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cards/scripts/ui/battle_screen.gd
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update
2026-09-28 19:44:30 +02:00

1050 lines
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GDScript

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