Files
cards/scripts/game.gd
Team3 536a523f50 Dinger: Kartenspiel in Godot 4.7
Elemente, Kombos, Fallen, KI mit Vorausschau, Kampagne, Hotseat und Netzwerk,
Werkstatt, Erfolge, Tagesaufgaben, Tests und Exporte.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01QPgKvy5W9WRNFHjkm5QsHx
2026-09-16 13:22:07 +02:00

855 lines
29 KiB
GDScript

class_name Game
extends RefCounted
## Spielregeln: Spieler, Wesen, Züge, Angriffe, Effekte, Feldkombos, Resonanz.
const MAX_BOARD := 5
const MAX_HAND := 8
const MAX_ENERGY := 10
const START_HAND := 4
# Jeder gegen jeden: alle Spieler haben dieselben Regeln und dasselbe Startleben.
const START_LIFE := 30
const MAX_OPPONENTS := 5
const RESONANCE_MAX := 4
const MAX_TRAPS := 2
# Merkmale der Kampagnen-Bosse (Player.perks).
const PERKS := {
"feuer_angriff": "Feuerwesen haben +1 Angriff",
"flink_angriff": "Flinke Wesen haben +1 Angriff",
"waechter_leben": "Wächter kommen mit +2 Leben",
"extra_karten": "Zieht 2 Karten pro Zug",
"leben_35": "Beginnt mit 35 Leben",
"zauber_schaden": "Schadenszauber machen +1 Schaden",
"schild_wesen": "Wesen kommen mit Schild",
"alle_flink": "Alle Wesen sind flink",
"start_energie": "Beginnt mit 3 Energie",
"resonanz_doppelt": "Resonanz zählt doppelt",
}
## Für wiederholbare Tests: 0 = echter Zufall, sonst Startwert (zählt je Aufruf hoch).
static var test_seed := 0
static func make_rng() -> RandomNumberGenerator:
var r := RandomNumberGenerator.new()
if test_seed != 0:
r.seed = test_seed
test_seed += 1
else:
r.randomize()
return r
const DECK_SIZE := 20
const MAX_COPIES := 3
const MAX_DECK_ELEMENTS := 2
const OPPONENT_RARITY_WEIGHT := {"gewöhnlich": 6.0, "selten": 3.0, "episch": 2.0, "legendär": 1.0, "mythisch": 0.3}
class Creature extends RefCounted:
var card: Cards.Card
var owner_ref: WeakRef # schwache Referenz: kein Zyklus Spieler <-> Wesen
var name: String
var uid: int
var attack: int
var resonance := 0 # +1, wenn ein anderes eigenes Wesen ein Element teilt
var health: int
var max_health: int
var shield: bool
var frozen := false
var ready: bool
var attacks_left: int
func _init(c: Cards.Card, o, id: int) -> void:
card = c
owner_ref = weakref(o)
name = c.name
uid = id
attack = c.attack
health = c.health
max_health = c.health
shield = "Schild" in c.keywords
ready = "Flink" in c.keywords
attacks_left = attacks_per_turn() if ready else 0
func owner():
return owner_ref.get_ref()
## Angriffswert inklusive Resonanz und Boss-Merkmalen.
func power() -> int:
var v := attack + resonance
var o = owner()
if o != null:
if "feuer_angriff" in o.perks and "Feuer" in card.elements:
v += 1
if "flink_angriff" in o.perks and "Flink" in card.keywords:
v += 1
return v
func attacks_per_turn() -> int:
return 2 if "Doppelschlag" in card.keywords else 1
func taunt() -> bool:
return "Wächter" in card.keywords
func can_attack() -> bool:
return ready and attacks_left > 0 and not frozen and power() > 0
func clone(new_owner) -> Creature:
var c := Creature.new(card, new_owner, uid)
c.attack = attack
c.resonance = resonance
c.health = health
c.max_health = max_health
c.shield = shield
c.frozen = frozen
c.ready = ready
c.attacks_left = attacks_left
return c
class Player extends RefCounted:
var name: String
var title: String
var is_human: bool
var life: int
var max_life: int
var deck: Array = []
var hand: Array = []
var board: Array = []
var energy := 0
var max_energy := 0
var fatigue := 0
var start_bonus := 0 # einmalige Extra-Energie im ersten Zug (Ausgleich fürs Nachziehen)
var traps: Array = [] # verdeckt liegende Fallenkarten
var order := 0 # Platz in der Zugreihenfolge
var perks: Array = [] # Boss-Merkmale (siehe PERKS)
var turns := 0 # begonnene eigene Züge
var mulligan_done := false
func _init(n: String, d: Array, h: bool, l: int, t: String = "") -> void:
name = n
title = t
is_human = h
life = l
max_life = l
deck = d.duplicate()
func alive() -> bool:
return life > 0
func clone() -> Player:
var p := Player.new(name, deck, is_human, life, title)
p.max_life = max_life
p.hand = hand.duplicate()
p.energy = energy
p.max_energy = max_energy
p.fatigue = fatigue
p.start_bonus = start_bonus
p.traps = traps.duplicate()
p.order = order
p.perks = perks.duplicate()
p.turns = turns
p.mulligan_done = mulligan_done
for c in board:
p.board.append(c.clone(p))
return p
var human: Player # der (erste) menschliche Spieler
var humans: Array = [] # alle menschlichen Spieler (Hotseat: mehrere)
var opponents: Array = [] # alle außer dem ersten Menschen
var players: Array = [] # in Zugreihenfolge
var winner_player: Player = null
var rng: RandomNumberGenerator
var turn := 0
var current_idx := 0
var log: Array[String] = []
var events: Array = [] # strukturierte Ereignisse für Animationen
var winner := "" # "", "human" oder "opponents"
var quiet := false # in KI-Kopien: kein Verlauf, keine Ereignisse
var next_uid := 1
func _init(h: Player, opps: Array, r: RandomNumberGenerator = null) -> void:
human = h
opponents = opps
players = [h] + opps
humans = players.filter(func(p): return p.is_human)
if r == null:
r = make_rng()
rng = r
func current() -> Player:
return players[current_idx]
func say(t: String) -> void:
if not quiet:
log.append(t)
func emit(ev: Dictionary) -> void:
if not quiet:
events.append(ev)
func ref_of(target) -> Dictionary:
if target is Creature:
return {"kind": "creature", "uid": target.uid}
return {"kind": "player", "index": players.find(target)}
## Jeder gegen jeden: alle anderen lebenden Spieler sind Gegner.
func enemies_of(p: Player) -> Array:
return players.filter(func(o): return o != p and o.alive())
func find_creature(uid: int) -> Creature:
for p in players:
for c in p.board:
if c.uid == uid:
return c
return null
## Unabhängige Kopie des Spielzustands (für die KI-Vorausschau).
func clone() -> Game:
var copies := []
for p in players:
copies.append(p.clone())
var idx := players.find(human)
var g := Game.new(copies[idx], copies.slice(0, idx) + copies.slice(idx + 1), RandomNumberGenerator.new())
g.players = copies # gleiche Zugreihenfolge wie das Original
g.turn = turn
g.current_idx = current_idx
g.winner = winner
g.next_uid = next_uid
g.quiet = true
return g
## Kopie aus Sicht von p: fremde Fallen sind unbekannt und fehlen (die KI schummelt nicht).
func clone_for(p: Player) -> Game:
var g := clone()
var p2: Player = g.players[players.find(p)]
for q in g.players:
if q != p2:
q.traps = []
return g
# --- Zugablauf ---------------------------------------------------------------
func start(fixed_order: bool = false) -> void:
if not fixed_order:
shuffle(players, rng) # zufällige Zugreihenfolge
for i in players.size():
var p: Player = players[i]
p.order = i
if "start_energie" in p.perks:
p.max_energy = 2
shuffle(p.deck, rng)
# Wer nicht beginnt, startet mit einer Karte mehr und hat im ersten Zug
# einmalig 1 Energie extra (Ausgleich für den Startvorteil).
draw(p, START_HAND + (0 if i == 0 else 1))
p.start_bonus = 0 if i == 0 else 1
turn = 1
current_idx = 0
say("Zugreihenfolge: " + ", ".join(players.map(func(p): return p.name)))
for p in players:
for perk in p.perks:
say("%s: %s." % [p.name, PERKS[perk]])
begin_turn(current())
func draw(p: Player, n: int = 1) -> void:
for i in n:
if p.deck.is_empty():
p.fatigue += 1
say("%s hat keine Karten mehr und erleidet %d Schaden." % [p.name, p.fatigue])
damage(p, p.fatigue)
continue
var card = p.deck.pop_back()
if p.hand.size() >= MAX_HAND:
say("%s: Hand voll, %s verbrennt." % [p.name, card.name])
else:
p.hand.append(card)
check_end()
func begin_turn(p: Player) -> void:
p.max_energy = mini(MAX_ENERGY, p.max_energy + 1)
p.energy = p.max_energy
if p.start_bonus > 0:
p.energy += p.start_bonus
say("%s erhält %d Energie extra für den späteren Start." % [p.name, p.start_bonus])
p.start_bonus = 0
for c in p.board:
c.ready = true
if c.frozen:
c.frozen = false
c.attacks_left = 0
say("%s taut auf und setzt aus." % c.name)
else:
c.attacks_left = c.attacks_per_turn()
p.turns += 1
say("--- Zug %d: %s ---" % [turn, p.name])
emit({"type": "turn", "player": players.find(p)})
draw(p, 2 if "extra_karten" in p.perks else 1)
## Tauscht einmalig im ersten eigenen Zug Karten der Hand: zurück ins Deck, mischen, nachziehen.
func mulligan(p: Player, cards: Array) -> String:
if p.mulligan_done:
return "Schon getauscht"
if p != current() or p.turns != 1:
return "Nur im ersten eigenen Zug"
p.mulligan_done = true
var n := 0
for c in cards:
if c in p.hand:
p.hand.erase(c)
p.deck.append(c)
n += 1
if n > 0:
shuffle(p.deck, rng)
draw(p, n)
say("%s tauscht %d Karten." % [p.name, n] if n > 0 else "%s behält die Hand." % p.name)
emit({"type": "mulligan", "player": players.find(p), "count": n})
return ""
func end_turn() -> void:
if winner != "":
return
var n := players.size()
for i in range(1, n + 1):
var idx := (current_idx + i) % n
if players[idx].alive():
if idx <= current_idx:
turn += 1
current_idx = idx
break
begin_turn(current())
# --- Karten spielen ----------------------------------------------------------
func can_play(p: Player, card: Cards.Card) -> Array:
if winner != "" or p != current():
return [false, "Nicht dein Zug"]
if p.energy < card.cost:
return [false, "Nicht genug Energie"]
if card.is_creature() and p.board.size() >= MAX_BOARD:
return [false, "Dein Feld ist voll"]
if card.is_trap() and p.traps.size() >= MAX_TRAPS:
return [false, "Höchstens %d Fallen" % MAX_TRAPS]
var tt := card.target_type()
if tt != "" and not card.is_creature() and valid_targets(p, tt).is_empty():
return [false, "Kein gültiges Ziel"]
return [true, ""]
func valid_targets(p: Player, target_type: String) -> Array:
var enemies := enemies_of(p)
var creatures := []
for e in enemies:
creatures.append_array(e.board)
match target_type:
"enemy_creature":
return creatures
"enemy_any":
return creatures + enemies
"friendly_creature":
return p.board.duplicate()
return []
## Spielt eine Karte. Gibt "" zurück oder eine Fehlermeldung.
func play_card(p: Player, card: Cards.Card, target = null) -> String:
var ok := can_play(p, card)
if not ok[0]:
return ok[1]
var tt := card.target_type()
if tt != "":
var valid := valid_targets(p, tt)
if not valid.is_empty() and not (target in valid):
return "Ungültiges Ziel"
if valid.is_empty():
target = null
p.hand.erase(card)
p.energy -= card.cost
if card.is_trap():
p.traps.append(card)
say("%s legt eine Falle." % p.name)
emit({"type": "trap_set", "player": players.find(p)})
check_end()
return ""
say("%s spielt %s." % [p.name, card.name])
var cr: Creature = null
var bonus := 0
if card.is_creature():
cr = _enter(p, card)
else:
emit({"type": "spell", "player": players.find(p), "card": card})
if "zauber_schaden" in p.perks:
bonus = 1
for fx in card.effects:
resolve(p, fx, target, cr, bonus)
if cr != null and cr in p.board:
for e in enemies_of(p):
if not (cr in p.board):
break
trigger_trap(e, "creature_played", cr)
if cr != null and cr in p.board:
trigger_field_combos(p, cr)
update_resonance()
cleanup()
check_end()
return ""
## Feldkombo: das neue Wesen bildet mit dem ersten eigenen Wesen aus anderem
## Element eine Kombo; pro Ausspielen löst höchstens eine Kombo aus.
func trigger_field_combos(p: Player, cr: Creature) -> void:
for other in p.board:
if other == cr:
continue
for e1 in cr.card.elements:
for e2 in other.card.elements:
if e1 == e2:
continue
var name := Cards.combo_name([e1, e2])
say("Feldkombo %s: %s." % [name, Cards.FIELD_COMBO_TEXT[name]])
emit({"type": "combo", "name": name, "player": players.find(p), "uid": cr.uid})
resolve(p, Cards.field_combo_effect(name), null, cr)
return
## Löst die erste passende Falle von owner aus. Gibt true zurück, wenn der
## auslösende Angriff abgebrochen wird.
func trigger_trap(owner: Player, trigger: String, source: Creature) -> bool:
for trap in owner.traps:
if trap.trigger != trigger:
continue
owner.traps.erase(trap)
say("Falle von %s: %s!" % [owner.name, trap.name])
emit({"type": "trap", "player": players.find(owner), "card": trap, "source": ref_of(source)})
var cancel := false
for fx in trap.effects:
if fx.kind == "cancel":
cancel = true
else:
resolve(owner, fx, null, source)
cleanup()
return cancel
return false
## Wesen betritt das Feld; Boss-Merkmale wirken beim Eintritt.
func _enter(p: Player, card: Cards.Card) -> Creature:
var cr := Creature.new(card, p, next_uid)
next_uid += 1
if "waechter_leben" in p.perks and cr.taunt():
cr.health += 2
cr.max_health += 2
if "schild_wesen" in p.perks:
cr.shield = true
if "alle_flink" in p.perks:
cr.ready = true
cr.attacks_left = cr.attacks_per_turn()
p.board.append(cr)
emit({"type": "play", "player": players.find(p), "uid": cr.uid, "card": card})
return cr
## Setzt ein Wesen aufs Feld (Fallen, Effekte).
func summon(p: Player, card: Cards.Card) -> void:
if p.board.size() >= MAX_BOARD:
say("%s: kein Platz für %s." % [p.name, card.name])
return
_enter(p, card)
say("%s beschwört %s." % [p.name, card.name])
update_resonance()
## Resonanz: +1 Angriff je anderem eigenen Wesen, das ein Element teilt (höchstens +4).
func update_resonance() -> void:
for p in players:
for c in p.board:
var bonus := 0
for o in p.board:
if o != c and o.card.elements.any(func(e): return e in c.card.elements):
bonus += 1
c.resonance = mini(bonus, RESONANCE_MAX) * (2 if "resonanz_doppelt" in p.perks else 1)
func resolve(p: Player, fx: Cards.Effect, target, source: Creature = null, bonus: int = 0) -> void:
var enemies := enemies_of(p)
var enemy_creatures := []
for e in enemies:
enemy_creatures.append_array(e.board)
var targets := []
if fx.target in Cards.CHOSEN_TARGETS:
targets = [target] if target != null else []
elif fx.target == "all_enemy_creatures":
targets = enemy_creatures
elif fx.target == "all_enemy_heroes":
targets = enemies.duplicate()
elif fx.target == "all_enemies":
targets = enemy_creatures + enemies
elif fx.target == "all_friendly_creatures":
targets = p.board.duplicate()
elif fx.target == "self_hero":
targets = [p]
elif fx.target == "self_creature" or fx.target == "trigger_source":
targets = [source] if source != null else []
elif fx.target == "strongest_enemy_creature":
var best: Creature = null
for c in enemy_creatures:
if best == null or c.power() > best.power():
best = c
targets = [best] if best != null else []
elif fx.target == "weakest_enemy_hero":
var weakest: Player = null
for e in enemies:
if weakest == null or e.life < weakest.life:
weakest = e
targets = [weakest] if weakest != null else []
else:
targets = [null]
for t in targets:
match fx.kind:
"damage":
damage(t, fx.amount + bonus)
"heal":
t.life = mini(t.max_life, t.life + fx.amount)
say("%s heilt sich um %d." % [t.name, fx.amount])
emit({"type": "heal", "target": ref_of(t), "amount": fx.amount})
"draw":
draw(p, fx.amount)
"freeze":
t.frozen = true
t.attacks_left = 0
say("%s ist eingefroren." % t.name)
emit({"type": "freeze", "target": ref_of(t)})
"bounce":
var o = t.owner()
o.board.erase(t)
emit({"type": "bounce", "target": ref_of(t)})
if o.hand.size() < MAX_HAND:
o.hand.append(t.card)
say("%s kehrt auf die Hand zurück." % t.name)
else:
say("%s wird weggeweht (Hand voll)." % t.name)
"buff":
t.attack += fx.amount
t.health += fx.amount2
t.max_health += fx.amount2
say("%s erhält +%d/+%d." % [t.name, fx.amount, fx.amount2])
emit({"type": "buff", "target": ref_of(t), "text": "+%d/+%d" % [fx.amount, fx.amount2]})
"shield":
t.shield = true
say("%s erhält Schild." % t.name)
emit({"type": "buff", "target": ref_of(t), "text": "Schild"})
"summon":
summon(p, Cards.by_id(fx.card_id))
# --- Kampf -------------------------------------------------------------------
func can_attack(cr: Creature, target) -> Array:
if winner != "" or cr.owner() != current():
return [false, "Nicht dein Zug"]
if not cr.can_attack():
return [false, "%s kann nicht angreifen" % cr.name]
var tgt_owner = target.owner() if target is Creature else target
if not (tgt_owner in enemies_of(cr.owner())):
return [false, "Kein gültiges Ziel"]
var has_taunt := false
for c in tgt_owner.board:
if c.taunt():
has_taunt = true
if has_taunt and not (target is Creature and target.taunt()):
return [false, "Ein Wächter muss zuerst angegriffen werden"]
return [true, ""]
## Greift an. Gibt "" zurück oder eine Fehlermeldung.
func attack(cr: Creature, target) -> String:
var ok := can_attack(cr, target)
if not ok[0]:
return ok[1]
cr.attacks_left -= 1
say("%s greift %s an." % [cr.name, target.name])
emit({"type": "attack", "attacker": ref_of(cr), "target": ref_of(target)})
var tgt_owner: Player = target.owner() if target is Creature else target
var cancelled := trigger_trap(tgt_owner, "attacked", cr)
if cancelled or not (cr in cr.owner().board) or (target is Creature and not (target in tgt_owner.board)):
check_end()
return ""
damage(target, cr.power())
if target is Creature:
damage(cr, target.power())
cleanup()
check_end()
return ""
func damage(target, amount: int) -> void:
if amount <= 0:
return
if target is Creature:
if target.shield:
target.shield = false
say("Schild von %s blockt den Schaden." % target.name)
emit({"type": "blocked", "target": ref_of(target)})
return
target.health -= amount
else:
target.life -= amount
say("%s erleidet %d Schaden." % [target.name, amount])
emit({"type": "damage", "target": ref_of(target), "amount": amount})
func cleanup() -> void:
var died := false
for p in players:
for c in p.board.duplicate():
if c.health <= 0:
p.board.erase(c)
say("%s stirbt." % c.name)
emit({"type": "death", "target": ref_of(c)})
died = true
if died:
update_resonance()
## Ende: nur noch ein Spieler übrig, oder kein Mensch mehr am Tisch.
func check_end() -> void:
if winner != "":
return
var alive := players.filter(func(p): return p.alive())
var humans_alive := alive.filter(func(p): return p.is_human)
if humans_alive.is_empty():
winner = "opponents"
winner_player = alive[0] if alive.size() == 1 else null
say("Du wurdest besiegt." if humans.size() == 1 else "Alle Spieler sind besiegt, die KI gewinnt.")
elif alive.size() == 1:
winner = "human"
winner_player = alive[0]
say("Alle Gegner sind besiegt!" if humans.size() == 1 else "%s gewinnt!" % winner_player.name)
# --- Zustand für das Netzwerk -------------------------------------------------
## Serialisierter Zustand aus Sicht eines Spielers: fremde Hände, Decks und Fallen nur als Anzahl.
func snapshot(viewer: int) -> Dictionary:
var ps := []
for i in players.size():
var p: Player = players[i]
var mine := i == viewer
var board := []
for c in p.board:
board.append({"uid": c.uid, "card": c.card.id, "attack": c.attack, "resonance": c.resonance,
"health": c.health, "max_health": c.max_health, "shield": c.shield, "frozen": c.frozen,
"ready": c.ready, "attacks_left": c.attacks_left})
ps.append({"name": p.name, "title": p.title, "is_human": p.is_human, "life": p.life, "max_life": p.max_life,
"energy": p.energy, "max_energy": p.max_energy, "fatigue": p.fatigue, "start_bonus": p.start_bonus,
"order": p.order, "perks": p.perks, "turns": p.turns, "mulligan_done": p.mulligan_done,
"hand": p.hand.map(func(c): return c.id) if mine else p.hand.size(),
"deck": p.deck.size(), "traps": p.traps.map(func(c): return c.id) if mine else p.traps.size(),
"board": board})
var evs := []
for ev in events:
var e: Dictionary = ev.duplicate()
if e.has("card"):
e["card"] = e.card.id
evs.append(e)
return {"players": ps, "human": players.find(human), "turn": turn, "current_idx": current_idx,
"winner": winner, "winner_player": players.find(winner_player) if winner_player != null else -1,
"next_uid": next_uid, "log": log.slice(maxi(0, log.size() - 80)), "events": evs}
## Baut einen Spielzustand aus einem Snapshot; verborgene Karten werden durch Platzhalter ersetzt.
static func from_snapshot(d: Dictionary) -> Game:
var placeholder: Cards.Card = Cards.all()[0]
var list := []
for pd in d.players:
var p := Player.new(pd.name, [], pd.is_human, int(pd.life), pd.title)
p.max_life = int(pd.max_life)
p.energy = int(pd.energy)
p.max_energy = int(pd.max_energy)
p.fatigue = int(pd.fatigue)
p.start_bonus = int(pd.start_bonus)
p.order = int(pd.order)
p.perks = Array(pd.perks)
p.turns = int(pd.turns)
p.mulligan_done = bool(pd.mulligan_done)
if pd.hand is Array:
for cid in pd.hand:
p.hand.append(Cards.by_id(cid))
else:
for i in int(pd.hand):
p.hand.append(placeholder)
for i in int(pd.deck):
p.deck.append(placeholder)
if pd.traps is Array:
for cid in pd.traps:
p.traps.append(Cards.by_id(cid))
else:
for i in int(pd.traps):
p.traps.append(placeholder)
for cd in pd.board:
var c := Creature.new(Cards.by_id(cd.card), p, int(cd.uid))
c.attack = int(cd.attack)
c.resonance = int(cd.resonance)
c.health = int(cd.health)
c.max_health = int(cd.max_health)
c.shield = bool(cd.shield)
c.frozen = bool(cd.frozen)
c.ready = bool(cd.ready)
c.attacks_left = int(cd.attacks_left)
p.board.append(c)
list.append(p)
var hi := int(d.human)
var g := Game.new(list[hi], list.slice(0, hi) + list.slice(hi + 1), RandomNumberGenerator.new())
g.players = list
g.turn = int(d.turn)
g.current_idx = int(d.current_idx)
g.winner = d.winner
g.winner_player = list[int(d.winner_player)] if int(d.winner_player) >= 0 else null
g.next_uid = int(d.next_uid)
for line in d.log:
g.log.append(str(line))
for ev in d.events:
var e: Dictionary = ev.duplicate()
if e.has("card"):
e["card"] = Cards.by_id(e.card)
for key in ["player", "uid", "count", "amount"]:
if e.has(key):
e[key] = int(e[key])
for key in ["target", "attacker", "source"]:
if e.has(key):
var r: Dictionary = e[key]
if r.has("uid"):
r["uid"] = int(r.uid)
if r.has("index"):
r["index"] = int(r.index)
g.events.append(e)
return g
# --- Deckregeln und Gegner ---------------------------------------------------
static func shuffle(arr: Array, r: RandomNumberGenerator) -> void:
for i in range(arr.size() - 1, 0, -1):
var j := r.randi_range(0, i)
var tmp = arr[i]
arr[i] = arr[j]
arr[j] = tmp
static func deck_elements(cards: Array) -> Array:
var out := []
for c in cards:
for e in c.elements:
if not (e in out):
out.append(e)
return out
## Prüft ein Deck. owned: Dictionary id -> Anzahl (null = keine Besitzprüfung).
static func validate_deck(cards: Array, owned = null) -> Array:
if cards.size() != DECK_SIZE:
return [false, "Deck braucht genau %d Karten (%d)" % [DECK_SIZE, cards.size()]]
var counts := {}
for c in cards:
counts[c.id] = counts.get(c.id, 0) + 1
for cid in counts:
if counts[cid] > MAX_COPIES:
return [false, "Höchstens %dx dieselbe Karte" % MAX_COPIES]
if owned != null and owned.get(cid, 0) < counts[cid]:
return [false, "Karte nicht oft genug in der Sammlung"]
if deck_elements(cards).size() > MAX_DECK_ELEMENTS:
return [false, "Höchstens %d Elemente im Deck" % MAX_DECK_ELEMENTS]
return [true, ""]
## Gegnerdeck aus den Elementen. bias > 1 bevorzugt seltene Karten (Kampagne).
static func build_opponent_deck(r: RandomNumberGenerator, elements: Array, bias: float = 1.0) -> Array:
var pool := Cards.all().filter(func(c): return c.elements.all(func(e): return e in elements))
var weights := PackedFloat32Array()
for c in pool:
var w: float = OPPONENT_RARITY_WEIGHT[c.rarity]
weights.append(w / bias if c.rarity == "gewöhnlich" else w * bias)
var deck := []
var counts := {}
while deck.size() < DECK_SIZE:
var c = pool[r.rand_weighted(weights)]
if counts.get(c.id, 0) < MAX_COPIES:
counts[c.id] = counts.get(c.id, 0) + 1
deck.append(c)
return deck
static func random_opponent(r: RandomNumberGenerator, index: int, life: int = START_LIFE) -> Player:
var elements: Array
if r.randf() < 0.4:
elements = [Cards.ELEMENTS[r.randi_range(0, Cards.ELEMENTS.size() - 1)]]
else:
var pool: Array = Cards.ELEMENTS.duplicate()
shuffle(pool, r)
elements = [pool[0], pool[1]]
return Player.new("Gegner %d" % index, build_opponent_deck(r, elements), false, life,
Cards.combo_name(elements) + "-Magier")
## rules: {"human_perks": [...], "everyone_perk": String, "start_life": int}
static func new_battle(deck: Array, n_opp: int, r: RandomNumberGenerator = null, rules: Dictionary = {}) -> Game:
assert(n_opp >= 1 and n_opp <= MAX_OPPONENTS, "1 bis 5 Gegner")
if r == null:
r = make_rng()
var opps := []
for i in n_opp:
opps.append(random_opponent(r, i + 1))
return new_battle_with(deck, opps, r, false, rules)
static func new_battle_with(deck: Array, opps: Array, r: RandomNumberGenerator = null, fixed_order: bool = false, rules: Dictionary = {}) -> Game:
if r == null:
r = make_rng()
var human := Player.new("Du", deck, true, START_LIFE)
human.perks = Array(rules.get("human_perks", []))
var g := Game.new(human, opps, r)
var everyone: String = rules.get("everyone_perk", "")
for p in g.players:
if everyone != "" and not (everyone in p.perks):
p.perks.append(everyone)
if rules.has("start_life"):
p.life = int(rules.start_life)
p.max_life = p.life
elif "leben_35" in p.perks and p.life == START_LIFE:
p.life = 35
p.max_life = 35
g.start(fixed_order)
return g
## Hotseat: mehrere Menschen am selben Rechner, dazu KI-Gegner.
static func new_hotseat(human_decks: Array, n_ai: int, r: RandomNumberGenerator = null) -> Game:
assert(human_decks.size() >= 1 and human_decks.size() + n_ai <= MAX_OPPONENTS + 1, "höchstens 6 am Tisch")
if r == null:
r = make_rng()
var first := Player.new("Spieler 1", human_decks[0], true, START_LIFE)
var others := []
for i in range(1, human_decks.size()):
others.append(Player.new("Spieler %d" % (i + 1), human_decks[i], true, START_LIFE))
for i in n_ai:
others.append(random_opponent(r, i + 1))
var g := Game.new(first, others, r)
g.start()
return g