Files
cards/scripts/ui/battle_screen.gd

1093 lines
40 KiB
GDScript

class_name BattleScreen
extends Control
## Kampf: Zustand, Eingabe und Abgleich der Ansicht. Layout in BattleLayout, Animationen in BattleFx.
## Modi: Einzelspieler, Kampagne, Anleitung, Hotseat (Perspektivwechsel), Netzwerk (Host oder Mitspieler).
var app
var n_opp: int
var stage := -1 # Kampagnenstufe oder -1
var tutorial := false
var hotseat_decks: Array = []
var hotseat_ai := 0
var online_seat := -1 # Netzwerk: eigener Platz, sonst -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 msg_t := 0.0
var ai_delay := 0.75
var ai_timer := 0.0
var reward := -1
var ended := false
var zoom_player = null
var preview_timer := 0.0
var played_ids: Array = [] # vom Menschen gespielte Karten (Statistik)
var mulligan_selected: Array = []
var tutorial_step := 0
var challenge := {} # wöchentliche Herausforderung oder leer
var skip_ai := false # Gegnerzüge im Schnelldurchlauf
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 trap_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 trap_layer: Control
var zoom_layer: Control
var fx_layer: Control
var log_box: RichTextLabel
var preview_holder: Control
var preview_hint: Label
var bar_panel: Panel
var name_label: Label
var life_label: Label
var energy_label: Label
var deck_label: Label
var status_label: Label
var msg_label: Label
var b_end: Button
var b_giveup: Button
var overlay: Control
var result_label: Label
var reward_label: Label
var notice_label: Label
var confirm: Control
var handover: Control
var handover_label: Label
var mulligan_box: Control
var mulligan_layer: Control
var b_keep: Button
var b_swap: Button
var tutorial_panel: Panel
var tutorial_text: RichTextLabel
var b_tut_next: Button
var wait_label: Label
var b_skip: Button
var b_undo: Button
var highlight_layer: Control
## Pulsierender Rahmen für die Anleitung.
class Highlight extends Control:
var t := 0.0
func _process(delta: float) -> void:
t += delta
queue_redraw()
func _draw() -> void:
var a := 0.55 + 0.45 * sin(t * 6.0)
Style.border(self, Rect2(Vector2.ZERO, size), Color(Style.GOLD, a), 4, 8)
const TUTORIAL_STEPS := [
["Willkommen! Unten liegt deine Hand. Jede Karte kostet Energie (◆), du hast im ersten Zug 1. Spiele ein Wesen mit Kosten 1 per Klick.",
"played_creature"],
["Wesen greifen erst ab dem nächsten Zug an. Beende deinen Zug mit dem Knopf rechts oder der Leertaste.", "turn_passed"],
["Grüne Rahmen zeigen angriffsbereite Wesen. Klicke ein Wesen und dann Fenn oder eines seiner Wesen. Wächter müssen zuerst fallen.", "attacked"],
["Resonanz: Wesen mit gleichem Element geben sich gegenseitig +1 Angriff. Spiele ein zweites Feuer- oder Erde-Wesen.", "resonance"],
["Feldkombo: Ein Wesen neben einem eigenen Wesen mit anderem Element löst einen Effekt aus. Lava macht 1 Schaden an alle gegnerischen Wesen.", "combo"],
["Zauber wirken sofort. Funke oder Feuerball treffen auch Fenn direkt. Ziele wählst du per Klick, Rechtsklick bricht ab.", "spell"],
["Fenn verliert bei 0 Leben. Tausche im ersten Zug einer Partie schwache Starthände (Mulligan). Viel Erfolg!", ""],
]
func _init(n: int = 2, campaign_stage: int = -1) -> void:
n_opp = n
stage = campaign_stage
static func hotseat(decks: Array, n_ai: int) -> BattleScreen:
var b := BattleScreen.new(0, -1)
b.hotseat_decks = decks
b.hotseat_ai = n_ai
return b
static func online(seat: int) -> BattleScreen:
var b := BattleScreen.new(0, -1)
b.online_seat = seat
return b
static func guided() -> BattleScreen:
var b := BattleScreen.new(1, -1)
b.tutorial = true
return b
static func weekly(ch: Dictionary) -> BattleScreen:
var b := BattleScreen.new(int(ch.n_opp), -1)
b.challenge = ch
return b
func is_hotseat() -> bool:
return game != null and game.humans.size() > 1 and online_seat < 0
func is_online() -> bool:
return online_seat >= 0
func is_client() -> bool:
return is_online() and not net.is_host
func counts_for_profile() -> bool:
return not is_hotseat() and not is_online()
func _ready() -> void:
var s: Dictionary = app.profile.settings
fx = BattleFx.new(self)
fx.enabled = s.animations
ai_delay = 0.75 / float(s.ai_speed)
_build_static()
if is_online():
net = app.net
net.ended.connect(_on_net_ended)
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 not hotseat_decks.is_empty():
game = Game.new_hotseat(hotseat_decks, hotseat_ai)
elif tutorial:
var r := Game.make_rng()
var opps := Campaign.opponents(0, r)
opps[0].perks = []
game = Game.new_battle_with(app.profile.deck_cards(), opps, r, true)
elif not challenge.is_empty():
game = Game.new_battle(app.profile.deck_cards(), n_opp, null, challenge.rules)
elif stage >= 0:
var r := Game.make_rng()
game = Game.new_battle_with(app.profile.deck_cards(), Campaign.opponents(stage, r), r, false, own_rules())
else:
game = Game.new_battle(app.profile.deck_cards(), n_opp, null, own_rules())
_begin()
## Eigenes Merkmal des Spielers (nach Kapitel 1 wählbar).
func own_rules() -> Dictionary:
var p: Profile = app.profile
if p.perk != "" and p.perk_unlocked():
return {"human_perks": [p.perk]}
return {}
func _begin() -> void:
n_opp = game.players.size() - 1
if is_online():
perspective = game.players[online_seat]
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()
func _build_static() -> void:
Style.panel(self, Rect2(10, 205, 320, 340))
Style.label(self, "Verlauf", 14, Style.MUTED, Rect2(20, 209, 200, 20))
log_box = RichTextLabel.new()
log_box.position = Vector2(18, 230)
log_box.size = Vector2(304, 308)
log_box.bbcode_enabled = true
log_box.scroll_following = true
log_box.add_theme_font_size_override("normal_font_size", 13)
log_box.mouse_filter = Control.MOUSE_FILTER_IGNORE
add_child(log_box)
if tutorial:
tutorial_panel = Style.panel(self, Rect2(10, 205, 320, 150), Style.PANEL, 8, Style.GOLD, 2)
tutorial_panel.mouse_filter = Control.MOUSE_FILTER_STOP
Style.label(self, "Anleitung", 14, Style.GOLD, Rect2(20, 209, 200, 20), "left", true)
tutorial_text = RichTextLabel.new()
tutorial_text.position = Vector2(20, 230)
tutorial_text.size = Vector2(300, 90)
tutorial_text.bbcode_enabled = false
tutorial_text.scroll_active = false
tutorial_text.add_theme_font_size_override("normal_font_size", 13)
tutorial_text.mouse_filter = Control.MOUSE_FILTER_IGNORE
add_child(tutorial_text)
b_tut_next = Style.button(self, "Weiter", Rect2(230, 318, 90, 30), tutorial_next)
b_tut_next.add_theme_font_size_override("font_size", 14)
log_box.position = Vector2(18, 365)
log_box.size = Vector2(304, 173)
b_giveup = Style.button(self, "Aufgeben", Rect2(10, 553, 150, 40), func(): confirm.visible = true)
Style.panel(self, Rect2(950, 205, 320, 380))
preview_hint = Style.label(self, "Karte überfahren für Details", 14, Style.MUTED, Rect2(950, 345, 320, 24), "center")
Style.panel(self, Rect2(BattleLayout.OWN_X - 10, 240, 5 * 110 + 4 * 10 + 20, 160), Style.darker(Style.PANEL, 0.8), 10)
bar_panel = Style.panel(self, BattleLayout.BAR)
name_label = Style.label(self, "Du", 20, Style.TEXT, Rect2(349, 421, 120, 30), "left", true)
life_label = Style.label(self, "", 24, Style.RED, Rect2(470, 418, 100, 34), "left", true)
energy_label = Style.label(self, "", 24, Style.BLUE, Rect2(570, 418, 150, 34), "left", true)
deck_label = Style.label(self, "", 16, Style.MUTED, Rect2(780, 424, 150, 24), "right")
status_label = Style.label(self, "", 15, Style.MUTED, Rect2(349, 455, 400, 24))
msg_label = Style.label(self, "", 16, Style.ORANGE, Rect2(600, 455, 331, 24), "right", true)
b_end = Style.button(self, "Zug beenden", Rect2(1005, 527, 210, 48), end_turn, Color("285a3c"))
b_skip = Style.button(self, "Gegnerzüge überspringen", Rect2(1005, 527, 210, 48), func(): skip_ai = true)
b_skip.add_theme_font_size_override("font_size", 14)
b_skip.visible = false
b_undo = Style.button(self, "Rückgängig", Rect2(170, 553, 150, 40), undo)
b_undo.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()
tile_layer = _layer()
trap_layer = _layer()
hand_layer = _layer()
preview_holder = _layer()
highlight_layer = _layer()
zoom_layer = _layer()
fx_layer = _layer()
# Mulligan
mulligan_box = _overlay()
Style.panel(mulligan_box, Rect2(140, 250, 1000, 320), Style.PANEL, 10, Style.GOLD, 2)
Style.label(mulligan_box, "Hand tauschen?", 26, Style.TEXT, Rect2(140, 262, 1000, 40), "center", true)
Style.label(mulligan_box, "Klicke Karten an die du zurücklegen willst. Einmal pro Partie.", 15, Style.MUTED, Rect2(140, 300, 1000, 24), "center")
mulligan_layer = Control.new()
mulligan_layer.mouse_filter = Control.MOUSE_FILTER_IGNORE
mulligan_box.add_child(mulligan_layer)
b_keep = Style.button(mulligan_box, "Behalten", Rect2(430, 515, 200, 44), func(): do_mulligan(false), Color("285a3c"))
b_swap = Style.button(mulligan_box, "Tauschen", Rect2(650, 515, 200, 44), func(): do_mulligan(true))
# 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"))
# Aufgeben bestätigen
confirm = _overlay()
Style.panel(confirm, Rect2(390, 300, 500, 180), Style.PANEL, 10, Style.MUTED, 2)
Style.label(confirm, "Wirklich aufgeben?", 26, Style.TEXT, Rect2(390, 320, 500, 40), "center", true)
Style.label(confirm, "Der Kampf endet ohne Münzen.", 16, Style.MUTED, Rect2(390, 365, 500, 24), "center")
Style.button(confirm, "Ja, aufgeben", Rect2(420, 410, 200, 46), leave, Color("5a2828"))
Style.button(confirm, "Weiterspielen", Rect2(660, 410, 200, 46), func(): confirm.visible = false)
# Übergabe zwischen Menschen (Hotseat)
handover = _overlay()
Style.panel(handover, Rect2(340, 280, 600, 220), Style.PANEL, 10, Style.GOLD, 2)
handover_label = Style.label(handover, "", 30, Style.TEXT, Rect2(340, 310, 600, 44), "center", true)
Style.label(handover, "Maus weitergeben, dann weiter. Die Hand des Vorgängers ist verdeckt.", 16, Style.MUTED, Rect2(340, 362, 600, 24), "center")
Style.button(handover, "Weiter", Rect2(540, 420, 200, 50), take_over, Color("285a3c"))
func _layer() -> Control:
var c := Control.new()
c.mouse_filter = Control.MOUSE_FILTER_IGNORE
add_child(c)
return c
func _overlay() -> Control:
var o := Control.new()
o.set_anchors_preset(Control.PRESET_FULL_RECT)
o.visible = false
var dark := ColorRect.new()
dark.color = Color(0, 0, 0, 0.67)
dark.set_anchors_preset(Control.PRESET_FULL_RECT)
dark.mouse_filter = Control.MOUSE_FILTER_STOP
o.add_child(dark)
add_child(o)
return o
func leave() -> void:
if is_online():
net.leave()
if tutorial and not app.profile.tutorial_done:
app.profile.tutorial_done = true
app.save()
app.show_screen(MenuScreen.new())
# --- Layout-Helfer ------------------------------------------------------------------
func others() -> Array:
var out := []
var n := game.players.size()
var start := game.players.find(perspective)
for i in range(1, n):
out.append(game.players[(start + i) % n])
return out
func compact() -> bool:
return BattleLayout.compact(others().size())
func slot_rect(p: Game.Player, j: int) -> Rect2:
if p == perspective:
return BattleLayout.own_slot(j)
var os := others()
return BattleLayout.other_slot(os.size(), os.find(p), 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.BAR.position + BattleLayout.BAR.size / 2
if hero_panels.has(p):
var panel: Panel = hero_panels[p]
return panel.position + panel.size / 2
return Vector2(-1, -1)
func build_hero_boxes() -> void:
Style.clear(hero_layer)
hero_panels = {}
hero_labels = {}
var os := others()
var c := compact()
for i in os.size():
var o: Game.Player = os[i]
var box := BattleLayout.hero_box_rect(os.size(), i)
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, 14 if c else 18, Style.TEXT,
Rect2(box.position.x + 10, box.position.y + 6, box.size.x - (44 if c else 20), 26), "left", true)
labels["life"] = Style.label(hero_layer, "", 16 if c else 20, Style.RED,
Rect2(box.position.x + 10, box.position.y + (35 if c else 32), 120, 28), "left", true)
labels["stats"] = Style.label(hero_layer, "", 12 if c else 14, Style.MUTED,
Rect2(box.position.x + 90, box.position.y + 38, box.size.x - 100, 20), "right")
hero_labels[o] = labels
if c:
var b := Style.button(hero_layer, "Lupe", Rect2(box.end.x - 44, box.position.y + 5, 38, 22), func():
zoom_player = o
refresh())
b.add_theme_font_size_override("font_size", 11)
# --- 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 handover.visible or mulligan_box.visible or 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 not (event is InputEventKey and event.pressed and not event.echo):
return
match event.keycode:
KEY_ESCAPE:
if confirm.visible:
confirm.visible = false
elif selected != null or pending != null or zoom_player != null:
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 handover.visible:
take_over()
elif mulligan_box.visible:
do_mulligan(false)
elif overlay.visible:
leave()
elif tutorial and b_tut_next.visible:
tutorial_next()
_:
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()
zoom_player = null
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 preview_timer > 0.0:
preview_timer -= delta
if preview_timer <= 0.0:
show_preview(null, false)
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:
if cur != perspective and is_hotseat() and not handover.visible:
handover_label.text = "%s ist dran" % cur.name
handover.visible = true
hand_layer.visible = false
trap_layer.visible = false
elif cur == perspective and cur.turns == 1 and not cur.mulligan_done and not mulligan_box.visible and not handover.visible:
show_mulligan()
return
if is_client():
return
if skip_ai:
ai_timer = 0.0
else:
ai_timer -= delta
if ai_timer > 0:
return
var action := AI.choose_action(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 _finish() -> void:
var won := game.winner == "human"
if counts_for_profile():
reward = app.profile.record_battle(won, n_opp, app.profile.deck_cards(), stage, played_ids, game.turn, challenge)
if tutorial:
app.profile.tutorial_done = true
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 take_over() -> void:
handover.visible = false
hand_layer.visible = true
trap_layer.visible = true
perspective = game.current()
cancel()
zoom_player = null
build_hero_boxes()
refresh()
func say(m: String) -> void:
msg_t = 2.5
msg_label.text = m
func cancel() -> void:
selected = null
pending = 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 card.is_creature() and not is_online() else null
var log_len := game.log.size()
var err := game.play_card(perspective, card, target)
if err != "":
say(tr(err))
return
# Rückgängig nur, wenn nichts weiter passiert ist (keine Effekte, Kombos, Fallen)
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()
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()
zoom_player = null
if is_client():
net.send_action({"type": "end"})
return
game.end_turn()
ai_timer = ai_delay
after_action()
func show_mulligan() -> void:
mulligan_selected = []
mulligan_box.visible = true
Style.clear(mulligan_layer)
var hand: Array = perspective.hand
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_mulligan(idx))
mulligan_layer.add_child(v)
_mulligan_borders()
func toggle_mulligan(idx: int) -> void:
if idx in mulligan_selected:
mulligan_selected.erase(idx)
else:
mulligan_selected.append(idx)
_mulligan_borders()
func _mulligan_borders() -> void:
var views := mulligan_layer.get_children()
for i in views.size():
views[i].border = Style.YELLOW if i in mulligan_selected else null
views[i].queue_redraw()
b_swap.text = "Tauschen (%d)" % mulligan_selected.size() if not mulligan_selected.is_empty() else "Tauschen"
func do_mulligan(swap: bool) -> void:
mulligan_box.visible = false
var idxs: Array = mulligan_selected.duplicate() if swap else []
if is_client():
net.send_action({"type": "mulligan", "hand": idxs})
return
var cards := []
for i in idxs:
cards.append(perspective.hand[i])
game.mulligan(perspective, cards)
after_action()
func on_click(kind: String, obj) -> void:
var g := game
if not my_turn() or any_overlay():
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"))
zoom_player = null
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))
zoom_player = null
after_action()
return
match kind:
"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.name)
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)
func show_preview(card, entered: bool) -> void:
Style.clear(preview_holder)
if entered and card != null:
var v := CardView.new(card, Vector2(210, 294))
v.position = Vector2(1005, 215)
v.mouse_filter = Control.MOUSE_FILTER_IGNORE
preview_holder.add_child(v)
preview_hint.visible = not (entered and card != null)
## Vorschau einer Handkarte mit Hinweisen auf Resonanz und Feldkombos mit dem eigenen Feld.
func show_hand_preview(card: Cards.Card, entered: bool) -> void:
Style.clear(preview_holder)
preview_hint.visible = not entered
if not entered:
return
var hints: Array[String] = combo_hints(card)
var v := CardView.new(card, Vector2(190, 266) if not hints.is_empty() else Vector2(210, 294))
v.position = Vector2(1015, 212) if not hints.is_empty() else Vector2(1005, 215)
v.mouse_filter = Control.MOUSE_FILTER_IGNORE
preview_holder.add_child(v)
if not hints.is_empty():
var box := RichTextLabel.new()
box.position = Vector2(958, 480)
box.size = Vector2(304, 46)
box.bbcode_enabled = true
box.scroll_active = false
box.fit_content = false
box.mouse_filter = Control.MOUSE_FILTER_IGNORE
box.add_theme_font_size_override("normal_font_size", 11)
box.add_theme_color_override("default_color", Style.GOLD)
box.text = "[center]" + "\n".join(hints.slice(0, 2)) + "[/center]"
preview_holder.add_child(box)
func combo_hints(card: Cards.Card) -> Array[String]:
var out: Array[String] = []
if not card.is_creature():
return out
var partners: Array[String] = []
var combos := {}
for other in perspective.board:
if other.card.elements.any(func(e): return e in card.elements):
partners.append(other.name)
for e1 in card.elements:
for e2 in other.card.elements:
if e1 != e2:
var name := Cards.combo_name([e1, e2])
if not combos.has(name):
combos[name] = other.name
if not partners.is_empty():
out.append("Resonanz +%d mit %s" % [mini(partners.size(), Game.RESONANCE_MAX), ", ".join(partners)])
for name in combos:
out.append("Feldkombo %s mit %s: %s" % [name, combos[name], Cards.FIELD_COMBO_TEXT[name]])
return out
# --- 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[online_seat]
build_hero_boxes()
after_action()
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()
if counts_for_profile():
_note_events(evs)
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)
func _note_events(evs: Array) -> void:
var hi := game.players.find(game.human)
for ev in evs:
if ev.get("player", -1) != hi:
continue
match ev.type:
"play", "spell":
played_ids.append(ev.card.id)
if ev.type == "play":
app.profile.daily_event("creature_played")
"trap_set":
app.profile.daily_event("trap_set")
"combo":
app.profile.daily_event("combo")
# --- Anleitung ------------------------------------------------------------------------------
func tutorial_condition(kind: String) -> bool:
var h := game.human
match kind:
"played_creature":
return game.log.any(func(l): return l.begins_with("Du spielt")) and h.board.size() > 0
"turn_passed":
return h.turns >= 2
"attacked":
return game.log.any(func(l): return l.ends_with("greift Fenn an.") or (" greift " in l and l.begins_with(h.board[0].name) if not h.board.is_empty() else false))
"resonance":
return h.board.any(func(c): return c.resonance > 0)
"combo":
return game.log.any(func(l): return l.begins_with("Feldkombo"))
"spell":
return game.log.any(func(l): return l == "Du spielt Funke." or l == "Du spielt Feuerball." or l == "Du spielt Verhärten.")
return false
func tutorial_next() -> void:
if tutorial_step < TUTORIAL_STEPS.size() - 1:
tutorial_step += 1
app.sfx.play("click")
refresh()
## Hebt hervor, was der aktuelle Schritt verlangt.
func _tutorial_highlights(mine: bool) -> void:
Style.clear(highlight_layer)
if not mine or any_overlay():
return
var g := game
var h := perspective
var rects: Array[Rect2] = []
match TUTORIAL_STEPS[tutorial_step][1]:
"played_creature":
for v in hand_views:
if v.card.is_creature() and g.can_play(h, v.card)[0]:
rects.append(Rect2(v.position, v.size))
"turn_passed":
rects.append(b_end.get_rect())
"attacked":
for v in own_views:
if v.creature.can_attack():
rects.append(Rect2(v.slot, v.size))
if not own_views.is_empty() and own_views.any(func(v): return v.creature.can_attack()):
for o in others():
if o.alive() and hero_panels.has(o):
rects.append(hero_panels[o].get_rect())
"resonance":
for v in hand_views:
var c: Cards.Card = v.card
if c.is_creature() and g.can_play(h, c)[0] and h.board.any(func(b): return b.card.elements.any(func(e): return e in c.elements)):
rects.append(Rect2(v.position, v.size))
"combo":
for v in hand_views:
var c: Cards.Card = v.card
if c.is_creature() and g.can_play(h, c)[0] and h.board.any(func(b): return b.card.elements.any(func(e): return not (e in c.elements))):
rects.append(Rect2(v.position, v.size))
"spell":
for v in hand_views:
if v.card.kind == "Zauber" and g.can_play(h, v.card)[0]:
rects.append(Rect2(v.position, v.size))
for r in rects:
var hl := Highlight.new()
hl.position = r.position - Vector2(4, 4)
hl.size = r.size + Vector2(8, 8)
hl.mouse_filter = Control.MOUSE_FILTER_IGNORE
highlight_layer.add_child(hl)
func _tutorial_refresh() -> void:
while tutorial_step < TUTORIAL_STEPS.size() - 1 and tutorial_condition(TUTORIAL_STEPS[tutorial_step][1]):
tutorial_step += 1
tutorial_text.text = "%d/%d %s" % [tutorial_step + 1, TUTORIAL_STEPS.size(), TUTORIAL_STEPS[tutorial_step][0]]
b_tut_next.visible = tutorial_step < TUTORIAL_STEPS.size() - 1
# --- 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 = []
own_views = []
enemy_views = []
trap_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)
var traps_txt := (" F %d" if compact() else " Fallen %d") % o.traps.size() if not o.traps.is_empty() else ""
labels.stats.text = ("H %d D %d%s ◆ %d" if compact() else "Hand %d Deck %d%s ◆ %d") % [o.hand.size(), o.deck.size(), traps_txt, 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:
tile.size = rect.size
tile.custom_minimum_size = rect.size
tile.pivot_offset = rect.size / 2
else:
tile = CreatureView.new(cr, rect.size)
tile.position = rect.position
tile.slot = rect.position
tiles[cr.uid] = tile
tile_layer.add_child(tile)
tile.hover.connect(show_preview)
var uid := cr.uid
tile.clicked.connect(func(_v):
var c := game.find_creature(uid)
if c != null:
on_tile_click(c))
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:
b = Style.YELLOW
w = 4
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.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)
Style.clear(trap_layer)
if not h.traps.is_empty():
Style.label(trap_layer, "Fallen", 13, Style.MUTED, Rect2(335, 492, 60, 20))
for i in h.traps.size():
var tv := CardView.new(h.traps[i], BattleLayout.trap_rect(i).size)
tv.position = BattleLayout.trap_rect(i).position
tv.hover.connect(show_preview)
trap_layer.add_child(tv)
trap_views.append(tv)
Style.clear(hand_layer)
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)
v.position = r.position
if card == pending:
v.border = Style.YELLOW
elif playable:
v.border = Style.GREEN
v.dim = not playable
v.hover.connect(show_hand_preview)
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
bar_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/%d" % [h.energy, h.max_energy]
deck_label.text = "Deck %d" % h.deck.size()
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])
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
b_undo.visible = undo_state != null and mine
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("Feldkombo") or line.begins_with("Falle von"):
lines.append("[color=#f5c850]%s[/color]" % line)
else:
lines.append(line)
log_box.text = "\n".join(lines)
if tutorial:
_tutorial_refresh()
_tutorial_highlights(mine)
Style.clear(zoom_layer)
if zoom_player != null and zoom_player.alive():
build_zoom(valid)
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
handover.visible = false
mulligan_box.visible = false
func build_zoom(valid: Array) -> void:
var o: Game.Player = zoom_player
var g := game
var box := Rect2(190, 190, 900, 300)
var back := Style.panel(zoom_layer, box, Style.PANEL, 10, Style.GOLD, 2)
back.mouse_filter = Control.MOUSE_FILTER_STOP
Style.label(zoom_layer, "%s · %s ♥ %d Hand %d Deck %d Fallen %d ◆ %d" % [o.name, o.title, o.life, o.hand.size(), o.deck.size(), o.traps.size(), o.max_energy],
18, Style.TEXT, Rect2(box.position.x + 20, box.position.y + 12, 800, 30), "left", true)
for j in o.board.size():
var cr: Game.Creature = o.board[j]
var b = null
if cr in valid or (selected != null and g.can_attack(selected, cr)[0]):
b = Style.ORANGE
var v := CreatureView.new(cr, Vector2(110, 140), b, 3 if b != null else 2)
v.position = Vector2(box.position.x + 20 + j * 122, box.position.y + 56)
v.hover.connect(show_preview)
v.clicked.connect(func(_x): on_tile_click(cr))
zoom_layer.add_child(v)
if o.board.is_empty():
Style.label(zoom_layer, "Keine Wesen auf dem Feld", 16, Style.MUTED, Rect2(box.position.x + 20, box.position.y + 110, 600, 30))
var hero_ok: bool = (o in valid) or (selected != null and g.can_attack(selected, o)[0])
var bh := Style.button(zoom_layer, "Held als Ziel", Rect2(box.position.x + 20, box.end.y - 60, 180, 44), func(): on_click("hero", o), Color("5a3c28"))
bh.disabled = not hero_ok
Style.button(zoom_layer, "Schließen", Rect2(box.end.x - 180, box.end.y - 60, 160, 44), func():
zoom_player = null
refresh())