class_name BattleScreen extends Control ## Kampf: Zustand, Eingabe und Abgleich der Ansicht. Layout in BattleLayout, Animationen in BattleFx. ## Modi: Einzelspieler, Kampagne, Netzwerk (Host, Mitspieler oder Zuschauer). var app var stage := -1 # Kampagnenstufe oder -1 var net_play := false # Netzwerkspiel (auch als Zuschauer) var online_seat := -1 # Netzwerk: eigener Platz, Zuschauer -1 var net: Net var game: Game var perspective: Game.Player # der Mensch, dessen Hand unten liegt var fx: BattleFx var selected = null # Game.Creature var pending = null # Cards.Card, wartet auf Ziel var fusing := false # Verschmelzen gewählt: zwei eigene Wesen anklicken var fuse_first = null # Game.Creature, erstes Wesen der Verschmelzung var msg_t := 0.0 var ai_delay := 0.75 var ai_timer := 0.0 var ai_task := -1 # WorkerThreadPool-Aufgabe der laufenden KI-Berechnung var ai_copy: Game # Spielkopie, auf der die KI rechnet var ai_box := {} # Ergebnis der Berechnung (vom Thread befüllt) var reward := -1 var ended := false var pad: BattleGamepad var gp_zone: String: get: return pad.zone var gp_index: int: get: return pad.index var skip_ai := false # Gegnerzüge im Schnelldurchlauf var smart_ai := true # Vorausschau-KI (Leicht: einfache KI) var undo_state: Game = null # Zustand vor der letzten rückgängig machbaren Aktion var undo_log_len := 0 var undo_t := 0.0 # Ansichten (auch für Tests) var tiles := {} var hand_views: Array = [] var shop_views: Array = [] var own_views: Array = [] var enemy_views: Array = [] var hero_panels := {} # Player -> Panel var hero_labels := {} var flash_until := {} # Spielerindex -> Zeitpunkt (ms) var hero_layer: Control var tile_layer: Control var hand_layer: Control var shop_layer: Control var log_overlay: Control var b_log: Button var status_panel: Panel var fx_layer: Control var log_box: RichTextLabel var preview_holder: Control var name_label: Label var life_label: Label var energy_label: Label var income_label: Label var status_label: Label var msg_label: Label var b_end: Button var b_fuse: Button var b_reroll: Button var b_giveup: Button var field_view: FieldView var link_view: Links # Resonanzlinien unter den Feldreihen var info_label: Label # Vorschau: Resonanz, Feld, Feldkombo var board_panel: Panel # eigenes Brett, färbt sich mit dem Feld var arrivals := {} # uid -> Rect2: Wesen, das gerade aus der Hand aufs Brett fliegt var banner_turn := -1 # Zug, für den die Zugansage schon lief var deal_shop := false # nächster Aufbau teilt den Laden animiert aus var overlay: Control var result_label: Label var reward_label: Label var notice_label: Label var confirm: Control var cursor_layer: Control var wait_label: Label var b_skip: Button var b_undo: Button func _init(campaign_stage: int = -1) -> void: stage = campaign_stage static func online(seat: int) -> BattleScreen: var b := BattleScreen.new(-1) b.net_play = true b.online_seat = seat return b func is_online() -> bool: return net_play ## Zuschauer im Netzwerk: kein eigener Platz, keine Hand. func spectating() -> bool: return is_online() and online_seat < 0 func is_client() -> bool: return is_online() and not net.is_host func counts_for_profile() -> bool: return not is_online() func _ready() -> void: var s: Dictionary = app.profile.settings fx = BattleFx.new(self) fx.enabled = s.animations pad = BattleGamepad.new(self) ai_delay = 0.75 / float(s.ai_speed) _build_static() if is_online(): net = app.net net.ended.connect(_on_net_ended) net.migrated.connect(_on_migrated) net.status_changed.connect(_on_net_status) if net.is_host: game = net.game net.action_applied.connect(after_action) else: net.snapshot_received.connect(_on_snapshot) wait_label.visible = true return # der erste Zustand kommt vom Host elif stage >= 0: var r := Game.make_rng() game = Game.new_battle_with(Campaign.opponent(stage), r, false, own_rules()) else: game = Game.new_battle(Game.make_rng(), own_rules()) smart_ai = bool(app.profile.difficulty().smart) or not counts_for_profile() _begin() ## Kartenoptik, Gegnerleben (Schwierigkeit) und das eigene Merkmal (nach Kapitel 1). func own_rules() -> Dictionary: var p: Profile = app.profile var rules := {"looks": p.looks()} if stage < 0: rules["opponent_life"] = int(p.difficulty().life) if p.perk != "" and p.perk_unlocked(): rules["human_perks"] = [p.perk] return rules func _begin() -> void: if is_online(): perspective = game.players[maxi(online_seat, 0)] else: game.events.clear() perspective = game.current() if game.current().is_human else game.humans[0] build_hero_boxes() if is_online() and net.is_host: net.broadcast() game.events.clear() refresh() announce_turn() func _build_static() -> void: var L := BattleLayout # oben links: Aufgeben und Verlauf, klein b_giveup = Style.button(self, "Aufgeben", L.B_GIVEUP, func(): confirm.visible = true) b_giveup.add_theme_font_size_override("font_size", 13) b_log = Style.button(self, "Verlauf", L.B_LOG, toggle_log) b_log.add_theme_font_size_override("font_size", 13) # Mitte: Feldband, Meldung, eigenes Brett mit fünf Plätzen, eigene Leiste links daneben Style.panel(self, L.FIELD, Style.darker(Style.PANEL, 0.9), 8) field_view = FieldView.new(L.FIELD) add_child(field_view) msg_label = Style.label(self, "", 15, Style.ORANGE, L.MSG, "center", true) board_panel = Style.panel(self, L.OWN_PANEL, Style.darker(Style.PANEL, 0.8), 10) var slots := Control.new() slots.mouse_filter = Control.MOUSE_FILTER_IGNORE slots.draw.connect(func(): for j in Game.MAX_BOARD: Style.border(slots, L.own_slot(j), Color(1, 1, 1, 0.08), 2, 8) Style.border(slots, L.opp_slot(j), Color(1, 1, 1, 0.05), 2, 8)) add_child(slots) status_panel = Style.panel(self, L.STATUS) var sx: float = L.STATUS.position.x var sy: float = L.STATUS.position.y name_label = Style.label(self, "", 18, Style.TEXT, Rect2(sx + 12, sy + 8, 190, 26), "left", true) name_label.clip_text = true life_label = Style.label(self, "", 26, Style.RED, Rect2(sx + 12, sy + 40, 190, 34), "left", true) energy_label = Style.label(self, "", 26, Style.BLUE, Rect2(sx + 12, sy + 78, 100, 34), "left", true) income_label = Style.label(self, "", 15, Style.MUTED, Rect2(sx + 100, sy + 88, 100, 22), "left") status_label = Style.label(self, "", 13, Style.MUTED, Rect2(sx + 12, sy + 124, 190, 22), "left") b_fuse = Style.button(self, "Verschmelzen", L.B_FUSE, toggle_fuse, Color("3c2858")) b_fuse.add_theme_font_size_override("font_size", 15) b_fuse.visible = false b_undo = Style.button(self, "Rückgängig", L.B_UNDO, undo) b_undo.add_theme_font_size_override("font_size", 15) b_undo.visible = false # unten: Laden mit Neuwürfeln links und Zug beenden rechts b_reroll = Style.button(self, "", L.B_REROLL, do_reroll, Color("285a5a")) b_reroll.add_theme_font_size_override("font_size", 15) b_end = Style.button(self, "Zug beenden", L.B_END, end_turn, Style.PRIMARY) b_end.add_theme_font_size_override("font_size", 20) b_skip = Style.button(self, "Gegnerzüge überspringen", L.B_END, func(): skip_ai = true) b_skip.add_theme_font_size_override("font_size", 14) b_skip.visible = false wait_label = Style.label(self, "Warte auf den Host …", 22, Style.MUTED, Rect2(0, 300, 1280, 40), "center") wait_label.visible = false hero_layer = _layer() link_view = Links.new() add_child(link_view) tile_layer = _layer() hand_layer = _layer() shop_layer = _layer() preview_holder = _layer() info_label = Style.label(self, "", 13, Style.TEXT, Rect2(0, 0, 220, 60), "center") info_label.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART info_label.visible = false fx_layer = _layer() cursor_layer = _layer() # Verlauf als Überlagerung log_overlay = Style.overlay(self) log_overlay.get_child(0).gui_input.connect(func(ev): if ev is InputEventMouseButton and ev.pressed: log_overlay.visible = false) Style.panel(log_overlay, L.LOG_PANEL, Style.PANEL, 10, Style.MUTED, 2) Style.label(log_overlay, "Verlauf", 20, Style.GOLD, Rect2(L.LOG_PANEL.position + Vector2(20, 12), Vector2(300, 30)), "left", true) log_box = RichTextLabel.new() log_box.position = L.LOG_PANEL.position + Vector2(20, 50) log_box.size = L.LOG_PANEL.size - Vector2(40, 110) log_box.bbcode_enabled = true log_box.scroll_following = true log_box.add_theme_font_size_override("normal_font_size", 14) log_box.mouse_filter = Control.MOUSE_FILTER_IGNORE log_overlay.add_child(log_box) Style.button(log_overlay, "Schließen", Rect2(L.LOG_PANEL.end.x - 180, L.LOG_PANEL.end.y - 52, 160, 40), func(): log_overlay.visible = false) # Spielende overlay = _overlay() result_label = Style.label(overlay, "", 56, Style.GREEN, Rect2(0, 250, 1280, 80), "center", true) reward_label = Style.label(overlay, "", 26, Style.GOLD, Rect2(0, 335, 1280, 40), "center") notice_label = Style.label(overlay, "", 18, Style.GREEN, Rect2(0, 385, 1280, 80), "center") Style.button(overlay, "Zurück zum Menü", Rect2(530, 480, 220, 50), leave, Color("285a3c")) confirm = Style.confirm(self, "Wirklich aufgeben?", "", "Ja, aufgeben", leave, "Weiterspielen") func toggle_log() -> void: log_overlay.visible = not log_overlay.visible func _layer() -> Control: var c := Control.new() c.mouse_filter = Control.MOUSE_FILTER_IGNORE add_child(c) return c func _overlay() -> Control: return Style.overlay(self) func leave() -> void: if is_online(): net.leave() app.show_screen(MenuScreen.new()) # --- Layout-Helfer ------------------------------------------------------------------ ## Der Gegner aus Sicht der eigenen Perspektive (Zuschauer: der zweite Spieler). func opponent() -> Game.Player: return game.enemy_of(perspective) func others() -> Array: return [opponent()] func slot_rect(p: Game.Player, j: int) -> Rect2: if p == perspective: return BattleLayout.own_slot(j) return BattleLayout.opp_slot(j) func ref_key(ref: Dictionary) -> String: return "c%d" % ref.uid if ref.kind == "creature" else "p%d" % ref.index func target_center(ref: Dictionary) -> Vector2: if ref.kind == "creature": if tiles.has(ref.uid): var t: CreatureView = tiles[ref.uid] return t.slot + t.size / 2 return Vector2(-1, -1) var p: Game.Player = game.players[ref.index] if p == perspective: return BattleLayout.STATUS.get_center() if hero_panels.has(p): var panel: Panel = hero_panels[p] return panel.position + panel.size / 2 return Vector2(-1, -1) ## Kasten des Gegners oben in der Mitte; ein Klick zielt auf den Helden. func build_hero_boxes() -> void: Style.clear(hero_layer) hero_panels = {} hero_labels = {} var o := opponent() var box := BattleLayout.OPP_BOX var panel := Style.panel(hero_layer, box) panel.gui_input.connect(func(ev): if ev is InputEventMouseButton and ev.pressed and ev.button_index == MOUSE_BUTTON_LEFT: on_click("hero", o)) if not o.perks.is_empty(): panel.tooltip_text = "Merkmal: " + ", ".join(o.perks.map(func(k): return Game.PERKS[k])) hero_panels[o] = panel var labels := {} var title: String = ("%s · %s" % [o.name, o.title]) if o.title != "" else o.name if not o.perks.is_empty(): title += " ★" labels["name"] = Style.label(hero_layer, title, 18, Style.TEXT, Rect2(box.position.x + 8, box.position.y + 4, box.size.x - 16, 22), "left", true) labels.name.clip_text = true labels.name.text_overrun_behavior = TextServer.OVERRUN_TRIM_ELLIPSIS labels["life"] = Style.label(hero_layer, "", 20, Style.RED, Rect2(box.position.x + 8, box.position.y + 30, 120, 24), "left", true) labels["stats"] = Style.label(hero_layer, "", 14, Style.MUTED, Rect2(box.position.x + 80, box.position.y + 34, box.size.x - 88, 20), "right") hero_labels[o] = labels # --- Ablauf und Eingabe ------------------------------------------------------------------ func my_turn() -> bool: if spectating(): return false return game != null and game.winner == "" and game.current() == perspective func any_overlay() -> bool: return confirm.visible or overlay.visible or log_overlay.visible func _input(event: InputEvent) -> void: if game == null: return if event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_RIGHT: cancel_all() return if event is InputEventJoypadButton and event.pressed: pad.button(event.button_index) return if not (event is InputEventKey and event.pressed and not event.echo): return match event.keycode: KEY_ESCAPE: if confirm.visible: confirm.visible = false elif log_overlay.visible: log_overlay.visible = false elif selected != null or pending != null or fusing: cancel_all() elif not any_overlay(): confirm.visible = true KEY_SPACE: if my_turn() and not any_overlay(): end_turn() elif b_skip.visible: skip_ai = true KEY_U: if b_undo.visible: undo() KEY_ENTER, KEY_KP_ENTER: if overlay.visible: leave() _: if event.keycode >= KEY_1 and event.keycode <= KEY_9 and my_turn() and not any_overlay(): var idx: int = event.keycode - KEY_1 if idx < perspective.hand.size(): on_click("hand", perspective.hand[idx]) func cancel_all() -> void: if confirm.visible: confirm.visible = false cancel() refresh() func _process(delta: float) -> void: if game == null: return msg_t = maxf(0.0, msg_t - delta) if msg_t <= 0.0 and msg_label.text != "": msg_label.text = "" if undo_t > 0.0: undo_t -= delta if undo_t <= 0.0: clear_undo() if is_online() and net.is_host: net.tick() if game.winner != "": if not ended: ended = true _finish() return var cur := game.current() if cur.is_human: return if is_client(): return if skip_ai: ai_timer = 0.0 else: ai_timer -= delta var action: Dictionary if smart_ai: # Die Vorausschau rechnet im Hintergrund auf einer Kopie, schon während der Wartezeit, # damit Animationen nicht stocken. if ai_task < 0: _start_ai(cur) if ai_timer > 0 or not WorkerThreadPool.is_task_completed(ai_task): return WorkerThreadPool.wait_for_task_completion(ai_task) ai_task = -1 action = AI.map_action(game, ai_copy, ai_box.action) ai_copy = null else: if ai_timer > 0: return action = AI.choose_action_greedy(game, cur) AI.apply_action(game, cur, action) ai_timer = ai_delay * (0.6 if action.type == "end" else 1.0) if game.current().is_human: skip_ai = false after_action() func _start_ai(cur: Game.Player) -> void: ai_copy = game.clone() var copy := ai_copy var idx := game.current_idx var box := ai_box ai_task = WorkerThreadPool.add_task(func(): box["action"] = AI.choose_action(copy, copy.players[idx])) func _exit_tree() -> void: if ai_task >= 0: WorkerThreadPool.wait_for_task_completion(ai_task) ai_task = -1 func _finish() -> void: var won := game.winner == "human" if counts_for_profile(): var factor: float = float(app.profile.difficulty().reward) if stage < 0 else 1.0 reward = app.profile.record_battle(won, stage, factor) app.save() app.sfx.play("win" if won else "lose") else: var wp := game.winner_player var mine: bool = wp != null and wp == perspective app.sfx.play("win" if mine else "lose") refresh() func say(m: String) -> void: msg_t = 2.5 msg_label.text = m func cancel() -> void: selected = null pending = null fusing = false fuse_first = null func play(card: Cards.Card, target) -> void: if is_client(): net.send_action({"type": "play", "hand": perspective.hand.find(card), "target": Net.ref_dict(target) if target != null else null}) return var before: Game = game.clone() if not is_online() else null var log_len := game.log.size() var from := _hand_rect_of(card) var err := game.play_card(perspective, card, target) if err != "": say(tr(err)) return if from.size.x > 0 and not perspective.board.is_empty() and perspective.board[-1].card == card: arrivals[perspective.board[-1].uid] = from # Rückgängig nur, wenn nichts weiter passiert ist (keine Effekte und keine Kombos) if before != null and game.events.size() == 1 and game.events[0].type == "play": undo_state = before undo_log_len = log_len undo_t = 6.0 else: clear_undo() ## Verschmelzen an- und abwählen (zwei eigene Wesen, siehe Game.fuse). func toggle_fuse() -> void: var on := not fusing cancel() fusing = on say(tr("Zwei eigene Wesen wählen") if on else tr("Abgebrochen")) after_action() ## Kauft ein Angebot aus dem Laden auf die Hand. func do_buy(slot: int) -> void: clear_undo() if is_client(): net.send_action({"type": "buy", "slot": slot}) return var from := BattleLayout.shop_rect(slot) var offer = perspective.shop[slot] if slot < perspective.shop.size() else null var err := game.buy(perspective, slot) if err != "": say(tr(err)) elif offer != null: fx.sfx("buy") fx.fly_card(offer, from, BattleLayout.hand_rect(perspective.hand.size(), perspective.hand.size() - 1), Cards.RARITIES[int(perspective.looks.get(offer.id, 0))]) ## Würfelt den Laden neu (kostet Mana). func do_reroll() -> void: if not my_turn() or any_overlay(): return clear_undo() if is_client(): net.send_action({"type": "reroll"}) after_action() return var err := game.reroll(perspective) if err != "": say(tr(err)) else: deal_shop = true after_action() func do_fuse(a, b) -> void: cancel() clear_undo() if is_client(): net.send_action({"type": "fuse", "uid": a.uid, "other": b.uid}) return var err := game.fuse(perspective, a, b) if err != "": say(tr(err)) func clear_undo() -> void: undo_state = null undo_t = 0.0 b_undo.visible = false ## Nimmt das letzte Ausspielen eines Wesens zurück (nur solange nichts Verdecktes offenbart wurde). func undo() -> void: if undo_state == null: return var idx := game.players.find(perspective) var restored := undo_state restored.quiet = false restored.rng = game.rng restored.log = game.log.slice(0, undo_log_len) restored.say("Rückgängig.") game = restored perspective = game.players[idx] if is_online() and net.is_host: net.game = game clear_undo() cancel() build_hero_boxes() after_action() func end_turn() -> void: if not my_turn(): return cancel() clear_undo() if is_client(): net.send_action({"type": "end"}) return game.end_turn() ai_timer = ai_delay after_action() func on_click(kind: String, obj) -> void: var g := game if not my_turn() or any_overlay(): return if fusing: if kind != "own": cancel() say(tr("Abgebrochen")) elif fuse_first == null: fuse_first = obj say(tr("Zweites Wesen wählen")) elif obj == fuse_first: fuse_first = null else: do_fuse(fuse_first, obj) after_action() return if pending != null: var card = pending pending = null if obj in g.valid_targets(perspective, card.target_type()): play(card, obj) else: say(tr("Abgebrochen")) after_action() return if selected != null: var cr = selected selected = null if kind == "enemy" or kind == "hero": clear_undo() if is_client(): net.send_action({"type": "attack", "uid": cr.uid, "target": Net.ref_dict(obj)}) else: var err := g.attack(cr, obj) if err != "": say(tr(err)) after_action() return match kind: "shop": do_buy(int(obj)) "hand": var ok := g.can_play(perspective, obj) if not ok[0]: say(tr(ok[1])) elif obj.target_type() != "" and not g.valid_targets(perspective, obj.target_type()).is_empty(): pending = obj say(tr("Wähle ein Ziel")) else: play(obj, null) "own": if obj.can_attack(): selected = obj say(tr("Wähle ein Angriffsziel")) else: say(tr("%s kann nicht angreifen") % obj.card.title()) after_action() func on_tile_click(cr: Game.Creature) -> void: var o = cr.owner() if o == null: return if o == perspective: on_click("own", cr) elif o.alive(): on_click("enemy", cr) ## Zugansage, wenn der eigene Zug beginnt. func announce_turn() -> void: if game == null or not my_turn() or banner_turn == game.turn: return banner_turn = game.turn fx.banner(tr("Dein Zug"), Style.GOLD) fx.sfx("turn") deal_shop = true refresh() func _hand_rect_of(card: Cards.Card) -> Rect2: for v in hand_views: if v.card == card: return Rect2(v.position, v.size) return Rect2() ## Vorschau schwebt neben der gezeigten Karte (anchor), darunter die Zusatzzeile (info). func show_preview(card, entered: bool, owner_looks: Dictionary = {}, info: String = "", anchor: Rect2 = Rect2()) -> void: Style.clear(preview_holder) info_label.visible = entered and info != "" info_label.text = info if entered else "" if entered and card != null: var r := BattleLayout.preview_rect(anchor) var v := CardView.new(card, r.size, false, Cards.RARITIES[int(owner_looks.get(card.id, 0))]) v.position = r.position v.mouse_filter = Control.MOUSE_FILTER_IGNORE preview_holder.add_child(v) var ir := BattleLayout.info_rect(r) info_label.position = ir.position info_label.size = ir.size ## Eigene Hand- und Ladenkarte: zeigt, was das Ausspielen jetzt brächte, und markiert den Kombo-Partner. func show_hand_preview(card: Cards.Card, entered: bool, anchor: Rect2 = Rect2()) -> void: var f := game.forecast(perspective, card) var lines: Array[String] = [] var parts: Array[String] = [] if f.resonance > 0: parts.append(tr("Resonanz +%d") % f.resonance) if f.field > 0: parts.append(tr("Feld +%d") % f.field) if not parts.is_empty(): lines.append(" · ".join(parts)) if f.combo != "": lines.append(tr("Feldkombo %s mit %s: %s") % [tr(f.combo), f.partner.card.title(), tr(Cards.FIELD_COMBO_TEXT[f.combo])]) for t in tiles.values(): t.mark = "" t.queue_redraw() if entered and f.partner != null and tiles.has(f.partner.uid): tiles[f.partner.uid].mark = f.combo tiles[f.partner.uid].queue_redraw() show_preview(card, entered, perspective.looks, "\n".join(lines), anchor) ## Hand- und Ladenkarte tragen ihren Bonus und ihre Feldkombo als Vorschau. func apply_forecast(v: CardView) -> void: var f := game.forecast(perspective, v.card) v.bonus = f.resonance + f.field v.tag = f.combo ## Was den Angriff eines Wesens gerade hebt. func creature_info(cr: Game.Creature) -> String: var parts: Array[String] = [] if cr.resonance > 0: parts.append(tr("Resonanz +%d") % cr.resonance) if cr.field_bonus > 0: parts.append(tr("Feld +%d") % cr.field_bonus) var perk := cr.power() - cr.attack - cr.resonance - cr.field_bonus if perk > 0: parts.append(tr("Merkmal +%d") % perk) return " · ".join(parts) ## Elementvorteil gegen ein mögliches Ziel: des gewählten Angreifers oder eines Schadenszaubers auf der Hand. func matchup_for(cr: Game.Creature, valid: Array) -> int: if selected != null and game.can_attack(selected, cr)[0]: return Game.matchup_bonus(selected, cr) if pending != null and cr in valid and pending.effects.any(func(fx): return fx.kind == "damage" and fx.target in Cards.CHOSEN_TARGETS): return Cards.matchup(pending.elements, cr.card.elements) return 0 ## Resonanzgruppen je Reihe: Wesen mit gleichem Element werden unter der Reihe verbunden. func resonance_groups() -> Array: var out := [] for p in game.players: var k := 0 for e in Cards.ELEMENTS: var xs: Array[float] = [] for j in p.board.size(): if e in p.board[j].card.elements: xs.append(slot_rect(p, j).get_center().x) if xs.size() < 2: continue out.append({"color": Style.lighter(Cards.ELEMENT_COLORS[e], 0.25), "y": slot_rect(p, 0).end.y + 4 + k * 6, "xs": xs}) k += 1 return out class Links extends Control: var groups: Array = [] func _init() -> void: set_anchors_preset(Control.PRESET_FULL_RECT) mouse_filter = Control.MOUSE_FILTER_IGNORE func _draw() -> void: for gr in groups: var y: float = gr.y draw_line(Vector2(gr.xs[0], y), Vector2(gr.xs[-1], y), gr.color, 3.0) for x in gr.xs: draw_circle(Vector2(x, y), 4.0, gr.color) # --- Netzwerk ------------------------------------------------------------------------------- func _on_snapshot(snap: Dictionary) -> void: var first := game == null game = Game.from_snapshot(snap) wait_label.visible = false if first: _begin() return perspective = game.players[maxi(online_seat, 0)] build_hero_boxes() after_action() ## Host-Wechsel: das Spiel läuft jetzt auf diesem Rechner weiter. func _on_migrated() -> void: game = net.game if not net.action_applied.is_connected(after_action): net.action_applied.connect(after_action) wait_label.visible = false perspective = game.players[online_seat] build_hero_boxes() say("Du bist jetzt Host.") after_action() func _on_net_status() -> void: wait_label.text = net.status wait_label.visible = true func _on_net_ended(reason: String) -> void: if game == null or game.winner == "": say(reason) await get_tree().create_timer(1.5).timeout if is_inside_tree(): app.show_screen(MenuScreen.new()) # --- Ereignisse ---------------------------------------------------------------------------- ## Nach jeder Aktion: Ereignisse sichern, Ansicht angleichen, Animationen abspielen. func after_action() -> void: if is_online() and net.is_host: net.broadcast() var evs := game.events.duplicate() game.events.clear() var centers := {} for ev in evs: for key in ["target", "attacker", "source"]: if ev.has(key): centers[ref_key(ev[key])] = target_center(ev[key]) refresh() fx.play_events(evs, centers) announce_turn() # --- Ansicht angleichen -------------------------------------------------------------------- func refresh() -> void: if game == null: return var g := game var h := perspective var now := Time.get_ticks_msec() var mine := my_turn() var valid: Array = g.valid_targets(h, pending.target_type()) if pending != null else [] hand_views = [] shop_views = [] own_views = [] enemy_views = [] for o in others(): var panel: Panel = hero_panels[o] var bcol = null var bw := 0 if g.current() == o: bcol = Style.BLUE bw = 3 if o in valid or (selected != null and o.alive() and g.can_attack(selected, o)[0]): bcol = Style.ORANGE bw = 3 if int(flash_until.get(g.players.find(o), 0)) > now: bcol = Style.RED bw = 4 panel.add_theme_stylebox_override("panel", Style.box(Style.PANEL if o.alive() else Style.darker(Style.PANEL, 0.6), 8, bcol, bw)) panel.mouse_filter = Control.MOUSE_FILTER_STOP if o.alive() else Control.MOUSE_FILTER_IGNORE var labels: Dictionary = hero_labels[o] labels.name.add_theme_color_override("font_color", Style.TEXT if o.alive() else Style.MUTED) if o.alive(): labels.life.text = "♥ %d" % maxi(o.life, 0) labels.stats.text = "Hand %d ◆ %d (+%d)" % [o.hand.size(), o.energy, o.max_energy] else: labels.life.text = "besiegt" labels.life.add_theme_color_override("font_color", Style.MUTED) labels.stats.text = "" var seen := {} for p in g.players: for j in p.board.size(): var cr: Game.Creature = p.board[j] var rect := slot_rect(p, j) seen[cr.uid] = true var tile: CreatureView if tiles.has(cr.uid): tile = tiles[cr.uid] tile.creature = cr if tile.size != rect.size: # erst die Mindestgröße, sonst bleibt die Kachel groß tile.custom_minimum_size = rect.size tile.size = rect.size tile.pivot_offset = rect.size / 2 tile.set_process(Style.rarity_animated(tile.rarity())) else: tile = CreatureView.new(cr, rect.size) tile.position = rect.position tile.slot = rect.position tiles[cr.uid] = tile tile_layer.add_child(tile) var looks: Dictionary = p.looks tile.hover.connect(func(card, entered): show_preview(card, entered, looks, creature_info(tile.creature) if entered else "", Rect2(tile.slot, tile.size))) var uid := cr.uid tile.clicked.connect(func(_v): var c := game.find_creature(uid) if c != null: on_tile_click(c)) if arrivals.has(cr.uid): fx.fly_in(tile, arrivals[cr.uid]) arrivals.erase(cr.uid) else: fx.pop_in(tile) tile.slot = rect.position if not tile.busy and tile.position != rect.position: fx.move_to(tile, rect.position) var b = null var w := 2 if cr == selected or cr == fuse_first: b = Style.YELLOW w = 4 elif fusing and p == h and mine: b = Style.PURPLE w = 3 elif cr in valid or (selected != null and g.can_attack(selected, cr)[0]): b = Style.ORANGE w = 3 elif p == h and mine and cr.can_attack(): b = Style.GREEN w = 3 tile.border = b tile.width = w tile.mark = "" tile.matchup = matchup_for(cr, valid) tile.queue_redraw() if p == h: own_views.append(tile) else: enemy_views.append(tile) for uid in tiles.keys(): if not seen.has(uid): var t: CreatureView = tiles[uid] tiles.erase(uid) fx.fade_out(t) link_view.groups = resonance_groups() link_view.queue_redraw() Style.clear(shop_layer) if not spectating(): for i in h.shop.size(): var offer = h.shop[i] var sr := BattleLayout.shop_rect(i) if offer == null: Style.panel(shop_layer, sr, Style.darker(Style.PANEL, 0.8), 8, Style.PANEL_LIGHT, 2) continue var sv := CardView.new(offer, sr.size, false, Cards.RARITIES[int(h.looks.get(offer.id, 0))]) sv.position = sr.position sv.lift = mine apply_forecast(sv) sv.dim = not mine or h.energy < offer.cost or h.hand.size() >= Game.MAX_HAND sv.hover.connect(func(c, e): show_hand_preview(c, e, Rect2(sv.position, sv.size))) var slot := i sv.set_meta("slot", slot) # der Platz im Laden, auch für das Gamepad sv.clicked.connect(func(_view): on_click("shop", slot)) shop_layer.add_child(sv) shop_views.append(sv) if deal_shop: fx.deal(sv, i) deal_shop = false Style.clear(hand_layer) if spectating(): Style.label(hand_layer, "Zuschauer: Hände sind verdeckt", 18, Style.MUTED, Rect2(240, BattleLayout.HAND_Y + 18, 800, 30), "center") else: for i in h.hand.size(): var card: Cards.Card = h.hand[i] var playable: bool = mine and g.can_play(h, card)[0] var r := BattleLayout.hand_rect(h.hand.size(), i) var v := CardView.new(card, r.size, false, Cards.RARITIES[int(h.looks.get(card.id, 0))]) v.position = r.position v.lift = mine apply_forecast(v) if card == pending: v.border = Style.YELLOW elif playable: v.border = Style.GREEN v.dim = not playable v.hover.connect(func(c, e): show_hand_preview(c, e, Rect2(v.position, v.size))) v.clicked.connect(func(_view): on_click("hand", card)) hand_layer.add_child(v) hand_views.append(v) var bar_border = Style.BLUE if mine else null if int(flash_until.get(g.players.find(h), 0)) > now: bar_border = Style.RED status_panel.add_theme_stylebox_override("panel", Style.box(Style.PANEL, 8, bar_border, 3 if bar_border != null else 0)) var board_col := Style.darker(Style.PANEL, 0.8) if g.field_element != "": board_col = board_col.lerp(Cards.ELEMENT_COLORS[g.field_element], 0.22) # das Feld färbt das Brett board_panel.add_theme_stylebox_override("panel", Style.box(board_col, 10)) name_label.text = h.name life_label.text = "♥ %d" % maxi(h.life, 0) energy_label.text = "◆ %d" % h.energy income_label.text = tr("+%d je Zug") % h.max_energy status_label.text = (tr("Zug %d · Du bist dran") % g.turn) if mine else (tr("Zug %d · %s ist dran …") % [g.turn, g.current().name]) if spectating(): status_label.text = tr("Zuschauer") + " · " + status_label.text b_end.disabled = not mine var ai_running: bool = g.winner == "" and not g.current().is_human and not is_client() b_skip.visible = ai_running b_end.visible = not ai_running and not spectating() b_undo.visible = undo_state != null and mine b_fuse.visible = mine and not spectating() and h.board.size() >= 2 b_reroll.visible = mine and not spectating() b_reroll.text = tr("Neu würfeln ◆ %d") % Game.REROLL_COST b_reroll.disabled = h.energy < Game.REROLL_COST b_fuse.text = tr("Abbrechen") if fusing else tr("Verschmelzen") field_view.update_from(g) var lines: Array[String] = [] var start := maxi(0, g.log.size() - 60) for i in range(start, g.log.size()): var line := g.log[i] if line.begins_with("---"): lines.append("[color=#6eaaf0]%s[/color]" % line) elif line.begins_with("Das Feld wird"): lines.append("[color=#8c78dc]%s[/color]" % line) elif line.begins_with("Feldkombo"): lines.append("[color=#f5c850]%s[/color]" % line) else: lines.append(line) log_box.text = "\n".join(lines) pad.draw_cursor() if g.winner != "": var wp := g.winner_player if counts_for_profile(): var won := g.winner == "human" result_label.text = "Sieg!" if won else "Niederlage" result_label.add_theme_color_override("font_color", Style.GREEN if won else Style.RED) reward_label.text = "+%d Münzen" % maxi(reward, 0) var notes: Array[String] = app.profile.take_notices() if not notes.is_empty(): notice_label.text = "\n".join(notes) else: var mine_win: bool = wp != null and wp == perspective result_label.text = ("%s gewinnt!" % wp.name) if wp != null and wp.is_human else "Die KI gewinnt" result_label.add_theme_color_override("font_color", Style.GREEN if mine_win else Style.RED) reward_label.text = "Gemeinsame Partie, keine Münzen" overlay.visible = true confirm.visible = false