||||
return DAILY_TASKS[0]
|
||||
|
||||
|
||||
## Zählt ein Ereignis (siehe DAILY_TASKS) für die Tagesaufgabe. Gibt die Belohnung zurück.
|
||||
func daily_event(kind: String, n: int = 1) -> int:
|
||||
var task := daily_task()
|
||||
if daily.done or task.kind != kind:
|
||||
return 0
|
||||
daily.progress += n
|
||||
if daily.progress >= task.goal:
|
||||
daily.done = true
|
||||
coins += task.reward
|
||||
notices.append("Tagesaufgabe erfüllt: %s (+%d Münzen)" % [task.text, task.reward])
|
||||
return task.reward
|
||||
return 0
|
||||
|
||||
@@ -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 1 Karte" if int(ev.count) == 1 else "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())
|
||||
|
||||
@@ -1,11 +1,13 @@
|
||||
class_name BattleGamepad
|
||||
extends RefCounted
|
||||
## Gamepad-Steuerung des Kampfes: Steuerkreuz bewegt einen Zeiger über Hand, eigene Wesen und Ziele,
|
||||
## A bestätigt, B bricht ab, Start beendet den Zug, Y überspringt Gegnerzüge, X macht rückgängig.
|
||||
## 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 := "hand"
|
||||
var zone := "deck"
|
||||
var index := 0
|
||||
var targets: Array = []
|
||||
|
||||
@@ -26,10 +28,20 @@ func button(button: int) -> void:
|
||||
if screen.confirm.visible:
|
||||
screen.confirm.visible = false
|
||||
screen.cancel_all()
|
||||
zone = "hand"
|
||||
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()
|
||||
@@ -41,17 +53,34 @@ func button(button: int) -> void:
|
||||
move(1)
|
||||
JOY_BUTTON_DPAD_UP, JOY_BUTTON_DPAD_DOWN:
|
||||
if zone != "target":
|
||||
zone = "own" if zone == "hand" else "hand"
|
||||
index = 0
|
||||
_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.filter(func(v): return v.creature.can_attack())
|
||||
return screen.own_views
|
||||
"target":
|
||||
return targets
|
||||
return []
|
||||
@@ -64,9 +93,6 @@ func move(dir: int) -> void:
|
||||
|
||||
|
||||
func confirm() -> void:
|
||||
if screen.mulligan.visible:
|
||||
screen.do_mulligan([])
|
||||
return
|
||||
if screen.overlay.visible:
|
||||
screen.leave()
|
||||
return
|
||||
@@ -78,22 +104,10 @@ func confirm() -> void:
|
||||
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)
|
||||
if screen.pending != null:
|
||||
targets = []
|
||||
var valid: Array = screen.game.valid_targets(screen.perspective, screen.pending.target_type())
|
||||
for v in screen.enemy_views:
|
||||
if v.creature in valid:
|
||||
targets.append(v)
|
||||
for v in screen.own_views:
|
||||
if v.creature in valid:
|
||||
targets.append(v)
|
||||
for o in screen.others():
|
||||
if o in valid:
|
||||
targets.append(screen.hero_panels[o])
|
||||
zone = "target"
|
||||
index = 0
|
||||
"own":
|
||||
screen.on_click("own", item.creature)
|
||||
if screen.selected != null:
|
||||
@@ -113,8 +127,8 @@ func confirm() -> void:
|
||||
for o in screen.hero_panels:
|
||||
if screen.hero_panels[o] == item:
|
||||
screen.on_click("hero", o)
|
||||
zone = "hand"
|
||||
index = 0
|
||||
zone = "own"
|
||||
_next_zone(0)
|
||||
|
||||
|
||||
## Pulsierender Rahmen als Zeiger.
|
||||
|
||||
@@ -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 (Elementbonus, Eigenschaften) links unter den Elementzählern.
|
||||
static func info_rect(_preview: Rect2) -> Rect2:
|
||||
return INFO
|
||||
|
||||
@@ -1,63 +0,0 @@
|
||||
class_name BattleMulligan
|
||||
extends Control
|
||||
## Mulligan-Maske: Karten anklicken, behalten oder tauschen.
|
||||
|
||||
signal decided(indexes: Array)
|
||||
|
||||
var layer: Control
|
||||
var b_keep: Button
|
||||
var b_swap: Button
|
||||
var selected: Array = []
|
||||
|
||||
|
||||
func _init() -> void:
|
||||
set_anchors_preset(Control.PRESET_FULL_RECT)
|
||||
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
|
||||
add_child(dark)
|
||||
Style.panel(self, Rect2(140, 250, 1000, 320), Style.PANEL, 10, Style.GOLD, 2)
|
||||
Style.label(self, "Hand tauschen?", 26, Style.TEXT, Rect2(140, 262, 1000, 40), "center", true)
|
||||
Style.label(self, "Klicke Karten an die du zurücklegen willst. Einmal pro Partie.", 15, Style.MUTED, Rect2(140, 300, 1000, 24), "center")
|
||||
layer = Control.new()
|
||||
layer.mouse_filter = Control.MOUSE_FILTER_IGNORE
|
||||
add_child(layer)
|
||||
b_keep = Style.button(self, "Behalten", Rect2(430, 515, 200, 44), func(): finish(false), Color("285a3c"))
|
||||
b_swap = Style.button(self, "Tauschen", Rect2(650, 515, 200, 44), func(): finish(true))
|
||||
|
||||
|
||||
func open(hand: Array) -> void:
|
||||
selected = []
|
||||
visible = true
|
||||
Style.clear(layer)
|
||||
for i in hand.size():
|
||||
var r := BattleLayout.hand_rect(hand.size(), i)
|
||||
var v := CardView.new(hand[i], r.size)
|
||||
v.position = Vector2(r.position.x, 322)
|
||||
var idx := i
|
||||
v.clicked.connect(func(_view): toggle(idx))
|
||||
layer.add_child(v)
|
||||
_borders()
|
||||
|
||||
|
||||
func toggle(idx: int) -> void:
|
||||
if idx in selected:
|
||||
selected.erase(idx)
|
||||
else:
|
||||
selected.append(idx)
|
||||
_borders()
|
||||
|
||||
|
||||
func _borders() -> void:
|
||||
var views := layer.get_children()
|
||||
for i in views.size():
|
||||
views[i].border = Style.YELLOW if i in selected else null
|
||||
views[i].queue_redraw()
|
||||
b_swap.text = ("Tauschen (%d)" % selected.size()) if not selected.is_empty() else "Tauschen"
|
||||
|
||||
|
||||
func finish(swap: bool) -> void:
|
||||
visible = false
|
||||
decided.emit(selected.duplicate() if swap else [])
|
||||
@@ -1 +0,0 @@
|
||||
uid://gwdm38e83cbj
|
||||
File diff suppressed because it is too large
Load Diff
@@ -5,17 +5,15 @@ const CARD_W := 200
|
||||
const CARD_H := 280
|
||||
|
||||
var app
|
||||
var cards: Array = []
|
||||
var cards: Array = [] # {"card", "rarity", "upgraded", "dust"} je Karte
|
||||
var revealed := {}
|
||||
var new_ids := {}
|
||||
var coins_label: Label
|
||||
var msg_label: Label
|
||||
var b_buy: Button
|
||||
var b_all: Button
|
||||
var b_improve: Button
|
||||
var suggestion := ""
|
||||
var slots: Control
|
||||
var element_buttons: Array = []
|
||||
var fx_layer: Control
|
||||
var fresh := {} # gerade aufgedeckt: wird umgedreht
|
||||
|
||||
|
||||
class CardBack extends Control:
|
||||
@@ -46,29 +44,23 @@ class CardBack extends Control:
|
||||
|
||||
func slot_rect(i: int) -> Rect2:
|
||||
var gap := 20
|
||||
var x0 := (1280 - 5 * CARD_W - 4 * gap) / 2
|
||||
var x0 := (1280 - Profile.BOOSTER_SIZE * CARD_W - (Profile.BOOSTER_SIZE - 1) * gap) / 2
|
||||
return Rect2(x0 + i * (CARD_W + gap), 230, CARD_W, CARD_H)
|
||||
|
||||
|
||||
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.label(self, "Elementbooster (%d Münzen): nur Karten des Elements und seiner Kombos" % Profile.ELEMENT_BOOSTER_COST,
|
||||
14, Style.MUTED, Rect2(0, 586, 1280, 22), "center")
|
||||
for i in Cards.ELEMENTS.size():
|
||||
var e: String = Cards.ELEMENTS[i]
|
||||
element_buttons.append(Style.button(self, e, Rect2(322 + i * 162, 612, 150, 38), buy.bind(e), Style.darker(Cards.ELEMENT_COLORS[e], 0.8)))
|
||||
Style.header(self, "Booster", func(): app.show_screen(MenuScreen.new()))
|
||||
coins_label = Style.chip(self, "", Rect2(860, 26, 240, 38))
|
||||
fx_layer = Control.new()
|
||||
fx_layer.mouse_filter = Control.MOUSE_FILTER_IGNORE
|
||||
add_child(fx_layer)
|
||||
slots = Control.new()
|
||||
slots.mouse_filter = Control.MOUSE_FILTER_IGNORE
|
||||
add_child(slots)
|
||||
msg_label = Style.label(self, "", 17, Style.RED, Rect2(0, 700, 1280, 22), "center")
|
||||
b_buy = Style.button(self, "Booster kaufen (%d Münzen)" % Profile.BOOSTER_COST, Rect2(290, 720, 330, 48), buy, Color("5a4628"))
|
||||
b_all = Style.button(self, "Alle aufdecken", Rect2(640, 720, 200, 48), reveal_all)
|
||||
b_improve = Style.button(self, "", Rect2(360, 650, 560, 44), improve, Color("285a3c"))
|
||||
b_improve.visible = false
|
||||
Style.button(self, "Zurück", Rect2(860, 720, 130, 48), func(): app.show_screen(MenuScreen.new()))
|
||||
msg_label = Style.label(self, "", 17, Style.RED, Rect2(0, 640, 1280, 22), "center")
|
||||
b_buy = Style.button(self, "Booster kaufen (%d Münzen)" % Profile.BOOSTER_COST, Rect2(370, 690, 330, 52), buy, Color("5a4628"))
|
||||
b_buy.add_theme_font_size_override("font_size", 20)
|
||||
b_all = Style.button(self, "Alle aufdecken", Rect2(720, 690, 200, 52), reveal_all)
|
||||
refresh()
|
||||
|
||||
|
||||
@@ -77,10 +69,9 @@ func _input(event: InputEvent) -> void:
|
||||
app.show_screen(MenuScreen.new())
|
||||
|
||||
|
||||
func buy(element: String = "") -> void:
|
||||
func buy() -> void:
|
||||
var p: Profile = app.profile
|
||||
var before: Dictionary = p.collection.duplicate()
|
||||
var got: Array = p.open_booster(null, element)
|
||||
var got: Array = p.open_booster()
|
||||
if got.is_empty():
|
||||
msg_label.text = "Nicht genug Münzen"
|
||||
msg_label.add_theme_color_override("font_color", Style.RED)
|
||||
@@ -89,78 +80,78 @@ func buy(element: String = "") -> void:
|
||||
app.sfx.play("play")
|
||||
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)
|
||||
msg_label.text = ""
|
||||
refresh()
|
||||
|
||||
|
||||
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()
|
||||
|
||||
|
||||
func reveal_all() -> void:
|
||||
for i in 5:
|
||||
fresh = {}
|
||||
var k := 0
|
||||
for i in Profile.BOOSTER_SIZE:
|
||||
if not revealed.has(i):
|
||||
fresh[i] = k * 0.12
|
||||
k += 1
|
||||
revealed[i] = true
|
||||
app.sfx.play("play")
|
||||
refresh()
|
||||
|
||||
|
||||
## Nimmt die vorgeschlagene Karte ins aktive Deck (ersetzt die schwächste).
|
||||
func improve() -> void:
|
||||
if suggestion == "":
|
||||
## 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
|
||||
var err: String = app.profile.improve_deck_with(suggestion)
|
||||
if err == "":
|
||||
app.save()
|
||||
msg_label.text = tr("%s ist jetzt im Deck %s") % [Cards.by_id(suggestion).title(), app.profile.deck_name()]
|
||||
msg_label.add_theme_color_override("font_color", Style.GREEN)
|
||||
suggestion = ""
|
||||
else:
|
||||
msg_label.text = err
|
||||
msg_label.add_theme_color_override("font_color", Style.RED)
|
||||
refresh()
|
||||
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(fx_layer, 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)
|
||||
|
||||
|
||||
func refresh() -> void:
|
||||
var p: Profile = app.profile
|
||||
coins_label.text = "Münzen: %d" % p.coins
|
||||
b_buy.disabled = p.coins < Profile.BOOSTER_COST
|
||||
for b in element_buttons:
|
||||
b.disabled = p.coins < Profile.ELEMENT_BOOSTER_COST
|
||||
b_all.disabled = cards.is_empty() or revealed.size() >= 5
|
||||
# Deck-Vorschlag, sobald alle Karten offen liegen
|
||||
suggestion = ""
|
||||
if not cards.is_empty() and revealed.size() >= 5:
|
||||
var ids: Array = cards.map(func(c): return c.id)
|
||||
var better: Array = p.deck_suggestions(ids)
|
||||
if not better.is_empty():
|
||||
suggestion = better[0]
|
||||
b_improve.visible = suggestion != ""
|
||||
if suggestion != "":
|
||||
b_improve.text = tr("Deck verbessern: %s ins aktive Deck (%s)") % [Cards.by_id(suggestion).title(), p.deck_name()]
|
||||
b_all.disabled = cards.is_empty() or revealed.size() >= Profile.BOOSTER_SIZE
|
||||
Style.clear(slots)
|
||||
for i in 5:
|
||||
for i in Profile.BOOSTER_SIZE:
|
||||
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, tr(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)
|
||||
Style.label(slots, tr(res.rarity), 16, Cards.RARITY_COLORS[res.rarity], Rect2(r.position.x, r.end.y + 8, r.size.x, 24), "center", true)
|
||||
if res.get("new", false):
|
||||
Style.label(slots, "Neu!", 16, Style.GOLD, Rect2(r.position.x, r.end.y + 32, r.size.x, 24), "center", true)
|
||||
elif res.upgraded:
|
||||
Style.label(slots, "Aufgewertet", 16, Style.GREEN, Rect2(r.position.x, r.end.y + 32, r.size.x, 24), "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, 14, Style.MUTED, Rect2(r.position.x, r.end.y + 32, r.size.x, 24), "center")
|
||||
else:
|
||||
var back := CardBack.new(r.size)
|
||||
back.position = r.position
|
||||
back.clicked.connect(reveal.bind(i))
|
||||
slots.add_child(back)
|
||||
fresh = {}
|
||||
|
||||
@@ -1,32 +1,37 @@
|
||||
class_name CampaignScreen
|
||||
extends Control
|
||||
## Kampagne als Pfad: zehn Stationen je Kapitel, 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
|
||||
chapter = mini(Campaign.chapter(p.campaign_stage), Campaign.CHAPTERS.size())
|
||||
selected = mini(p.campaign_stage, Campaign.total() - 1)
|
||||
build()
|
||||
|
||||
|
||||
func build() -> void:
|
||||
Style.clear(self)
|
||||
node_buttons = []
|
||||
var p: Profile = app.profile
|
||||
var col := Style.column(self, 1000, 16, 5)
|
||||
Style.clabel(col, "Kampagne", 34, Style.GOLD, "center", true)
|
||||
var tabs := Style.row(col, 10)
|
||||
tabs.alignment = BoxContainer.ALIGNMENT_CENTER
|
||||
Style.header(self, "Kampagne", func(): app.show_screen(MenuScreen.new()))
|
||||
var n := Campaign.STAGES.size()
|
||||
var x := 40
|
||||
for c in Campaign.CHAPTERS.size():
|
||||
var b := Style.cbutton(tabs, "Kapitel %d" % (c + 1), Vector2(140, 36), set_chapter.bind(c + 1), Color("285a3c") if chapter == c + 1 else null)
|
||||
b.disabled = p.campaign_stage < c * Campaign.STAGES.size()
|
||||
var b := Style.button(self, "Kapitel %d" % (c + 1), Rect2(x, 88, 150, 38), set_chapter.bind(c + 1), Style.PRIMARY if chapter == c + 1 else null)
|
||||
b.disabled = p.campaign_stage < c * n
|
||||
x += 160
|
||||
if p.perk_unlocked():
|
||||
var pr := Style.row(tabs, 8)
|
||||
Style.clabel(pr, "Dein Merkmal:", 15, Style.MUTED, "right", false, 110)
|
||||
Style.label(self, "Dein Merkmal:", 15, Style.MUTED, Rect2(760, 96, 130, 24), "right")
|
||||
perk_box = OptionButton.new()
|
||||
perk_box.custom_minimum_size = Vector2(300, 36)
|
||||
perk_box.position = Vector2(900, 88)
|
||||
perk_box.size = Vector2(340, 38)
|
||||
perk_box.add_item("keins")
|
||||
var keys: Array = Game.PERKS.keys()
|
||||
for k in keys:
|
||||
@@ -35,54 +40,82 @@ func build() -> void:
|
||||
perk_box.item_selected.connect(func(i: int):
|
||||
p.perk = "" if i == 0 else keys[i - 1]
|
||||
app.save())
|
||||
pr.add_child(perk_box)
|
||||
var offset := (chapter - 1) * Campaign.STAGES.size()
|
||||
for k in Campaign.STAGES.size():
|
||||
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 st := Campaign.stage(i)
|
||||
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 pad := MarginContainer.new() # Innenabstand, damit Name und Knopf nicht am Rahmen kleben
|
||||
for side in ["left", "right"]:
|
||||
pad.add_theme_constant_override("margin_" + side, 14)
|
||||
panel.add_child(pad)
|
||||
var r := Style.row(pad, 10)
|
||||
r.custom_minimum_size = Vector2(0, 50)
|
||||
var nm := Style.clabel(r, "%s · %s" % [st.name, st.title], 16, Style.TEXT if not done else Style.MUTED, "left", true, 420)
|
||||
nm.size_flags_horizontal = Control.SIZE_EXPAND_FILL # schiebt die Punkte und den Knopf nach rechts
|
||||
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 m in elems.size():
|
||||
dots.draw_circle(Vector2(10 + m * 18, dots.size.y / 2), 7, Cards.ELEMENT_COLORS[elems[m]]))
|
||||
r.add_child(dots)
|
||||
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.cbutton(r, "Wiederholen", Vector2(130, 36), _start.bind(i))
|
||||
Style.button(self, "Wiederholen", Rect2(540, 500, 200, 50), _start.bind(selected))
|
||||
elif next:
|
||||
Style.cbutton(r, "Kämpfen", Vector2(130, 36), _start.bind(i), Color("285a3c"))
|
||||
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.cbutton(r, "Gesperrt", Vector2(130, 36), func(): pass)
|
||||
var b := Style.button(self, "Gesperrt", Rect2(540, 500, 200, 50), func(): pass)
|
||||
b.disabled = true
|
||||
if p.campaign_stage >= Campaign.total():
|
||||
Style.clabel(col, "Alle drei Kapitel abgeschlossen. Der Archimagier ist endgültig besiegt!", 16, Style.GREEN, "center", true)
|
||||
var br := Style.row(col)
|
||||
br.alignment = BoxContainer.ALIGNMENT_CENTER
|
||||
Style.cbutton(br, "Zurück", Vector2(160, 40), func(): app.show_screen(MenuScreen.new()))
|
||||
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.size()
|
||||
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:
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -25,20 +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), true)
|
||||
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)
|
||||
|
||||
|
||||
|
||||
@@ -1,23 +1,40 @@
|
||||
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 bonus := 0 # Vorschau im Kampf: Elementbonus, den die Karte offen gelegt bekäme
|
||||
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
|
||||
|
||||
|
||||
## 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) -> void:
|
||||
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():
|
||||
@@ -28,9 +45,23 @@ func _init(c: Cards.Card, sz: Vector2, focusable: bool = false) -> void:
|
||||
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()
|
||||
@@ -39,48 +70,40 @@ func _gui_input(event: InputEvent) -> void:
|
||||
|
||||
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 name_left := 2 * r + 10
|
||||
var nm := Style.fit(card.title(), true, f_name, size.x - name_left - 6)
|
||||
Style.text(self, nm, f_name, Style.TEXT, Vector2((name_left + size.x - 6) / 2.0, 4), "midtop", true)
|
||||
if mid:
|
||||
var sub: String = (tr(card.combo()) + " · " + tr(card.kind)) if card.is_combo() else tr(card.kind)
|
||||
Style.text(self, sub, f_text, Color("e6e6e6"), Vector2(size.x / 2, 2 * r + 4), "midtop")
|
||||
# Textfeld: Höhe folgt dem umbrochenen Text und der Schriftgröße, das Bild bekommt den Rest
|
||||
var tsize := Style.fs(f_text)
|
||||
var text_w: float = size.x - 20
|
||||
var needed: float = Style.FONT.get_multiline_string_size(card.text(), HORIZONTAL_ALIGNMENT_LEFT, text_w, tsize).y + 8 if card.text() != "" else size.y * 0.42
|
||||
var box_bottom: float = size.y - (28 if big else 22)
|
||||
var box_top: float = maxf(size.y * 0.30, box_bottom - maxf(needed, size.y * 0.42))
|
||||
var box := Rect2(6, box_top, size.x - 12, box_bottom - box_top)
|
||||
# Bild
|
||||
var band_top: float = 2 * r + 4 + (f_text + 6 if mid else 0)
|
||||
var band_bottom: float = box_top - 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)
|
||||
draw_rect(box, Color(0.06, 0.06, 0.09, 0.67))
|
||||
var max_lines := maxi(1, int((box.size.y - 6) / Style.FONT.get_height(tsize))) # große Schrift: lieber kürzen als überlaufen
|
||||
draw_multiline_string(Style.FONT, Vector2(box.position.x + 4, box.position.y + 4 + Style.FONT.get_ascent(tsize)),
|
||||
card.text(), HORIZONTAL_ALIGNMENT_LEFT, box.size.x - 8, tsize, max_lines, 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)
|
||||
# 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)
|
||||
if bonus > 0:
|
||||
Style.text_outlined(self, "+%d" % bonus, 13 if big else 11, Style.GREEN, Vector2(r_stat * 2 + 4, size.y - r_stat + 2), "midleft", 3)
|
||||
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)
|
||||
Style.rarity_sparkle(self, rect, rarity, seed)
|
||||
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)
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
class_name CollectionScreen
|
||||
extends Control
|
||||
## Sammlung: alle Karten mit Besitzstand; ausgewählte Karten lassen sich
|
||||
## zerlegen (Staub) oder herstellen.
|
||||
## 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 := ""
|
||||
@@ -14,41 +14,39 @@ var msg_label: Label
|
||||
var preview_holder: Control
|
||||
var info_label: Label
|
||||
var b_dismantle: Button
|
||||
var b_upgrade: Button
|
||||
var b_craft: Button
|
||||
var b_extras: Button
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
Style.label(self, "Sammlung", 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]
|
||||
var fb := Style.button(self, e, Rect2(88 + i * 82, 55, 78, 34), set_filter.bind(e), Style.darker(Cards.ELEMENT_COLORS[e], 0.8))
|
||||
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 = Cards.ELEMENTS + [Cards.NEUTRAL]
|
||||
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(424, 55)
|
||||
search_box.size = Vector2(200, 34)
|
||||
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(20, 100, CardGrid.COLS * (CardGrid.CW + CardGrid.GAP) + 10, 690))
|
||||
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(845, 50, 420, 680))
|
||||
dust_label = Style.label(self, "", 22, Style.BLUE, Rect2(860, 58, 390, 30), "left", true)
|
||||
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, "", 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()))
|
||||
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()
|
||||
|
||||
|
||||
@@ -62,6 +60,7 @@ func set_filter(e: String) -> void:
|
||||
refresh()
|
||||
|
||||
|
||||
## Eigene Karten zuerst (höhere Stufen vorn), dann die fehlenden, sonst in Kartenreihenfolge.
|
||||
func cards() -> Array:
|
||||
var out: Array = Cards.all().duplicate()
|
||||
if filter != "":
|
||||
@@ -69,6 +68,14 @@ func cards() -> Array:
|
||||
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
|
||||
|
||||
|
||||
@@ -83,14 +90,28 @@ func say(m: String, ok: bool) -> void:
|
||||
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[selected.rarity]], true)
|
||||
say(tr("%s zerlegt (+%d Staub)") % [selected.title(), Profile.DUST_DISMANTLE[Cards.RARITIES[lvl]]], true)
|
||||
else:
|
||||
say(err, false)
|
||||
refresh()
|
||||
@@ -101,53 +122,53 @@ func craft() -> void:
|
||||
return
|
||||
var err: String = app.profile.craft(selected.id)
|
||||
if err == "":
|
||||
app.sfx.play("play")
|
||||
app.sfx.play("combo")
|
||||
app.save()
|
||||
var notes: Array[String] = app.profile.take_notices()
|
||||
say(tr("%s hergestellt") % selected.title() + (" · " + " · ".join(notes) if not notes.is_empty() else ""), true)
|
||||
say(tr("%s hergestellt") % selected.title(), 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)
|
||||
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)
|
||||
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_craft.text = "Herstellen"
|
||||
b_upgrade.disabled = true
|
||||
b_dismantle.disabled = true
|
||||
b_craft.disabled = true
|
||||
else:
|
||||
var v := CardView.new(selected, Vector2(200, 280))
|
||||
v.position = Vector2(955, 100)
|
||||
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 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 · Wert %.1f\nIm Besitz: %dx · Gespielt %dx · %d Partien, %d Siege" % [
|
||||
selected.combo(), selected.rarity, Cards.card_value(selected), 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 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
|
||||
|
||||
@@ -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 # Elementvorteil des gewählten Angreifers gegen dieses fremde Wesen (Game.matchup_bonus); die Werte zeigen dann, 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 +26,121 @@ 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), rechts der Elementbonus
|
||||
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
|
||||
if creature.aura != 0:
|
||||
var badge := "+%d" % creature.aura if creature.aura > 0 else "−%d" % -creature.aura
|
||||
var bw := Style.FONT_BOLD.get_string_size(badge, HORIZONTAL_ALIGNMENT_LEFT, -1, Style.fs(10)).x + 8
|
||||
draw_rect(Rect2(size.x - bw - 4, top_h + 5, bw, 16), Color(0.05, 0.05, 0.08, 0.75))
|
||||
Style.text(self, badge, 10, Style.GREEN if creature.aura > 0 else Style.RED, Vector2(size.x - 4 - bw / 2, top_h + 13), "center", true)
|
||||
_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.card.title(), 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)
|
||||
Style.rarity_sparkle(self, rect, rar, seed)
|
||||
_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:
|
||||
var atk := maxi(0, creature.power() - matchup)
|
||||
return [atk, 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)
|
||||
|
||||
@@ -1,215 +1,44 @@
|
||||
class_name DeckScreen
|
||||
extends Control
|
||||
## Deckbau mit fünf Slots, Suche, Sortierung und fehlenden Karten.
|
||||
|
||||
const SORTS := ["Kosten", "Name", "Element", "Seltenheit"]
|
||||
## Deck zusammenstellen: alle eigenen Karten im Raster, ein Klick nimmt eine Karte in den
|
||||
## Stapel oder wieder heraus. Karten außerhalb des Stapels sind abgedunkelt. Der Stapel hält
|
||||
## 40 bis 60 Karten; „Auffüllen“ nimmt die wertvollsten eigenen Karten des gewählten Filters.
|
||||
## „Stärke“ ist der mittlere Kartenwert (100 Grundkarten … 500 Ultimate Rare).
|
||||
|
||||
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 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 confirm: Control
|
||||
var code_dialog: Control
|
||||
var code_box: LineEdit
|
||||
|
||||
|
||||
class DeckRow extends Control:
|
||||
signal clicked(card)
|
||||
signal hover(card, entered: bool)
|
||||
var card: Cards.Card
|
||||
var count: int
|
||||
var lit := false
|
||||
|
||||
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
|
||||
focus_mode = Control.FOCUS_ALL
|
||||
var light := func(on: bool):
|
||||
lit = on
|
||||
queue_redraw()
|
||||
hover.emit(card, on)
|
||||
mouse_entered.connect(light.bind(true))
|
||||
mouse_exited.connect(light.bind(false))
|
||||
focus_entered.connect(light.bind(true))
|
||||
focus_exited.connect(light.bind(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)
|
||||
elif has_focus() and event.is_action_pressed("ui_accept"):
|
||||
accept_event()
|
||||
clicked.emit(card)
|
||||
|
||||
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.title()], 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)
|
||||
|
||||
|
||||
class EnergyCurve extends Control:
|
||||
var cards: Array = []
|
||||
|
||||
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 count_label: Label
|
||||
var strength_label: Label
|
||||
var msg_label: Label
|
||||
|
||||
|
||||
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]
|
||||
var fb := Style.button(self, e, Rect2(88 + i * 82, 55, 78, 34), set_filter.bind(e), Style.darker(Cards.ELEMENT_COLORS[e], 0.8))
|
||||
Style.header(self, "Deck", func(): app.show_screen(MenuScreen.new()))
|
||||
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 := 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(424, 55)
|
||||
search_box.size = Vector2(136, 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)
|
||||
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
|
||||
add_child(curve)
|
||||
msg_label = Style.label(self, "", 16, Style.GREEN, Rect2(860, 736, 400, 24))
|
||||
Style.button(self, "Speichern", Rect2(860, 740, 140, 44), save_deck, Color("285a3c"))
|
||||
Style.button(self, "Leeren", Rect2(1008, 740, 70, 44), clear_deck)
|
||||
Style.button(self, "Code", Rect2(1086, 740, 84, 44), open_code)
|
||||
Style.button(self, "Zurück", Rect2(1178, 740, 82, 44), leave)
|
||||
# Deck-Code zum Teilen: kopieren, einfügen, übernehmen
|
||||
code_dialog = Style.overlay(self)
|
||||
Style.panel(code_dialog, Rect2(240, 270, 800, 240), Style.PANEL, 10, Style.GOLD, 2)
|
||||
Style.label(code_dialog, "Deck-Code", 26, Style.TEXT, Rect2(240, 290, 800, 40), "center", true)
|
||||
Style.label(code_dialog, "Zum Teilen kopieren oder einen Code einfügen. Nicht vorhandene Karten werden weggelassen.", 15, Style.MUTED, Rect2(240, 334, 800, 24), "center")
|
||||
code_box = LineEdit.new()
|
||||
code_box.position = Vector2(270, 368)
|
||||
code_box.size = Vector2(740, 36)
|
||||
code_dialog.add_child(code_box)
|
||||
Style.button(code_dialog, "In Zwischenablage", Rect2(270, 430, 180, 44), func(): DisplayServer.clipboard_set(code_box.text))
|
||||
Style.button(code_dialog, "Aus Zwischenablage", Rect2(460, 430, 180, 44), func(): code_box.text = DisplayServer.clipboard_get())
|
||||
Style.button(code_dialog, "Übernehmen", Rect2(650, 430, 170, 44), func(): apply_code(code_box.text), Color("285a3c"))
|
||||
Style.button(code_dialog, "Schließen", Rect2(830, 430, 180, 44), func(): code_dialog.visible = false)
|
||||
confirm = Style.confirm(self, "Ungespeicherte Änderungen", "Das Deck wurde geändert, aber nicht gespeichert.",
|
||||
"Verwerfen", func(): app.show_screen(MenuScreen.new()), "Weiter bearbeiten", Style.GOLD)
|
||||
preview = CardView.new(Cards.all()[0], Vector2(200, 280))
|
||||
preview.mouse_filter = Control.MOUSE_FILTER_IGNORE
|
||||
preview.visible = false
|
||||
add_child(preview)
|
||||
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)
|
||||
var hint := Style.label(self, "", 15, Style.MUTED, Rect2(840, 188, 380, 66), "center")
|
||||
hint.autowrap_mode = TextServer.AUTOWRAP_WORD # vor dem Text, sonst wächst die Breite auf eine Zeile
|
||||
hint.text = "Klick nimmt eine Karte in den Stapel oder heraus. Auffüllen nimmt die wertvollsten Karten des Filters."
|
||||
Style.button(self, "Auffüllen", Rect2(840, 262, 380, 46), fill_up)
|
||||
Style.button(self, "Leeren", Rect2(840, 318, 380, 46), clear_deck, Color("5a3c28"))
|
||||
msg_label = Style.label(self, "", 15, Style.RED, Rect2(840, 382, 380, 48), "center")
|
||||
refresh()
|
||||
|
||||
|
||||
func dirty() -> bool:
|
||||
return deck != app.profile.decks[slot].cards
|
||||
|
||||
|
||||
func leave() -> void:
|
||||
if dirty():
|
||||
confirm.visible = true
|
||||
else:
|
||||
app.show_screen(MenuScreen.new())
|
||||
|
||||
|
||||
func _input(event: InputEvent) -> void:
|
||||
if event.is_action_pressed("ui_cancel") and not search_box.has_focus() and not name_box.has_focus() and not code_box.has_focus():
|
||||
if confirm.visible:
|
||||
confirm.visible = false
|
||||
elif code_dialog.visible:
|
||||
code_dialog.visible = false
|
||||
else:
|
||||
leave()
|
||||
|
||||
|
||||
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
|
||||
if event.is_action_pressed("ui_cancel"):
|
||||
app.show_screen(MenuScreen.new())
|
||||
|
||||
|
||||
func set_filter(e: String) -> void:
|
||||
@@ -217,206 +46,56 @@ func set_filter(e: String) -> void:
|
||||
refresh()
|
||||
|
||||
|
||||
func select_slot(i: int) -> void:
|
||||
slot = i
|
||||
deck = app.profile.decks[slot].cards.duplicate()
|
||||
say("", true)
|
||||
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)
|
||||
func toggle(card: Cards.Card) -> void:
|
||||
var err: String = app.profile.toggle_deck(card.id)
|
||||
msg_label.text = err
|
||||
if err == "":
|
||||
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()
|
||||
|
||||
|
||||
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()
|
||||
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())
|
||||
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" % card.title(), 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)
|
||||
app.save()
|
||||
refresh()
|
||||
|
||||
|
||||
func remove(card: Cards.Card) -> void:
|
||||
deck.erase(card.id)
|
||||
say("", true)
|
||||
## 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 != "":
|
||||
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 = []
|
||||
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.profile.deck = []
|
||||
app.save()
|
||||
say("%s gespeichert" % app.profile.deck_name(slot), true)
|
||||
else:
|
||||
say(ok[1], false)
|
||||
refresh()
|
||||
|
||||
|
||||
func open_code() -> void:
|
||||
code_box.text = Profile.deck_code(deck)
|
||||
code_dialog.visible = true
|
||||
|
||||
|
||||
## Übernimmt einen Deck-Code; Karten, die in der Sammlung fehlen, werden gemeldet und weggelassen.
|
||||
func apply_code(code: String) -> void:
|
||||
var ids: Array = Profile.parse_deck_code(code)
|
||||
if ids.is_empty():
|
||||
say("Ungültiger Code", false)
|
||||
return
|
||||
## Eigene Karten, die im Stapel zuerst, dann höchste Stufen vorn, dann nach Kosten.
|
||||
func cards() -> Array:
|
||||
var p: Profile = app.profile
|
||||
var missing := {}
|
||||
deck = []
|
||||
for cid in ids:
|
||||
var owned: int = p.collection.get(cid, 0)
|
||||
if deck.count(cid) < owned and deck.size() < Game.DECK_SIZE:
|
||||
deck.append(cid)
|
||||
else:
|
||||
missing[cid] = true
|
||||
code_dialog.visible = false
|
||||
if missing.is_empty():
|
||||
say("Code übernommen", true)
|
||||
else:
|
||||
say(tr("Code übernommen, es fehlen: ") + ", ".join(missing.keys().map(func(cid): return Cards.by_id(cid).title())), false)
|
||||
refresh()
|
||||
|
||||
|
||||
func deck_cards() -> Array:
|
||||
var out := []
|
||||
for cid in deck:
|
||||
out.append(Cards.by_id(cid))
|
||||
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)
|
||||
out.sort_custom(func(a, b):
|
||||
var ia: bool = a.id in p.deck
|
||||
var ib: bool = b.id in p.deck
|
||||
if ia != ib:
|
||||
return ia
|
||||
if p.level(a.id) != p.level(b.id):
|
||||
return p.level(a.id) > p.level(b.id)
|
||||
return a.cost < b.cost if a.cost != b.cost else a.id < b.id)
|
||||
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
|
||||
|
||||
|
||||
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.tooltip_text = tr("Deckstärke: Durchschnitt aus Seltenheit, Schlüsselwörtern und Effekten")
|
||||
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 = tr("Elemente: ") + (", ".join(elems.map(func(e): return tr(e))) if not elems.is_empty() else "–")
|
||||
if not dc.is_empty():
|
||||
elems_label.text += " · " + tr("Stärke %.1f") % Game.deck_rating(dc)
|
||||
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)
|
||||
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 (shown[i].id in p.deck)
|
||||
|
||||
@@ -1 +1 @@
|
||||
uid://yg8pbj56mib5
|
||||
uid://ctt36od26uyea
|
||||
|
||||
77
scripts/ui/element_view.gd
Normal file
77
scripts/ui/element_view.gd
Normal file
@@ -0,0 +1,77 @@
|
||||
class_name ElementView
|
||||
extends Control
|
||||
## Elementzähler einer Seite als Liste neben ihrem Brett. Es stehen nur Elemente da, bei denen
|
||||
## etwas passiert ist: je Zeile Name, zweimal das Symbol seines Sondereffekts (leuchtend je
|
||||
## offenem Wesen, beide: Effekt aktiv; Neutral hat keinen), die Zahl der ausgespielten Karten
|
||||
## und ab Game.ELEMENT_COUNT der Bonus +1/+1.
|
||||
|
||||
const ROW := 32.0
|
||||
|
||||
var own := {} # offene eigene Wesen je Element
|
||||
var played := {} # ausgespielte Karten 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
|
||||
played[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
|
||||
played[e] = int(me.played.get(e, 0)) 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
|
||||
|
||||
|
||||
func bonus(e: String) -> int:
|
||||
return int(played.get(e, 0)) / Game.ELEMENT_COUNT
|
||||
|
||||
|
||||
## Elemente, bei denen sich etwas getan hat (offene Wesen oder ausgespielte Karten).
|
||||
func shown() -> Array:
|
||||
return all().filter(func(e): return int(own.get(e, 0)) > 0 or int(played.get(e, 0)) > 0)
|
||||
|
||||
|
||||
## Der Inhalt als Text (Tests, Protokoll): Element offen/gespielt, dazu Effekt und Bonus.
|
||||
func text() -> String:
|
||||
var parts: Array[String] = []
|
||||
for e in shown():
|
||||
var s := "%s %d/%d" % [tr(e), int(own.get(e, 0)), int(played.get(e, 0))]
|
||||
if paired(e):
|
||||
s += " (%s)" % tr(Cards.ELEMENT_KEYWORD[e])
|
||||
if bonus(e) > 0:
|
||||
s += " (+%d/+%d)" % [bonus(e), bonus(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) or bonus(e) > 0
|
||||
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(played.get(e, 0))), 15, Style.lighter(col, 0.45), Vector2(px, y), "midleft", true)
|
||||
if bonus(e) > 0:
|
||||
Style.text(self, "+%d/+%d" % [bonus(e), bonus(e)], 12, Style.GREEN, Vector2(size.x - 6, y), "midright", true)
|
||||
y += ROW
|
||||
1
scripts/ui/element_view.gd.uid
Normal file
1
scripts/ui/element_view.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://c2tr1bg65rhk6
|
||||
@@ -1,123 +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_watch: 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.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)
|
||||
b_watch = Style.cbutton(hr, "Zuschauen", Vector2(150, 46), _watch)
|
||||
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", 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()
|
||||
|
||||
|
||||
## Als Zuschauer beitreten: sieht die Partie ohne Hände, spielt nicht mit.
|
||||
func _watch() -> void:
|
||||
net.spectator = true
|
||||
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 ""])
|
||||
for id in net.spectators:
|
||||
lines.append("%s (%s)" % [net.spectators[id], tr("Zuschauer")])
|
||||
list_label.text = "\n".join(lines) if not lines.is_empty() else "–"
|
||||
b_host.disabled = net.connected
|
||||
b_join.disabled = net.connected
|
||||
b_watch.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
|
||||
@@ -5,7 +5,6 @@ var profile: Profile
|
||||
var screen: Control
|
||||
var save_path: String = Profile.SAVE_PATH
|
||||
var sfx: Sfx
|
||||
var net: Net
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
@@ -17,15 +16,9 @@ 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())
|
||||
show_screen(MenuScreen.new() if profile.started() else StartDeckScreen.new())
|
||||
|
||||
|
||||
func apply_settings() -> void:
|
||||
@@ -33,29 +26,43 @@ func apply_settings() -> void:
|
||||
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, Decks und Fortschritt werden verworfen.
|
||||
## Neues Profil: Sammlung und Fortschritt werden verworfen, das Startdeck wird neu gewählt.
|
||||
func reset_profile() -> void:
|
||||
profile = Profile.starter()
|
||||
profile.refresh_daily()
|
||||
clear_battle_save()
|
||||
save()
|
||||
apply_settings()
|
||||
show_screen(StartDeckScreen.new())
|
||||
|
||||
|
||||
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:
|
||||
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()
|
||||
|
||||
@@ -84,6 +91,7 @@ func _map_gamepad() -> void:
|
||||
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)
|
||||
|
||||
|
||||
@@ -105,21 +113,17 @@ func _first_button(node: Node) -> Button:
|
||||
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)
|
||||
|
||||
|
||||
## Datei für einen unterbrochenen Kampf (neben dem Spielstand).
|
||||
func battle_save_path() -> String:
|
||||
return save_path.get_basename() + "_kampf.json"
|
||||
|
||||
|
||||
func clear_battle_save() -> void:
|
||||
if FileAccess.file_exists(battle_save_path()):
|
||||
DirAccess.remove_absolute(ProjectSettings.globalize_path(battle_save_path()))
|
||||
|
||||
|
||||
func _exit_tree() -> void:
|
||||
if net != null and net.is_inside_tree():
|
||||
net.leave()
|
||||
net.queue_free()
|
||||
|
||||
@@ -1,85 +1,62 @@
|
||||
class_name MenuScreen
|
||||
extends Control
|
||||
## Hauptmenü: links Titel und Spielarten, rechts drei Karten der eigenen Sammlung als Schaufenster.
|
||||
|
||||
var app
|
||||
var b_single: Button
|
||||
var b_campaign: Button
|
||||
var b_online: Button
|
||||
var b_resume: 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)
|
||||
if FileAccess.file_exists(app.battle_save_path()):
|
||||
b_resume = Style.cbutton(grid, "Kampf fortsetzen", sz, _resume, Color("5a4628"))
|
||||
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_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, "Sammlung", sz, func(): app.show_screen(CollectionScreen.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())],
|
||||
["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
|
||||
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()
|
||||
|
||||
|
||||
## Unterbrochenen Kampf laden; eine unlesbare Datei wird verworfen.
|
||||
func _resume() -> void:
|
||||
var json := JSON.new()
|
||||
var text := FileAccess.get_file_as_string(app.battle_save_path())
|
||||
if json.parse(text) != OK or not (json.data is Dictionary) or not json.data.has("game"):
|
||||
app.clear_battle_save()
|
||||
app.show_screen(MenuScreen.new())
|
||||
return
|
||||
app.show_screen(BattleScreen.resume(json.data))
|
||||
## 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_online.disabled = not ok[0]
|
||||
var total := 0
|
||||
for cid in p.collection:
|
||||
total += p.collection[cid]
|
||||
coins_label.text = tr("Münzen: %d · Staub: %d") % [p.coins, p.dust]
|
||||
coll_label.text = tr("Sammlung: %d von %d Karten (%d insgesamt) · Kampagne: %d/%d") % [
|
||||
p.distinct_owned(), Cards.all().size(), total, p.campaign_stage, Campaign.total()]
|
||||
var elems := Game.deck_elements(p.deck_cards())
|
||||
deck_label.text = tr("Aktives Deck: %s (%s)") % [p.deck_name(), ", ".join(elems.map(func(e): return tr(e))) if not elems.is_empty() else tr("leer")]
|
||||
var task := p.daily_task()
|
||||
if p.daily.done:
|
||||
daily_label.text = tr("Tagesaufgabe erledigt: %s ✓") % task.text
|
||||
else:
|
||||
daily_label.text = tr("Tagesaufgabe: %s (%d/%d) · +%d Münzen") % [task.text, p.daily.progress, task.goal, task.reward]
|
||||
warn_label.text = "" if ok[0] else tr("Aktives Deck nicht spielbar: ") + tr(ok[1])
|
||||
coll_label.text = tr("Sammlung: %d von %d Karten · Kampagne: %d/%d") % [
|
||||
p.collection.size(), Cards.all().size(), p.campaign_stage, Campaign.total()]
|
||||
var notes := p.take_notices()
|
||||
notice_label.text = " · ".join(notes)
|
||||
if not notes.is_empty():
|
||||
|
||||
@@ -1,79 +1,54 @@
|
||||
class_name OpponentSelectScreen
|
||||
extends Control
|
||||
## Einzelspieler: Schwierigkeit wählen und die Gegnerzahl schieben. Die Gegnerdecks
|
||||
## werden erst beim Start zufällig gezogen (siehe BattleScreen und DeckGen).
|
||||
## Einzelspieler: Schwierigkeit wählen und ein Duell starten. Die Karten kommen im Kampf
|
||||
## vom gemeinsamen Stapel (siehe Game.start).
|
||||
|
||||
var app
|
||||
var rating_label: Label
|
||||
var diff_buttons := {}
|
||||
var count_slider: HSlider
|
||||
var count_label: Label
|
||||
var info_label: Label
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
var col := Style.column(self, 1000, 60, 14)
|
||||
Style.clabel(col, "Einzelspieler", 36, Style.GOLD, "center", true)
|
||||
Style.spacer(col, 10)
|
||||
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 ["leicht", "normal", "schwer"]:
|
||||
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))
|
||||
rating_label = Style.clabel(col, "", 15, Style.MUTED)
|
||||
Style.spacer(col, 24)
|
||||
count_label = Style.clabel(col, "", 20, Style.TEXT, "center", true)
|
||||
var sr := Style.row(col, 12)
|
||||
sr.alignment = BoxContainer.ALIGNMENT_CENTER
|
||||
Style.clabel(sr, "1", 15, Style.MUTED, "right", false, 20)
|
||||
count_slider = HSlider.new()
|
||||
count_slider.min_value = 1
|
||||
count_slider.max_value = Game.MAX_OPPONENTS
|
||||
count_slider.step = 1
|
||||
count_slider.value = 1
|
||||
count_slider.tick_count = Game.MAX_OPPONENTS
|
||||
count_slider.ticks_on_borders = true
|
||||
count_slider.custom_minimum_size = Vector2(420, 32)
|
||||
count_slider.value_changed.connect(func(_v): refresh())
|
||||
sr.add_child(count_slider)
|
||||
Style.clabel(sr, str(Game.MAX_OPPONENTS), 15, Style.MUTED, "left", false, 20)
|
||||
info_label = Style.clabel(col, "", 15, Style.MUTED)
|
||||
Style.spacer(col, 30)
|
||||
Style.spacer(col, 24)
|
||||
var br := Style.row(col, 16)
|
||||
br.alignment = BoxContainer.ALIGNMENT_CENTER
|
||||
Style.cbutton(br, "Starten", Vector2(190, 46), start, Color("285a3c"))
|
||||
Style.cbutton(br, "Zurück", Vector2(150, 46), 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_action_pressed("ui_cancel"):
|
||||
app.show_screen(MenuScreen.new())
|
||||
|
||||
|
||||
func set_difficulty(key: String) -> void:
|
||||
app.profile.settings.difficulty = key
|
||||
app.save()
|
||||
refresh()
|
||||
|
||||
|
||||
func opponents() -> int:
|
||||
return int(count_slider.value)
|
||||
|
||||
|
||||
func start() -> void:
|
||||
app.show_screen(BattleScreen.new(opponents()))
|
||||
app.show_screen(BattleScreen.new())
|
||||
|
||||
|
||||
func refresh() -> void:
|
||||
var p: Profile = app.profile
|
||||
for key in diff_buttons:
|
||||
var b: Button = diff_buttons[key]
|
||||
var active: bool = key == p.settings.difficulty
|
||||
b.add_theme_stylebox_override("normal", Style.box(Color("285a3c") if active else Style.PANEL_LIGHT, 8, Style.GOLD if active else Style.MUTED, 2))
|
||||
b.add_theme_stylebox_override("hover", Style.box(Style.lighter(Color("285a3c") if active else Style.PANEL_LIGHT), 8, Style.GOLD if active else Style.MUTED, 2))
|
||||
rating_label.text = tr("Deine Deckstärke %.1f · Gegnerdecks %.1f") % [p.deck_rating(), p.target_rating()]
|
||||
var n := opponents()
|
||||
count_label.text = tr("1 Gegner") if n == 1 else tr("%d Gegner") % n
|
||||
info_label.text = (tr("Duell") if n == 1 else tr("%d am Tisch") % (n + 1)) + " · " + tr("%d Münzen") % Profile.REWARD_WIN[n]
|
||||
_mark(diff_buttons[key], key == p.settings.difficulty)
|
||||
var d := p.difficulty()
|
||||
info_label.text = tr("Gegner mit %d Leben · %d Münzen bei Sieg") % [int(d.life), int(round(Profile.REWARD_WIN * float(d.reward)))]
|
||||
|
||||
|
||||
func _input(event: InputEvent) -> void:
|
||||
if event.is_action_pressed("ui_cancel"):
|
||||
app.show_screen(MenuScreen.new())
|
||||
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))
|
||||
|
||||
@@ -16,9 +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)
|
||||
@@ -76,20 +75,17 @@ func _ready() -> void:
|
||||
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, 30)
|
||||
var r := Style.row(col, 16)
|
||||
r.alignment = BoxContainer.ALIGNMENT_CENTER
|
||||
Style.cbutton(r, "Profil zurücksetzen", Vector2(200, 44), func(): confirm.visible = true, Color("5a2828"))
|
||||
Style.cbutton(r, "Zurück", Vector2(160, 44), func(): app.show_screen(MenuScreen.new()))
|
||||
confirm = Style.confirm(self, "Profil wirklich zurücksetzen?", "Sammlung, Decks, Münzen und Fortschritt gehen verloren.",
|
||||
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()
|
||||
app.show_screen(MenuScreen.new())
|
||||
|
||||
|
||||
func _on_big_font(on: bool) -> void:
|
||||
@@ -136,9 +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()
|
||||
|
||||
@@ -2,25 +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:
|
||||
@@ -79,7 +79,7 @@ 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)
|
||||
@@ -92,7 +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:
|
||||
|
||||
37
scripts/ui/start_deck_screen.gd
Normal file
37
scripts/ui/start_deck_screen.gd
Normal file
@@ -0,0 +1,37 @@
|
||||
class_name StartDeckScreen
|
||||
extends Control
|
||||
## Erster Start: eines von vier Startdecks wählen, je eines mit einem Element im Mittelpunkt
|
||||
## (25 Karten davon, je fünf der anderen). Danach geht es ins Menü.
|
||||
|
||||
var app
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
Style.label(self, tr("Wähle dein Startdeck"), 40, Style.GOLD, Rect2(0, 60, 1280, 60), "center", true)
|
||||
Style.label(self, tr("25 Karten des Elements, dazu je fünf der anderen. Booster und Werkstatt bringen später den Rest."), 17, Style.MUTED, Rect2(140, 124, 1000, 30), "center")
|
||||
for i in Cards.ELEMENTS.size():
|
||||
var e: String = Cards.ELEMENTS[i]
|
||||
var x := 70 + i * 290
|
||||
var col: Color = Cards.ELEMENT_COLORS[e]
|
||||
Style.panel(self, Rect2(x, 190, 260, 470), Style.darker(col, 0.75), 12, col, 2)
|
||||
var ids := DeckGen.start_deck(e)
|
||||
var sample: Array = ids.filter(func(id): return Cards.by_id(id).elements[0] == e)
|
||||
sample.sort_custom(func(a, b): return Cards.by_id(a).cost > Cards.by_id(b).cost)
|
||||
for k in 3:
|
||||
var c: Cards.Card = Cards.by_id(sample[k * 7])
|
||||
var v := CardView.new(c, Vector2(120, 152), false, "Common")
|
||||
v.position = Vector2(x + 20 + k * 40, 210 + k * 14)
|
||||
v.rotation_degrees = -6 + k * 6
|
||||
v.mouse_filter = Control.MOUSE_FILTER_IGNORE
|
||||
add_child(v)
|
||||
Style.label(self, tr(e), 28, Style.TEXT, Rect2(x, 400, 260, 40), "center", true)
|
||||
Style.label(self, tr(Cards.KEYWORD_TEXT[Cards.ELEMENT_KEYWORD[e]]), 15, Style.MUTED, Rect2(x + 16, 446, 228, 60), "center")
|
||||
var b := Style.button(self, tr("%s wählen") % tr(e), Rect2(x + 30, 590, 200, 50), choose.bind(e), Style.PRIMARY)
|
||||
b.add_theme_font_size_override("font_size", 18)
|
||||
|
||||
|
||||
func choose(element: String) -> void:
|
||||
app.profile.choose_start(element)
|
||||
app.save()
|
||||
app.sfx.play("combo")
|
||||
app.show_screen(MenuScreen.new())
|
||||
1
scripts/ui/start_deck_screen.gd.uid
Normal file
1
scripts/ui/start_deck_screen.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://bxl6isdrgqb2b
|
||||
@@ -2,12 +2,9 @@ class_name Style
|
||||
## Farben, Schriften, Theme und Zeichenhilfen.
|
||||
|
||||
const FONT: FontFile = preload("res://assets/fonts/DejaVuSans.ttf")
|
||||
static var font_scale := 1.0 # Einstellung „Große Schrift“
|
||||
|
||||
|
||||
static func fs(size: int) -> int:
|
||||
return int(round(size * font_scale))
|
||||
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")
|
||||
@@ -20,6 +17,17 @@ 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“.
|
||||
static func fs(size: int) -> int:
|
||||
return int(round(size * font_scale))
|
||||
|
||||
|
||||
static func darker(c: Color, f: float = 0.65) -> Color:
|
||||
@@ -78,7 +86,11 @@ 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
|
||||
@@ -113,10 +125,37 @@ 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()
|
||||
@@ -228,6 +267,33 @@ static func text(ci: CanvasItem, s: String, size_in: int, color: Color, pos: Vec
|
||||
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:
|
||||
@@ -244,67 +310,326 @@ 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)
|
||||
|
||||
|
||||
# --- Kartensymbole (prozedural, je Element und Kartenart) --------------------------
|
||||
## 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
|
||||
|
||||
static func glyph(ci: CanvasItem, card, center: Vector2, size: float) -> void:
|
||||
|
||||
## 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)
|
||||
|
||||
|
||||
## 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
|
||||
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 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 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[src.elements[0]], 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 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))
|
||||
return
|
||||
if card.kind == "Zauber":
|
||||
_star(ci, center, size * 0.55, Color(col, 0.35))
|
||||
col.a = alpha
|
||||
if tint.a > 0:
|
||||
col = tint
|
||||
var elems: Array = card.elements
|
||||
if elems.size() >= 2 and elems[0] != elems[1]:
|
||||
if elems.size() == 1:
|
||||
_element_glyph(ci, elems[0], center, size, variant, col)
|
||||
return
|
||||
# Verschmolzen: die ersten beiden Elemente nebeneinander, ab dem dritten ein Ring
|
||||
_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
|
||||
col2.a = alpha
|
||||
if tint.a > 0:
|
||||
col2 = tint
|
||||
_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)
|
||||
|
||||
|
||||
static func _star(ci: CanvasItem, c: Vector2, r: float, col: Color) -> void:
|
||||
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)
|
||||
|
||||
|
||||
static func _element_glyph(ci: CanvasItem, element: String, c: Vector2, size: float, variant: int, col: Color) -> void:
|
||||
var h := size / 2
|
||||
match element:
|
||||
@@ -332,6 +657,11 @@ 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:
|
||||
@@ -342,7 +672,7 @@ 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.
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
extends Node
|
||||
## Fensterprobe: Kosten von refresh() und längste Bildzeit während KI-Zügen (5 Gegner).
|
||||
## Fensterprobe: Kosten von refresh() und längste Bildzeit während KI-Zügen.
|
||||
|
||||
var main: Node
|
||||
var max_dt := 0.0
|
||||
@@ -14,19 +14,19 @@ func _ready() -> void:
|
||||
add_child(main)
|
||||
await get_tree().process_frame
|
||||
await get_tree().process_frame
|
||||
var scr: BattleScreen = BattleScreen.new(5)
|
||||
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
|
||||
while h.hand.size() < 8 and not h.deck.is_empty():
|
||||
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 Gegnern und 8 Handkarten: %.2f ms" % ((Time.get_ticks_usec() - t0) / 1000.0 / 30))
|
||||
scr.mulligan.visible = false
|
||||
h.mulligan_done = true
|
||||
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()
|
||||
|
||||
@@ -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
|
||||
101
tests/net_bot.gd
101
tests/net_bot.gd
@@ -1,101 +0,0 @@
|
||||
extends Node
|
||||
## Test-Mitspieler: tritt einem Host bei und spielt einfache Züge; mit --host eröffnet er
|
||||
## selbst und startet, sobald ein zweiter Mensch am Tisch sitzt (ohne KI).
|
||||
## godot --path . tests/net_bot.tscn -- --ip=127.0.0.1 --name=Bot
|
||||
## godot --path . tests/net_bot.tscn -- --host --name=BotHost
|
||||
|
||||
var net: Net
|
||||
var seat := -1
|
||||
var game: Game
|
||||
var t := 0.0
|
||||
var hosting := false
|
||||
|
||||
|
||||
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)
|
||||
if a == "--host":
|
||||
hosting = true
|
||||
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
|
||||
if hosting:
|
||||
net.broadcast() # erster Zustand für alle, wie es sonst der Kampfbildschirm tut
|
||||
_act_host.call_deferred())
|
||||
net.snapshot_received.connect(_on_snapshot)
|
||||
net.ended.connect(func(_r): get_tree().quit())
|
||||
await get_tree().process_frame
|
||||
if hosting:
|
||||
net.host()
|
||||
net.lobby_changed.connect(func():
|
||||
if net.game == null and net.names.size() >= 2:
|
||||
net.start_battle(0))
|
||||
net.action_applied.connect(func():
|
||||
net.broadcast()
|
||||
_act_host.call_deferred())
|
||||
else:
|
||||
net.join(ip)
|
||||
|
||||
|
||||
func _process(delta: float) -> void:
|
||||
t += delta
|
||||
if hosting and net.game != null:
|
||||
net.tick()
|
||||
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
|
||||
_decide(game.players[seat])
|
||||
|
||||
|
||||
func _act_host() -> void:
|
||||
if not hosting or net.game == null or net.game.winner != "" or seat < 0 or net.game.current_idx != seat:
|
||||
return
|
||||
game = net.game
|
||||
_decide(game.players[seat])
|
||||
|
||||
|
||||
## Einfache Züge mit kurzer Bedenkzeit: Mulligan überspringen, erstes spielbares Wesen ohne Ziel,
|
||||
## dann angreifen, sonst Zug beenden.
|
||||
func _decide(me: Game.Player) -> void:
|
||||
var g := game
|
||||
await get_tree().create_timer(0.25).timeout
|
||||
if game != g or (hosting and (net.game == null or net.game.current_idx != seat)):
|
||||
return # inzwischen ein neuer Zustand
|
||||
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")
|
||||
@@ -14,37 +14,29 @@ func _initialize() -> void:
|
||||
print("Kartenpool laden: %.1f ms" % t)
|
||||
var r := RandomNumberGenerator.new()
|
||||
r.seed = 3
|
||||
var starter := Profile.starter().deck_cards()
|
||||
print("Gegnerdeck (Zielstärke): %.1f ms" % ms(func(): DeckGen.build_opponent_deck_rated(r, ["Feuer", "Erde"], 1.5), 10))
|
||||
print("Vorschau 1..5 Gegner: %.1f ms" % ms(func():
|
||||
for n in range(1, 6):
|
||||
for i in n:
|
||||
Game.random_opponent(r, i + 1, Game.START_LIFE, 1.3, "")))
|
||||
for n in [1, 3, 5]:
|
||||
var g := Game.new_battle(starter, n, r, {"target_rating": 1.5})
|
||||
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:
|
||||
p.mulligan_done = true
|
||||
for k in 4:
|
||||
var c := Game.Creature.new(Cards.by_id("f_wolf"), p, uid)
|
||||
var c := Game.Creature.new(Cards.by_id("f_3_2"), p, uid)
|
||||
uid += 1
|
||||
c.ready = true
|
||||
c.attacks_left = 1
|
||||
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_funke"))
|
||||
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(starter, 5, r).clone(), 20))
|
||||
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()))
|
||||
print("Deckstärke berechnen: %.3f ms" % ms(func(): Game.deck_rating(starter), 100))
|
||||
print("Snapshot 6 Spieler: %.2f ms" % ms(func(): Game.new_battle(starter, 5, r).snapshot(0), 10))
|
||||
quit()
|
||||
|
||||
@@ -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, 14, 19, 24, 29]:
|
||||
_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)
|
||||
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])
|
||||
|
||||
@@ -1,41 +0,0 @@
|
||||
extends SceneTree
|
||||
## Archetyp-Stärke: jede Elementkombination gegen zufällige andere, gleiche Zielstärke, beide KI.
|
||||
|
||||
|
||||
func archetypes() -> Array:
|
||||
var out := []
|
||||
for e in Cards.ELEMENTS:
|
||||
out.append([e])
|
||||
for i in Cards.ELEMENTS.size():
|
||||
for j in range(i + 1, Cards.ELEMENTS.size()):
|
||||
out.append([Cards.ELEMENTS[i], Cards.ELEMENTS[j]])
|
||||
return out
|
||||
|
||||
|
||||
func _initialize() -> void:
|
||||
var r := RandomNumberGenerator.new()
|
||||
r.seed = 21
|
||||
var arts := archetypes()
|
||||
var n := int(OS.get_environment("N")) if OS.get_environment("N") != "" else 60
|
||||
var results := {}
|
||||
for a in arts:
|
||||
var wins := 0
|
||||
for i in n:
|
||||
var b: Array = arts[r.randi_range(0, arts.size() - 1)]
|
||||
var deck_a := Game.build_opponent_deck_rated(r, a, 1.6)
|
||||
var deck_b := Game.build_opponent_deck_rated(r, b, 1.6)
|
||||
var opp := Game.Player.new("Gegner 1", deck_b, false, Game.START_LIFE, "x")
|
||||
var g := Game.new_battle_with(deck_a, [opp], r)
|
||||
var guard := 0
|
||||
while g.winner == "" and guard < 300:
|
||||
AI.take_turn(g, g.current())
|
||||
guard += 1
|
||||
if g.winner == "human":
|
||||
wins += 1
|
||||
results["+".join(a)] = wins * 100 / n
|
||||
print("%-14s %3d%%" % ["+".join(a), wins * 100 / n])
|
||||
var f := FileAccess.open(DeckGen.ARCHETYPE_PATH, FileAccess.WRITE)
|
||||
f.store_string(JSON.stringify(results, "\t"))
|
||||
f.close()
|
||||
print("nach %s geschrieben" % DeckGen.ARCHETYPE_PATH)
|
||||
quit()
|
||||
@@ -1 +0,0 @@
|
||||
uid://d4m21t7od3kdm
|
||||
1741
tests/test_runner.gd
1741
tests/test_runner.gd
File diff suppressed because it is too large
Load Diff
1061
tests/ui_test.gd
1061
tests/ui_test.gd
File diff suppressed because it is too large
Load Diff
@@ -1,35 +1,26 @@
|
||||
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
|
||||
Netzwerkspiel,Network game
|
||||
Deck,Deck
|
||||
Booster öffnen,Open boosters
|
||||
Deck bauen,Build deck
|
||||
Einstellungen,Settings
|
||||
Beenden,Quit
|
||||
Zurück,Back
|
||||
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
|
||||
@@ -39,118 +30,97 @@ Booster,Boosters
|
||||
Booster kaufen (100 Münzen),Buy booster (100 coins)
|
||||
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
|
||||
Antreten,Enter
|
||||
Gegnerzüge überspringen,Skip AI turns
|
||||
Rückgängig,Undo
|
||||
Kapitel 1,Chapter 1
|
||||
Kapitel 2,Chapter 2
|
||||
"Münzen: %d · Staub: %d","Coins: %d · Dust: %d"
|
||||
"Sammlung: %d von %d Karten (%d insgesamt) · Kampagne: %d/%d","Collection: %d of %d cards (%d total) · Campaign: %d/%d"
|
||||
Aktives Deck: %s (%s),Active deck: %s (%s)
|
||||
leer,empty
|
||||
Tagesaufgabe erledigt: %s ✓,Daily task done: %s ✓
|
||||
Tagesaufgabe: %s (%d/%d) · +%d Münzen,Daily task: %s (%d/%d) · +%d coins
|
||||
"Aktives Deck nicht spielbar: ","Active deck not playable: "
|
||||
Zug %d · Du bist dran,Turn %d · Your turn
|
||||
Zug %d · %s ist dran …,Turn %d · %s is playing …
|
||||
Wähle ein Ziel,Choose a target
|
||||
Wähle ein Angriffsziel,Choose an attack target
|
||||
Abgebrochen,Cancelled
|
||||
%s kann nicht angreifen,%s cannot attack
|
||||
Nicht dein Zug,Not your turn
|
||||
Nicht genug Energie,Not enough energy
|
||||
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
|
||||
Höchstens 2 Fallen,At most 2 traps
|
||||
Ein Wächter muss zuerst angegriffen werden,A guardian must be attacked first
|
||||
Sieg!,Victory!
|
||||
Niederlage,Defeat
|
||||
+%d Münzen,+%d coins
|
||||
"Deck braucht genau %d Karten (%d)","Deck needs exactly %d cards (%d)"
|
||||
Höchstens %dx dieselbe Karte,At most %dx the same card
|
||||
Karte nicht oft genug in der Sammlung,Not enough copies in your collection
|
||||
Höchstens %d Elemente im Deck,At most %d elements in a deck
|
||||
Schwierigkeit,Difficulty
|
||||
Leicht,Easy
|
||||
Normal,Normal
|
||||
Schwer,Hard
|
||||
Stärke %.1f,Strength %.1f
|
||||
"Deckstärke: Durchschnitt aus Seltenheit, Schlüsselwörtern und Effekten","Deck strength: average of rarity, keywords and effects"
|
||||
Neu würfeln,Reroll
|
||||
Deck verbessern: %s ins aktive Deck (%s),Improve deck: add %s to the active deck (%s)
|
||||
Profil zurücksetzen,Reset profile
|
||||
Große Schrift,Large text
|
||||
Verwerfen,Discard
|
||||
Weiter bearbeiten,Keep editing
|
||||
Ungespeicherte Änderungen,Unsaved changes
|
||||
Duell,Duel
|
||||
%d am Tisch,%d at the table
|
||||
%d Spieler am Tisch,%d players at the table
|
||||
%d Münzen,%d coins
|
||||
Abbrechen,Cancel
|
||||
"Ja, zurücksetzen","Yes, reset"
|
||||
"Speichern und zurück","Save and go back"
|
||||
"Kampf fortsetzen","Resume battle"
|
||||
Aufgeben beendet den Kampf ohne Münzen.,Surrendering ends the battle without coins.
|
||||
Speichern hebt ihn für später auf.,Saving keeps it for later.
|
||||
%s Schaden an den Angreifer,%s damage to the attacker
|
||||
%s Schaden an dieses Wesen,%s damage to that creature
|
||||
Der Angreifer wird eingefroren,The attacker is frozen
|
||||
Es wird eingefroren,It is frozen
|
||||
Es geht zurück auf die Hand,It returns to its owner's hand
|
||||
Der Angriff verpufft,The attack fizzles
|
||||
Beschwöre einen %s,Summon a %s
|
||||
%s Schaden an ein gegnerisches Wesen,%s damage to an enemy creature
|
||||
%s Schaden an ein Ziel,%s damage to a target
|
||||
%s Schaden an alle gegnerischen Wesen,%s damage to all enemy creatures
|
||||
%s Schaden an alle Gegner,%s damage to all opponents
|
||||
%s Schaden an alle Gegner und ihre Wesen,%s damage to all opponents and their creatures
|
||||
Heile dich um %s,Heal yourself for %s
|
||||
Ziehe 1 Karte,Draw 1 card
|
||||
Ziehe %s Karten,Draw %s cards
|
||||
Friere ein gegnerisches Wesen ein,Freeze an enemy creature
|
||||
Friere das stärkste gegnerische Wesen ein,Freeze the strongest enemy creature
|
||||
Friere alle gegnerischen Wesen ein,Freeze all enemy creatures
|
||||
Ein gegnerisches Wesen zurück auf die Hand,Return an enemy creature to its owner's hand
|
||||
Alle gegnerischen Wesen zurück auf die Hand,Return all enemy creatures to their owners' hands
|
||||
Ein befreundetes Wesen erhält %s,A friendly creature gets %s
|
||||
Alle befreundeten Wesen erhalten %s,All friendly creatures get %s
|
||||
Ein befreundetes Wesen erhält Schild,A friendly creature gets Shield
|
||||
Erhält Schild,Gets Shield
|
||||
Alle befreundeten Wesen erhalten Schild,All friendly creatures get Shield
|
||||
Falle. %s: %s,Trap. %s: %s
|
||||
Beim Ausspielen: %s,On play: %s
|
||||
Wenn ein gegnerisches Wesen dich oder eines deiner Wesen angreift,When an enemy creature attacks you or one of your creatures
|
||||
Wenn ein Gegner ein Wesen ausspielt,When an opponent plays a creature
|
||||
Wächter,Guardian
|
||||
Flink,Swift
|
||||
Schild,Shield
|
||||
Doppelschlag,Double Strike
|
||||
Wesen,Creature
|
||||
Zauber,Spell
|
||||
Falle,Trap
|
||||
gewöhnlich,common
|
||||
selten,rare
|
||||
episch,epic
|
||||
legendär,legendary
|
||||
mythisch,mythic
|
||||
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
|
||||
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,Collection: %d of %d cards · Campaign: %d/%d
|
||||
%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
|
||||
Gegner mit %d Leben · %d Münzen bei Sieg,Opponent with %d life · %d coins for a win
|
||||
Start gegen die KI,Start against the AI
|
||||
Ziehen,Draw
|
||||
Verdeckt legen ◆ %d,Set face-down ◆ %d
|
||||
Aufdecken,Reveal
|
||||
verdeckt,face-down
|
||||
Aufgedeckt!,Revealed!
|
||||
Elementbonus +%d,Element bonus +%d
|
||||
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
|
||||
Elementbonus zählt doppelt,Element bonus counts twice
|
||||
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
|
||||
@@ -161,33 +131,47 @@ Blitz,Lightning
|
||||
Schlamm,Mud
|
||||
Sturm,Storm
|
||||
Sand,Sand
|
||||
Sonne,Sun
|
||||
Ozean,Ocean
|
||||
Gebirge,Mountains
|
||||
Himmel,Sky
|
||||
"Code übernommen, es fehlen: ","Code applied, missing: "
|
||||
Elemente: ,Elements:
|
||||
%s zerlegt (+%d Staub),%s dismantled (+%d dust)
|
||||
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
|
||||
%s ist jetzt im Deck %s,%s is now in deck %s
|
||||
Deck-Code,Deck code
|
||||
In Zwischenablage,To clipboard
|
||||
Aus Zwischenablage,From clipboard
|
||||
Code,Code
|
||||
Ungültiger Code,Invalid code
|
||||
Code übernommen,Code applied
|
||||
Zum Teilen kopieren oder einen Code einfügen. Nicht vorhandene Karten werden weggelassen.,Copy to share or paste a code. Cards you do not own are skipped.
|
||||
Elementbooster (%d Münzen): nur Karten des Elements und seiner Kombos,Element booster (%d coins): only cards of that element and its combos
|
||||
"Kapitel 3: drei Merkmale, volle Tische und die stärksten Decks.","Chapter 3: three perks, full tables and the strongest decks."
|
||||
Alle drei Kapitel abgeschlossen. Der Archimagier ist endgültig besiegt!,All three chapters completed. The Archmage is defeated for good!
|
||||
Kapitel %d,Chapter %d
|
||||
Zuschauen,Watch
|
||||
Zuschauer,Spectator
|
||||
"Zuschauer: Hände sind verdeckt","Spectator: hands are hidden"
|
||||
Deine Deckstärke %.1f · Gegnerdecks %.1f,Your deck strength %.1f · Opponent decks %.1f
|
||||
Starten,Start
|
||||
1 Gegner,1 opponent
|
||||
%d Gegner,%d opponents
|
||||
Übernehmen,Apply
|
||||
KI-Gegner,AI opponents
|
||||
Sammlung,Collection
|
||||
Neu!,New!
|
||||
Auffüllen,Fill up
|
||||
Leeren,Clear
|
||||
Dein Stapel ist leer,Your deck is empty
|
||||
Klick nimmt eine Karte in den Stapel oder heraus. Auffüllen nimmt die wertvollsten Karten des Filters.,Click adds a card to the deck or removes it. Fill up takes the most valuable cards of the filter.
|
||||
Wähle dein Startdeck,Choose your starting deck
|
||||
"25 Karten des Elements, dazu je fünf der anderen. Booster und Werkstatt bringen später den Rest.","25 cards of the element plus five of each other one. Boosters and the workshop bring the rest later."
|
||||
%s wählen,Choose %s
|
||||
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