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cards/scripts/ui/battle_screen.gd
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2026-10-13 15:39:55 +02:00

1194 lines
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GDScript

class_name BattleScreen
extends Control
## Kampf: Zustand, Eingabe und Abgleich der Ansicht. Layout in BattleLayout, Animationen in BattleFx.
## Esc öffnet die Optionen (Verlauf, Aufgeben, Einstellungen, Hauptmenü, Beenden); den Zug beendet
## die Leertaste oder der Rechtsklick ins Leere.
## Mittlere Maustaste auf eine Handkarte legt sie verdeckt. Rechtsklick auf eine Handkarte oder
## ein eigenes Wesen öffnet das Kartenmenü: verdeckt legen, aufdecken, Eigenschaften kaufen.
## Verschmelzen: eine Handkarte oder ein eigenes Wesen auf ein anderes ziehen und loslassen; das
## Ergebnis (eine neue Handkarte) erscheint über dem Ziel, darunter Bestätigen oder Abbrechen.
## Mit Gamepad öffnet Y das Menü, dort zusätzlich mit „Verschmelzen mit …“.
## Modi: Einzelspieler und Kampagne.
var app
var stage := -1 # Kampagnenstufe oder -1
var game: Game
var perspective: Game.Player # der Mensch, dessen Hand unten liegt
var fx: BattleFx
var selected = null # Game.Creature
var hover_target = null # fremdes Wesen unter der Maus: Vorschau des Angriffs mit dem gewählten Wesen
var fuse_first = null # Karte oder Wesen, für das im Menü „Verschmelzen mit …“ gewählt wurde
var fuse_pending = null # [a, b] nach dem Loslassen über einem Ziel, wartet auf Bestätigung
var press_target = null # Karte oder Wesen unter der gedrückten linken Maustaste
var press_view: Control = null
var press_pos := Vector2.ZERO
var drag_ghost: Control = null # schwebende Kopie der gezogenen Karte
var drag_target = null # mögliches Verschmelzungsziel unter dem Zeiger
var drag_target_view: Control = null
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 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 deck: Deck
var opp_deck: Deck # Stapel des Gegners, nur zum Ansehen
var log_overlay: Control
var options: Control # Optionsmenü (Esc): Verlauf, Aufgeben, Einstellungen, Hauptmenü, Beenden
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 msg_label: Label
var element_view: ElementView # eigene Elementleiste
var opp_element_view: ElementView # die des Gegners darüber
var info_label: Label # Vorschau: Elementbonus, Merkmale
var menu_layer: Control # Kartenmenü (Rechtsklick)
var menu_target = null # Karte oder Wesen, für das das Menü offen ist
var arrivals := {} # uid -> Rect2: Wesen, das gerade aus der Hand aufs Brett fliegt
var hand_arrivals := {} # Karte -> Rect2: neue Handkarte, die aus der Verschmelzung in die Hand gleitet
var banner_turn := -1 # Zug, für den die Zugansage schon lief
var overlay: Control
var result_label: Label
var reward_label: Label
var notice_label: Label
var confirm: Control
var cursor_layer: Control
var b_skip: Button
var b_undo: Button
func _init(campaign_stage: int = -1) -> void:
stage = campaign_stage
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 stage >= 0:
var r := Game.make_rng()
game = Game.new_battle_with(Campaign.opponent(stage, r), r, false, own_rules())
else:
game = Game.new_battle(Game.make_rng(), own_rules())
smart_ai = bool(app.profile.difficulty().smart)
_begin()
## Eigener Stapel und Kartenstufen, Gegnerleben (Schwierigkeit) und das eigene Merkmal (nach Kapitel 1).
func own_rules() -> Dictionary:
var p: Profile = app.profile
var rules := {"looks": p.looks(), "deck": p.deck_cards()}
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:
game.events.clear()
perspective = game.human
build_hero_boxes()
refresh()
announce_turn()
func _build_static() -> void:
var L := BattleLayout
b_skip = Style.button(self, "Überspringen", L.B_SKIP, func(): skip_ai = true)
b_skip.add_theme_font_size_override("font_size", 13)
b_skip.visible = false
# Elementzähler beider Seiten links neben ihrem Brett
opp_element_view = ElementView.new(L.OPP_ELEMENTS)
add_child(opp_element_view)
element_view = ElementView.new(L.OWN_ELEMENTS)
add_child(element_view)
msg_label = Style.label(self, "", 14, Style.ORANGE, L.MSG, "center", true)
msg_label.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
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, 0.05), 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
var sw: float = L.STATUS.size.x
name_label = Style.label(self, "", 16, Style.TEXT, Rect2(sx + 8, sy + 4, sw - 16, 22), "center", true)
name_label.clip_text = true
life_label = Style.label(self, "", 26, Style.RED, Rect2(sx + 10, sy + 30, sw / 2 - 10, 34), "left", true)
energy_label = Style.label(self, "", 26, Style.BLUE, Rect2(sx + sw / 2, sy + 30, sw / 2 - 10, 34), "right", true)
b_undo = Style.button(self, "Rückgängig", L.B_UNDO, undo)
b_undo.add_theme_font_size_override("font_size", 13)
b_undo.visible = false
deck = Deck.new(L.DECK)
deck.clicked.connect(func(): on_click("deck", null))
add_child(deck)
opp_deck = Deck.new(L.OPP_DECK)
opp_deck.interactive = false
opp_deck.mouse_filter = Control.MOUSE_FILTER_IGNORE
add_child(opp_deck)
hero_layer = _layer()
tile_layer = _layer()
hand_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()
# Kartenmenü: durchsichtiger Fänger, der das Menü beim Klick daneben schließt
menu_layer = Control.new()
menu_layer.set_anchors_preset(Control.PRESET_FULL_RECT)
menu_layer.mouse_filter = Control.MOUSE_FILTER_STOP
menu_layer.visible = false
menu_layer.gui_input.connect(func(ev):
if ev is InputEventMouseButton and ev.pressed and ev.button_index == MOUSE_BUTTON_LEFT:
close_menu())
add_child(menu_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)
# Optionsmenü (Esc)
options = Style.overlay(self)
options.get_child(0).gui_input.connect(func(ev):
if ev is InputEventMouseButton and ev.pressed:
options.visible = false)
Style.panel(options, L.OPTIONS, Style.PANEL, 10, Style.GOLD, 2)
Style.label(options, "Optionen", 24, Style.GOLD, Rect2(L.OPTIONS.position.x, L.OPTIONS.position.y + 18, L.OPTIONS.size.x, 34), "center", true)
var oy := L.OPTIONS.position.y + 76
for entry in [["Verlauf", func():
options.visible = false
log_overlay.visible = true],
["Aufgeben", func():
options.visible = false
confirm.visible = true],
["Einstellungen", func():
options.visible = false
app.show_screen(SettingsScreen.new(), true)],
["Hauptmenü", leave],
["Beenden", func(): get_tree().quit()]]:
var ob := Style.button(options, entry[0], Rect2(L.OPTIONS.position.x + 60, oy, L.OPTIONS.size.x - 120, 48), entry[1])
ob.add_theme_font_size_override("font_size", 18)
oy += 60
# 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_options() -> void:
options.visible = not options.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:
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 links oben, gebaut wie der eigene; 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, 16, Style.TEXT, Rect2(box.position.x + 8, box.position.y + 4, box.size.x - 16, 22), "center", true)
labels.name.clip_text = true
labels.name.text_overrun_behavior = TextServer.OVERRUN_TRIM_ELLIPSIS
labels["life"] = Style.label(hero_layer, "", 26, Style.RED, Rect2(box.position.x + 10, box.position.y + 30, box.size.x / 2 - 10, 34), "left", true)
labels["stats"] = Style.label(hero_layer, "", 26, Style.BLUE, Rect2(box.position.x + box.size.x / 2, box.position.y + 30, box.size.x / 2 - 10, 34), "right", true)
hero_labels[o] = labels
# --- Ablauf und Eingabe ------------------------------------------------------------------
func my_turn() -> bool:
return game != null and game.winner == "" and game.current() == perspective
func any_overlay() -> bool:
return confirm.visible or overlay.visible or log_overlay.visible or menu_layer.visible or options.visible
func _input(event: InputEvent) -> void:
if game == null:
return
if event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_RIGHT:
var under := get_viewport().gui_get_hovered_control()
if menu_layer.visible:
close_menu()
elif under is CardView and under in hand_views and my_turn():
open_menu(under.card, Rect2(under.position, under.size))
elif under is CreatureView and under in own_views and my_turn():
open_menu(under.creature, Rect2(under.slot, under.size))
elif selected != null or fuse_first != null or any_overlay() or not my_turn():
cancel_all()
else:
show_menu(tr("Zug %d") % game.turn, [[tr("Zug beenden"), end_turn, true]], Rect2(event.position, Vector2.ZERO))
get_viewport().set_input_as_handled() # sonst schließt derselbe Klick das Menü gleich wieder
return
if event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_MIDDLE:
var under := get_viewport().gui_get_hovered_control()
if under is CardView and under in hand_views and my_turn() and not any_overlay():
cancel()
play(under.card, true)
after_action()
get_viewport().set_input_as_handled()
return
if event is InputEventMouseMotion:
_drag_motion(event.position)
return
if event is InputEventMouseButton and not event.pressed and event.button_index == MOUSE_BUTTON_LEFT:
_release()
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 menu_layer.visible:
close_menu()
elif log_overlay.visible:
log_overlay.visible = false
elif options.visible:
options.visible = false
elif selected != null or fuse_first != null:
cancel_all()
elif not any_overlay():
options.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])
elif event.keycode == KEY_Z and my_turn() and not any_overlay():
on_click("deck", null)
func cancel_all() -> void:
if confirm.visible:
confirm.visible = false
close_menu()
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 game.winner != "":
if not ended:
ended = true
_finish()
return
var cur := game.current()
if cur.is_human:
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.masked_clone(cur) # verdeckte Wesen des Menschen kennt die KI nicht
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"
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")
refresh()
func say(m: String) -> void:
msg_t = 2.5
msg_label.text = m
func cancel() -> void:
selected = null
fuse_first = null
press_target = null
_end_drag()
# --- Ziehen mit der Maus: Klick beim Loslassen; losgelassen über einem Ziel fragt nach dem Verschmelzen ---
func _press(obj, view: Control, pos: Vector2) -> void:
_end_drag()
press_target = obj
press_view = view
press_pos = pos
func _drag_motion(pos: Vector2) -> void:
if press_target == null:
return
if drag_ghost == null:
if pos.distance_to(press_pos) < 8.0 or not my_turn() or any_overlay():
return
_start_drag(pos)
drag_ghost.position = pos - drag_ghost.size / 2
var t = _fusion_target_at(pos)
if t != drag_target:
_mark_target(false)
drag_target = t
drag_target_view = _view_of(t)
_mark_target(true)
## Loslassen ohne Ziehen ist der Klick; über einem Ziel öffnet es die Verschmelzungsfrage.
func _release() -> void:
var obj = press_target
var target = drag_target
var target_rect := _rect_of(drag_target_view) if drag_target_view != null else Rect2()
var dragged := drag_ghost != null
press_target = null
_end_drag()
if obj == null:
return
if dragged:
if target != null:
open_fuse_confirm(obj, target, target_rect)
else:
refresh()
elif obj is Cards.Card:
on_click("hand", obj)
else:
on_tile_click(obj)
func _start_drag(pos: Vector2) -> void:
show_preview(null, false)
if press_target is Cards.Card:
var size := Vector2(BattleLayout.HAND_W, BattleLayout.HAND_H) * 0.8
drag_ghost = CardView.new(press_target, size, false, press_target.rarity_in(perspective.looks))
else:
drag_ghost = CreatureView.new(press_target, BattleLayout.own_slot(0).size)
drag_ghost.mouse_filter = Control.MOUSE_FILTER_IGNORE
drag_ghost.modulate.a = 0.85
drag_ghost.position = pos - drag_ghost.size / 2
fx_layer.add_child(drag_ghost)
if press_view != null:
press_view.modulate.a = 0.4
func _end_drag() -> void:
if drag_ghost != null:
drag_ghost.queue_free()
drag_ghost = null
if is_instance_valid(press_view):
press_view.modulate.a = 1.0
_mark_target(false)
drag_target = null
drag_target_view = null
func _mark_target(on: bool) -> void:
if is_instance_valid(drag_target_view):
drag_target_view.drop = on
drag_target_view.queue_redraw()
## Platz einer Ansicht: Kacheln zählen an ihrem Platz, auch während sie dorthin gleiten.
func _rect_of(v: Control) -> Rect2:
return Rect2(v.slot, v.size) if v is CreatureView else v.get_global_rect()
## Handkarte oder eigenes Wesen unter pos, mit dem sich die gezogene Karte verschmelzen lässt.
func _fusion_target_at(pos: Vector2):
for v in hand_views + own_views:
var obj = v.card if v is CardView else v.creature
if obj != press_target and _rect_of(v).has_point(pos) and game.can_fuse(perspective, press_target, obj)[0]:
return obj
return null
func _view_of(obj) -> Control:
if obj is Cards.Card:
for v in hand_views:
if v.card == obj:
return v
elif obj is Game.Creature and tiles.has(obj.uid):
return tiles[obj.uid]
return null
## Mögliche Partner für „Verschmelzen mit …“: alle anderen Handkarten und eigenen Wesen.
func fusion_partners(target) -> Array:
var pool: Array = perspective.hand + perspective.board
return pool.filter(func(o): return o != target and game.can_fuse(perspective, target, o)[0])
func play(card: Cards.Card, face_down: bool = false) -> void:
var before: Game = game.clone()
var log_len := game.log.size()
var from := _hand_rect_of(card)
var err := game.play_card(perspective, card, face_down)
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 (kein Wesen gestorben)
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()
## Deckt ein eigenes verdecktes Wesen auf (kostenlos).
func do_reveal(cr: Game.Creature) -> void:
clear_undo()
var err := game.reveal(perspective, cr)
if err != "":
say(tr(err))
after_action()
## Kartenmenü neben einer Handkarte oder einem eigenen Wesen. full: auch verschmelzen anbieten
## (Gamepad, das nicht ziehen kann).
func open_menu(target, anchor: Rect2, full: bool = false) -> void:
if not my_turn():
return
cancel()
Style.clear(menu_layer)
menu_target = target
var entries := [] # [Text, Callable, aktiv]
var is_card: bool = target is Cards.Card
var card: Cards.Card = target if is_card else target.card
if is_card:
var ok := game.can_play(perspective, card)
entries.append([tr("Verdeckt legen ◆ %d") % card.cost, func():
play(card, true)
after_action(), ok[0]])
entries.append([tr("Abwerfen +%d ◆") % Game.DISCARD_GAIN, func(): do_discard(card), game.can_discard(perspective, card)[0]])
elif not is_card and target.hidden:
entries.append([tr("Aufdecken"), func(): do_reveal(target), game.can_reveal(perspective, target)[0]])
if full:
var partners := fusion_partners(target)
entries.append([tr("Verschmelzen mit …"), func():
fuse_first = target
say(tr("Ziel wählen"))
refresh(), not partners.is_empty()])
if entries.is_empty(): # offenes eigenes Wesen per Maus: nichts zu wählen
close_menu()
return
show_menu(card.title(), entries, anchor)
## Kleines Menü neben anchor: Überschrift und Knöpfe [Text, Callable, aktiv].
func show_menu(title: String, entries: Array, anchor: Rect2) -> void:
Style.clear(menu_layer)
var w := 230.0
var h := 18.0 + entries.size() * 44 + 34
var x := clampf(anchor.end.x + 8, 10, 1270 - w)
if x + w > anchor.position.x and x < anchor.end.x:
x = clampf(anchor.position.x - 8 - w, 10, 1270 - w)
var y := clampf(anchor.position.y, 10, 790 - h)
var box := Rect2(x, y, w, h)
Style.panel(menu_layer, box, Style.PANEL, 10, Style.GOLD, 2)
Style.label(menu_layer, title, 15, Style.GOLD, Rect2(box.position.x + 12, box.position.y + 8, w - 24, 22), "left", true)
var by := box.position.y + 36
for e in entries:
var act: Callable = e[1]
var b := Style.button(menu_layer, e[0], Rect2(box.position.x + 12, by, w - 24, 38), func():
close_menu()
act.call())
b.add_theme_font_size_override("font_size", 15)
b.disabled = not e[2]
by += 44
menu_layer.visible = true
func close_menu() -> void:
if menu_layer.visible:
menu_layer.visible = false
Style.clear(menu_layer)
menu_target = null
fuse_pending = null
## Nach dem Loslassen über einem Ziel: die neue Handkarte schwebt über dem Ziel, darunter
## Bestätigen und Abbrechen; beide Ausgangskarten bleiben sichtbar. Klick daneben oder Esc bricht ab.
func open_fuse_confirm(a, b, target: Rect2) -> void:
cancel()
Style.clear(menu_layer)
fuse_pending = [a, b]
var card := Game.fusion_result(perspective, a, b)
var size := Vector2(BattleLayout.HAND_W, BattleLayout.HAND_H)
var bw := 150.0
var x := clampf(target.get_center().x - size.x / 2, 10 + bw - size.x / 2, 1270 - bw - size.x / 2)
var y := maxf(10.0, target.position.y - size.y - 48)
var v := CardView.new(card, size, false, Cards.RARITIES[card.look])
v.position = Vector2(x, y)
v.mouse_filter = Control.MOUSE_FILTER_IGNORE
menu_layer.add_child(v)
var by := y + size.y + 6
var bx := x + size.x / 2 - bw - 3
var yes := Style.button(menu_layer, tr("Verschmelzen"), Rect2(bx, by, bw, 36), func():
var pair: Array = fuse_pending
close_menu()
do_fuse(pair[0], pair[1], Rect2(v.position, v.size))
after_action(), Color("285a3c"))
yes.add_theme_font_size_override("font_size", 15)
var no := Style.button(menu_layer, tr("Abbrechen"), Rect2(bx + bw + 6, by, bw, 36), func():
close_menu()
refresh())
no.add_theme_font_size_override("font_size", 15)
menu_layer.visible = true
## Abwerfen: eine Handkarte gegen Mana loswerden.
func do_discard(card: Cards.Card) -> void:
clear_undo()
var err := game.discard(perspective, card)
if err != "":
say(tr(err))
after_action()
## Ziehen: eine Karte vom eigenen Stapel, die erste im Zug frei.
func do_draw() -> void:
clear_undo()
var err := game.draw(perspective)
if err != "":
say(tr(err))
else:
fx.sfx("buy")
## Verschmilzt zwei eigene Karten zur neuen Handkarte (siehe Game.fuse). from: von dort gleitet
## die neue Karte in die Hand, Eltern auf der Hand blenden aus (Wesen tut das der Abgleich).
func do_fuse(a, b, from: Rect2 = Rect2()) -> void:
cancel()
clear_undo()
var before: Array = perspective.hand.duplicate()
var err := game.fuse(perspective, a, b)
if err != "":
say(tr(err))
return
if from.size.x <= 0:
return
for x in [a, b]:
var pv := _view_of(x)
if pv is CardView:
pv.reparent(fx_layer)
fx.fade_view(pv)
for c in perspective.hand:
if not (c in before):
hand_arrivals[c] = from
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]
clear_undo()
cancel()
build_hero_boxes()
after_action()
func end_turn() -> void:
if not my_turn():
return
cancel()
clear_undo()
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 fuse_first != null:
var first = fuse_first
fuse_first = null
if obj != null and obj != first and g.can_fuse(perspective, first, obj)[0]:
var tv := _view_of(obj)
do_fuse(first, obj, _rect_of(tv) if tv != null else Rect2())
else:
say(tr("Abgebrochen"))
after_action()
return
if selected != null:
var cr = selected
selected = null
if kind == "enemy" or kind == "hero":
clear_undo()
var err := g.attack(cr, obj)
if err != "":
say(tr(err))
after_action()
return
match kind:
"deck":
do_draw()
"hand":
var ok := g.can_play(perspective, obj)
if not ok[0]:
say(tr(ok[1]))
else:
play(obj)
"own":
if obj.hidden:
do_reveal(obj)
return
if obj.can_attack():
selected = obj
say(tr("Wähle ein Angriffsziel"))
elif not obj.ready:
say(tr("%s greift erst im nächsten Zug an") % obj.card.title())
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")
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, card.rarity_in(owner_looks))
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 Handkarte: zeigt den Elementbonus, den sie offen gelegt bekäme.
func show_hand_preview(card: Cards.Card, entered: bool, anchor: Rect2 = Rect2()) -> void:
if drag_ghost != null:
return
var a := game.forecast(perspective, card)
var info := ""
if a > 0:
info = tr("Elementbonus +%d") % a
show_preview(card, entered, perspective.looks, info, anchor)
## Was ein Wesen gerade hebt, was es kann und ob es schon angreift.
func creature_info(cr: Game.Creature) -> String:
var parts: Array[String] = []
if cr.aura > 0:
parts.append(tr("Elementbonus +%d") % cr.aura)
var perk := cr.power() - cr.attack - cr.aura
if perk > 0:
parts.append(tr("Merkmal +%d") % perk)
if cr.card.is_neutral():
parts.append(tr(Cards.NEUTRAL_TEXT))
for k in cr.keywords():
if not (k in cr.card.keywords):
parts.append(tr("%s durch das Element") % tr(k))
if cr.hidden:
parts.append(tr("verdeckt"))
elif not cr.ready and not cr.has("Flink") and cr.owner() == perspective:
parts.append(tr("greift erst im nächsten Zug an"))
return " · ".join(parts)
## Elementvorteil des gewählten Angreifers gegen ein mögliches Ziel; gegen Verdeckte unbekannt.
func matchup_for(cr: Game.Creature) -> int:
if selected != null and not cr.hidden and game.can_attack(selected, cr)[0]:
return Game.matchup_bonus(selected, cr)
return 0
## Vorschau für den Angriff auf das Wesen unter der Maus: der Angreifer zeigt seinen Angriff mit
## Elementvorteil, und wer dabei stirbt, bekommt die Marke. Verdeckte Ziele bleiben unbekannt.
func update_attack_preview() -> void:
var target = hover_target
if selected == null or target == null or target.hidden or not game.can_attack(selected, target)[0]:
target = null
for v in enemy_views:
v.doomed = target != null and v.creature == target and selected.power() + Game.matchup_bonus(selected, target) >= target.health
v.queue_redraw()
for v in own_views:
var mine: bool = v.creature == selected
v.attack_shift = Game.matchup_bonus(selected, target) if mine and target != null else 0
var counter: int = maxi(0, target.power() + Game.matchup_bonus(target, selected)) if target != null else 0
v.doomed = mine and target != null and counter >= selected.health
v.queue_redraw()
## Der eigene Stapel: Kartenstoß mit Kosten des nächsten Ziehens und Restzahl.
class Deck extends Control:
signal clicked
var enabled := true
var interactive := true # false: der Stapel des Gegners, nur Anzahl
var count := 0
var cost := 0
func _init(rect: Rect2) -> void:
position = rect.position
size = rect.size
mouse_filter = Control.MOUSE_FILTER_STOP
func _gui_input(event: InputEvent) -> void:
if event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_LEFT:
accept_event()
clicked.emit()
func _draw() -> void:
for k in range(2, -1, -1):
var r := Rect2(Vector2(k * 3, -k * 3), size - Vector2(6, 12))
r.position.y += 6
draw_style_box(Style.box(Color("3c285a"), 8, Style.GOLD if enabled and interactive else Style.MUTED, 2), r)
if k == 0:
Style.border(self, r.grow(-12), Color("5a3c82"), 2, 6)
if interactive:
Style.text(self, tr("Ziehen"), 16, Style.TEXT if enabled else Style.MUTED, r.get_center() + Vector2(0, -12), "center", true)
Style.text(self, "◆ %d" % cost, 20, Style.BLUE if enabled else Style.MUTED, r.get_center() + Vector2(0, 14), "center", true)
Style.text(self, str(count), 12, Style.MUTED, Vector2(r.get_center().x, r.end.y - 18), "center")
else:
Style.text(self, str(count), 22, Style.TEXT, r.get_center(), "center", true)
if interactive and not enabled:
draw_rect(Rect2(Vector2.ZERO, size), Color(0, 0, 0, 0.35))
## Eine verdeckte Handkarte des Gegners in voller Größe.
class CardBack extends Control:
func _init(rect: Rect2) -> void:
position = rect.position
size = rect.size
mouse_filter = Control.MOUSE_FILTER_IGNORE
func _draw() -> void:
var r := Rect2(Vector2.ZERO, size)
draw_style_box(Style.box(Color("3c285a"), 8, Style.GOLD, 2), r)
Style.border(self, r.grow(-12), Color("5a3c82"), 2, 6)
Style.text(self, "?", 40, Style.GOLD, size / 2, "center", true)
# --- Ereignisse ----------------------------------------------------------------------------
## Nach jeder Aktion: Ereignisse sichern, Ansicht angleichen, Animationen abspielen.
func after_action() -> void:
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()
hand_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 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 = "◆ %d" % o.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):
hover_target = tile.creature if entered else null
update_attack_preview()
if tile.secret:
show_preview(null, false)
else:
show_preview(card, entered, looks, creature_info(tile.creature) if entered else "", Rect2(tile.slot, tile.size)))
var uid := cr.uid
tile.pressed.connect(func(_v, pos):
var c := game.find_creature(uid)
if c != null:
_press(c, tile, pos))
tile.double_clicked.connect(func(_v):
var c := game.find_creature(uid)
if c != null and c.owner() == perspective and my_turn() and not any_overlay():
selected = c # Doppelklick: gleich auf das Leben des Gegners
on_click("hero", opponent()))
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 fuse_first != null and p == h and mine and g.can_fuse(h, fuse_first, cr)[0]:
b = Style.PURPLE
w = 3
elif 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.secret = cr.hidden and p != h
tile.matchup = matchup_for(cr)
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)
update_attack_preview()
deck.enabled = mine and g.can_draw(h)[0]
deck.count = h.deck.size()
deck.cost = g.draw_cost(h)
deck.queue_redraw()
opp_deck.count = opponent().deck.size()
opp_deck.queue_redraw()
Style.clear(hand_layer)
for o in others(): # die Hand des Gegners oben, nur Rückseiten, spiegelverkehrter Bogen
for i in o.hand.size():
var back := CardBack.new(BattleLayout.opp_hand_rect(o.hand.size(), i))
var arc: Array = BattleLayout.hand_arc(o.hand.size(), i, true)
back.pivot_offset = back.size / 2
back.rotation_degrees = arc[0]
back.position.y += arc[1]
hand_layer.add_child(back)
if true:
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, card.rarity_in(h.looks))
v.position = r.position
var arc: Array = BattleLayout.hand_arc(h.hand.size(), i)
v.rotation_degrees = arc[0]
v.position.y += arc[1]
if hand_arrivals.has(card):
fx.glide(v, hand_arrivals[card])
hand_arrivals.erase(card)
v.lift = mine
v.bonus = g.forecast(h, card)
if fuse_first != null and mine and g.can_fuse(h, fuse_first, card)[0]:
v.border = Style.PURPLE
elif card == fuse_first:
v.border = Style.YELLOW
elif playable:
v.border = Style.GREEN
v.dim = not playable and card != fuse_first
v.drag_enabled = true
v.hover.connect(func(c, e): show_hand_preview(c, e, Rect2(v.position, v.size)))
v.pressed.connect(func(_view, pos): _press(card, v, pos))
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))
name_label.text = h.name
life_label.text = "♥ %d" % maxi(h.life, 0)
energy_label.text = "◆ %d" % h.energy
var ai_running: bool = g.winner == "" and not g.current().is_human
b_skip.visible = ai_running
b_undo.visible = undo_state != null and mine
element_view.update_from(g, h)
opp_element_view.update_from(g, opponent())
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 " verschmelzen " in line or " wird aufgedeckt." in line:
lines.append("[color=#8c78dc]%s[/color]" % line)
elif " bekommt " in line or " regeneriert sich." in line:
lines.append("[color=#5ad282]%s[/color]" % line)
else:
lines.append(line)
log_box.text = "\n".join(lines)
pad.draw_cursor()
if g.winner != "":
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)
overlay.visible = true
confirm.visible = false