update
This commit is contained in:
@@ -1,35 +1,39 @@
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78098b89c88a74ebe8c20117b8754620
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||||
::res://::1787996516
|
||||
anforderungen.md::TextFile::-1::1787986378::0::1::::<><><>0<>0<><>::
|
||||
README.md::TextFile::-1::1789516876::0::1::::<><><>0<>0<><>::
|
||||
README.md::TextFile::-1::1789554443::0::1::::<><><>0<>0<><>::
|
||||
::res://scenes/::1787944158
|
||||
Main.tscn::PackedScene::-1::1787946270::0::1::::<><><>0<>0<><>::res://scripts/ui/Main.gd
|
||||
::res://scripts/::1787943837
|
||||
::res://scripts/core/::1789516714
|
||||
Avatar.gd::GDScript::3571391337088680506::1789551593::0::1::::Avatar<>RefCounted<><>0<>0<><>::
|
||||
BotAI.gd::GDScript::3217244540061411409::1789551660::0::1::::BotAI<>RefCounted<><>0<>0<><>::
|
||||
Combat.gd::GDScript::3137923719046090123::1789551637::0::1::::Combat<>RefCounted<><>0<>0<><>::
|
||||
Data.gd::GDScript::5827997371587166138::1789551593::0::1::::Data<>RefCounted<><>0<>0<><>::
|
||||
Game.gd::GDScript::7849680363975727491::1789551637::0::1::::Game<>RefCounted<><>0<>0<><>::
|
||||
::res://scripts/core/::1789555037
|
||||
Avatar.gd::GDScript::3571391337088680506::1789555225::0::1::::Avatar<>RefCounted<><>0<>0<><>::
|
||||
BotAI.gd::GDScript::3217244540061411409::1789554993::0::1::::BotAI<>RefCounted<><>0<>0<><>::
|
||||
Combat.gd::GDScript::3137923719046090123::1789554111::0::1::::Combat<>RefCounted<><>0<>0<><>::
|
||||
Data.gd::GDScript::5827997371587166138::1789555225::0::1::::Data<>RefCounted<><>0<>0<><>::
|
||||
Game.gd::GDScript::7849680363975727491::1789555037::0::1::::Game<>RefCounted<><>0<>0<><>::
|
||||
Hex.gd::GDScript::3913565535274194804::1787984994::0::1::::Hex<>RefCounted<><>0<>0<><>::
|
||||
PlayerState.gd::GDScript::7371028171494145347::1789551593::0::1::::PlayerState<>RefCounted<><>0<>0<><>::
|
||||
PlayerState.gd::GDScript::7371028171494145347::1789554993::0::1::::PlayerState<>RefCounted<><>0<>0<><>::
|
||||
Pool.gd::GDScript::8278475787586460724::1787984994::0::1::::Pool<>RefCounted<><>0<>0<><>::
|
||||
Settings.gd::GDScript::444029887099484235::1789554111::0::1::::Settings<>RefCounted<><>0<>0<><>::
|
||||
ShopEntry.gd::GDScript::5330801221324202071::1787984994::0::1::::ShopEntry<>RefCounted<><>0<>0<><>::
|
||||
::res://scripts/ui/::1789551774
|
||||
BoardView3D.gd::GDScript::6505855525292201354::1789551801::0::1::::BoardView3D<>Node3D<><>0<>0<><>::
|
||||
HudOverlay.gd::GDScript::2880024841375975216::1789551801::0::1::::HudOverlay<>Control<><>0<>0<><>::
|
||||
InfoColumn.gd::GDScript::8417939530115914045::1789551774::0::1::::InfoColumn<>Control<><>0<>0<><>::
|
||||
Main.gd::GDScript::7620286773918972721::1789551894::0::1::::<>Node3D<><>0<>0<><>::
|
||||
::res://scripts/ui/::1789555225
|
||||
BoardView3D.gd::GDScript::6505855525292201354::1789555072::0::1::::BoardView3D<>Node3D<><>0<>0<><>::
|
||||
CameraRig.gd::GDScript::2708392716068536488::1789555225::0::1::::CameraRig<>Node3D<><>0<>0<><>::
|
||||
HudOverlay.gd::GDScript::2880024841375975216::1789554490::0::1::::HudOverlay<>Control<><>0<>0<><>::
|
||||
InfoColumn.gd::GDScript::8417939530115914045::1789555072::0::1::::InfoColumn<>Control<><>0<>0<><>::
|
||||
Main.gd::GDScript::7620286773918972721::1789555225::0::1::::<>Node3D<><>0<>0<><>::
|
||||
Overlays.gd::GDScript::3653697623019777701::1789555097::0::1::::Overlays<>Control<><>0<>0<><>::
|
||||
PlayersPanel.gd::GDScript::3868833939001261460::1789551726::0::1::::PlayersPanel<>Control<><>0<>0<><>::
|
||||
Sfx.gd::GDScript::5367741527190708903::1789551801::0::1::::Sfx<>Node<><>0<>0<><>::
|
||||
ShopPanel.gd::GDScript::5251693507545150927::1789551774::0::1::::ShopPanel<>Control<><>0<>0<><>::
|
||||
ShopPanel.gd::GDScript::5251693507545150927::1789555072::0::1::::ShopPanel<>Control<><>0<>0<><>::
|
||||
TooltipView.gd::GDScript::6773602266547042531::1789554490::0::1::::TooltipView<>Control<><>0<>0<><>::
|
||||
TopBar.gd::GDScript::3252279457217410448::1789551726::0::1::::TopBar<>Control<><>0<>0<><>::
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||||
UiKit.gd::GDScript::7622585584068197695::1787984994::0::1::::UiKit<>RefCounted<><>0<>0<><>::
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::res://tests/::1789516714
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||||
CamCal.gd::GDScript::7324782907689628524::1789516628::0::1::::<>Node3D<><>0<>0<><>::
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||||
::res://tests/::1789554302
|
||||
CamCal.gd::GDScript::7324782907689628524::1789551981::0::1::::<>Node3D<><>0<>0<><>::
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||||
camcal.tscn::PackedScene::-1::1787946501::0::1::::<><><>0<>0<><>::res://tests/CamCal.gd
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||||
Probe2.gd::GDScript::7806432109624259689::1789516628::0::1::::<>Node3D<><>0<>0<><>::
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||||
Probe2.gd::GDScript::7806432109624259689::1789551981::0::1::::<>Node3D<><>0<>0<><>::
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||||
probe2.tscn::PackedScene::-1::1787946443::0::1::::<><><>0<>0<><>::res://tests/Probe2.gd
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||||
Probe3.gd::GDScript::5187223496600362631::1789516900::0::1::::<>Node3D<><>0<>0<><>::
|
||||
Probe3.gd::GDScript::5187223496600362631::1789554403::0::1::::<>Node3D<><>0<>0<><>::
|
||||
probe3.tscn::PackedScene::-1::1787946443::0::1::::<><><>0<>0<><>::res://tests/Probe3.gd
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||||
sim_test.gd::GDScript::3463191307206118779::1789516655::0::1::::<>SceneTree<><>0<>0<><>::
|
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sim_test.gd::GDScript::3463191307206118779::1789555122::0::1::::<>SceneTree<><>0<>0<><>::
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@@ -23,6 +23,14 @@ list=[{
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||||
"language": &"GDScript",
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||||
"path": "res://scripts/core/BotAI.gd"
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||||
}, {
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||||
"base": &"Node3D",
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||||
"class": &"CameraRig",
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||||
"icon": "",
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||||
"is_abstract": false,
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||||
"is_tool": false,
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||||
"language": &"GDScript",
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"path": "res://scripts/ui/CameraRig.gd"
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}, {
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"base": &"RefCounted",
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"class": &"Combat",
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||||
"icon": "",
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||||
@@ -71,6 +79,14 @@ list=[{
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||||
"language": &"GDScript",
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||||
"path": "res://scripts/ui/InfoColumn.gd"
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||||
}, {
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||||
"base": &"Control",
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||||
"class": &"Overlays",
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||||
"icon": "",
|
||||
"is_abstract": false,
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||||
"is_tool": false,
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||||
"language": &"GDScript",
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||||
"path": "res://scripts/ui/Overlays.gd"
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||||
}, {
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||||
"base": &"RefCounted",
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||||
"class": &"PlayerState",
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||||
"icon": "",
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||||
@@ -95,6 +111,14 @@ list=[{
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||||
"language": &"GDScript",
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||||
"path": "res://scripts/core/Pool.gd"
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||||
}, {
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||||
"base": &"RefCounted",
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||||
"class": &"Settings",
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||||
"icon": "",
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||||
"is_abstract": false,
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||||
"is_tool": false,
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||||
"language": &"GDScript",
|
||||
"path": "res://scripts/core/Settings.gd"
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||||
}, {
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||||
"base": &"Node",
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||||
"class": &"Sfx",
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||||
"icon": "",
|
||||
@@ -120,6 +144,14 @@ list=[{
|
||||
"path": "res://scripts/ui/ShopPanel.gd"
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||||
}, {
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||||
"base": &"Control",
|
||||
"class": &"TooltipView",
|
||||
"icon": "",
|
||||
"is_abstract": false,
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||||
"is_tool": false,
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||||
"language": &"GDScript",
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||||
"path": "res://scripts/ui/TooltipView.gd"
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||||
}, {
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||||
"base": &"Control",
|
||||
"class": &"TopBar",
|
||||
"icon": "",
|
||||
"is_abstract": false,
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||||
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Binary file not shown.
37
README.md
37
README.md
@@ -23,7 +23,15 @@ Würfel (Tank), Kegel (DPS) und Kugeln (Heiler). Alles wird im Code erzeugt.
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- Spielername rechts anklicken = sein Brett oben ansehen. Der nächste Gegner steht schon in der Planung fest.
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- `Q`/`E` oder mittlere Maustaste drehen die Kamera, das Mausrad zoomt
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- Die Planung dauert 30 Sekunden, dann startet der Kampf von selbst
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- Startbildschirm und Pause haben einen Lautstärkeregler
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- Startbildschirm: Bots leicht/normal/schwer, Lautstärke. Beides wird in `user://settings.cfg` gespeichert.
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- Maus über einer Einheit oder Shop-Karte zeigt Werte und Fähigkeit, auch bei Gegnern im Kampf.
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- In den ersten zwei Runden steht unten ein Tipp, was als Nächstes dran ist.
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- Wer ausscheidet, kann zuschauen (Runden laufen dann in 3 s) oder neu starten.
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- `1`–`5` kaufen den jeweiligen Shop-Platz. `Z` macht den letzten Verkauf 5 s lang rückgängig.
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- Die gewählte Einheit zeigt ihre Reichweite auf den Feldern: grün Heilung, orange Angriff.
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- Runde 1 und 2 gehen gegen die Wildnis, danach gegeneinander.
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- Der Spielstand wird zu jedem Planungsbeginn und bei Pause gespeichert. Der Startbildschirm
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bietet dann „Weiterspielen". Am Spielende steht eine Statistik.
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## Regeln
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@@ -74,6 +82,18 @@ Nicht in den Anforderungen, aber „Basis wie TFT":
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- **Rückblick** nach jedem Kampf: Ergebnis, Überlebende, stärkste Einheit, gefährlichster Gegner
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(`Combat.recap`, `Game.human_recap`).
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- **Start, Pause, Lautstärke** als Overlays in `Main`, Kamera mit Zoom und Drehung um die Brettmitte.
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- **Element-Formen**: das Hauptelement gibt der Fähigkeit jeder Rolle ihre Form (`Data.ELEMENT_FORM`,
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`Combat._apply_form`). Feuer trifft Nachbarn und entzündet, Wasser gibt Mana, Wind beschleunigt
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||||
Verbündete, Blitz springt weiter, Erde betäubt um das Ziel, Eis verlangsamt um das Ziel.
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||||
- **Fähigkeiten sichtbar**: Schildring, Fläche am Ziel, Heilring (`BoardView3D.spawn_effect`).
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||||
- **Gehen**: Einheiten drehen sich zur Laufrichtung oder zum Ziel und wippen beim Schritt.
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||||
- **Schwierigkeit** steuert Gier und Jagdverhalten der Bots (`Data.BOT_GREED`, `BotAI.setup`).
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||||
- **Bot-Heiler** stehen in Reihe 1–2 hinter den Tanks, sonst reicht ihre Heilung nicht (`BotAI.arrange`).
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||||
- **Rückgängig** (`PlayerState.undo_sell`) nimmt die Bausteine wieder aus dem Vorrat.
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||||
- **Wildnis-Runden** (`Data.PVE_ROUNDS`, `Game._make_creeps`): jeder Spieler bekommt eine eigene Kopie.
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||||
- **Speichern** als JSON in `user://spielstand.json` (`Game.to_dict/from_dict`), inklusive RNG-Zustand,
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||||
Bot-Vorlieben und geteiltem Vorrat. Trait-Zeilen nennen die nächste Stufe, neue Kombinationen und
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Trait-Stufen werden gemeldet (`Main._announce_synergies`).
|
||||
|
||||
Der neutrale Avatar selbst ist unbegrenzt. Knapp ist das Element, das man ihm beim
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||||
Kauf gibt: das zieht einen Platz aus dem geteilten Vorrat. Die 100 pro Element sind
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||||
@@ -84,6 +104,15 @@ Die Neutral-Chance ist multiplikativ (0,75 hoch Anzahl Elemente) statt in
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Prozentpunkten. So verschwindet Neutral nie ganz: ohne eigene Elemente 100%,
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||||
mit einem 75%, mit sechs noch 18%.
|
||||
|
||||
## Schere, Stein, Papier
|
||||
|
||||
Elemente im Ring, jedes schlägt genau eines: Wasser > Feuer > Eis > Wind > Erde > Blitz > Wasser.
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||||
Rollen als Dreieck: Tank > Schütze > Heiler > Tank. Konter ±20 % (Element) und ±15 % (Rolle),
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||||
nur das Hauptelement zählt (`Data.counter_multiplier`, angewandt in `Combat._apply_damage`).
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Konter-Treffer tragen ein ▲, Tooltip und Info-Panel nennen „Stark gegen / Schwach gegen".
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Bots wählen beim Kauf das Element, das das häufigste Element des nächsten Gegners schlägt;
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schwere Bots auch außerhalb ihrer Vorlieben (`BotAI._pick_element`).
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||||
|
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## Elemente und Traits
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|
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Feuer, Wasser, Wind, Blitz, Erde, Eis. Stufen bei 2 / 4 / 6 Einheiten.
|
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@@ -93,8 +122,10 @@ Magma, Sturmfront, Dampf.
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## Aufbau
|
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|
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scripts/core/ Data, Avatar, Pool, ShopEntry, PlayerState, Hex, Combat, BotAI, Game
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scripts/ui/ Main (Szene, Kamera, Eingabe, Overlays), TopBar, InfoColumn, PlayersPanel,
|
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ShopPanel (je ein Panel, melden per Signal), BoardView3D, HudOverlay, Sfx, UiKit
|
||||
scripts/ui/ Main (Eingabe, Aktionen, Orchestrierung), CameraRig, Overlays, TopBar,
|
||||
InfoColumn, PlayersPanel, ShopPanel (melden per Signal), BoardView3D,
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HudOverlay, TooltipView, Sfx, UiKit
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scripts/core/ dazu Settings (user://settings.cfg)
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scenes/Main.tscn
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tests/ sim_test.gd (kopflos), Probe2, Probe3, CamCal
|
||||
|
||||
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@@ -113,16 +113,25 @@ func ability_text() -> String:
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s = "heilt 3 Verbündete um %d" % amount
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else:
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s = "heilt alle um %d und schildet" % amount
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if not elements.is_empty():
|
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var f: Dictionary = Data.ELEMENT_FORM[elements[0]]
|
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s += "\nForm %s: %s" % [f["name"], f["desc"]]
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var extra := []
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for i in elements.size():
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var scale := "" if i == 0 else " (halb)"
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match elements[i]:
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Data.Element.FEUER: extra.append("Brand" + scale)
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Data.Element.WASSER: extra.append("Mana + stärkere Heilung" + scale)
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Data.Element.WIND: extra.append("Tempo-Schub" + scale)
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Data.Element.BLITZ: extra.append("Kettenblitz" + scale)
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Data.Element.ERDE: extra.append("Betäubung" + scale)
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Data.Element.EIS: extra.append("Verlangsamung" + scale)
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for i in range(1, elements.size()):
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extra.append(Data.element_effect(elements[i]) + " (halb)")
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if not extra.is_empty():
|
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s += "\nElemente: " + ", ".join(extra)
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s += "\nDazu: " + ", ".join(extra)
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return s
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||||
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||||
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## „Stark gegen … · Schwach gegen …" aus Hauptelement und Rolle.
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func counter_text() -> String:
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var e := primary_element()
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||||
var strong := []
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||||
var weak := []
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||||
if e >= 0:
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strong.append(Data.ELEMENT_NAMES[Data.ELEMENT_BEATS[e]])
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weak.append(Data.ELEMENT_NAMES[Data.beaten_by(e)])
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strong.append(Data.ROLE_NAMES[Data.ROLE_BEATS[role]])
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weak.append(Data.ROLE_NAMES[Data.role_beaten_by(role)])
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return "Stark gegen %s · Schwach gegen %s" % [", ".join(strong), ", ".join(weak)]
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||||
|
||||
@@ -5,9 +5,12 @@ extends RefCounted
|
||||
|
||||
var pref: Array[int] = []
|
||||
var greed: float = 0.5 ## wie stark der Bot Gold hortet
|
||||
var difficulty: int = Data.Difficulty.NORMAL
|
||||
var opponent: PlayerState = null ## bekannter Gegner der Runde, für Konterwahl
|
||||
|
||||
|
||||
func setup(rand: RandomNumberGenerator) -> void:
|
||||
func setup(rand: RandomNumberGenerator, p_difficulty: int = Data.Difficulty.NORMAL) -> void:
|
||||
difficulty = p_difficulty
|
||||
var all: Array[int] = []
|
||||
for e in Data.ELEMENT_COUNT:
|
||||
all.append(e)
|
||||
@@ -19,18 +22,23 @@ func setup(rand: RandomNumberGenerator) -> void:
|
||||
all[i] = all[j]
|
||||
all[j] = tmp
|
||||
pref = [all[0], all[1], all[2]]
|
||||
greed = rand.randf_range(0.3, 0.8)
|
||||
var g: Array = Data.BOT_GREED[difficulty]
|
||||
greed = rand.randf_range(g[0], g[1])
|
||||
|
||||
|
||||
func take_turn(p: PlayerState, pool: Pool, rand: RandomNumberGenerator) -> void:
|
||||
func take_turn(p: PlayerState, pool: Pool, rand: RandomNumberGenerator, opp: PlayerState = null) -> void:
|
||||
opponent = opp
|
||||
_do_upgrades(p, pool)
|
||||
_do_buys(p, pool)
|
||||
_do_placements(p)
|
||||
_do_upgrades(p, pool)
|
||||
var keep := int(lerpf(2.0, 18.0, greed))
|
||||
# Wer kurz vor einem Upgrade steht, würfelt gezielt nach Futter.
|
||||
var hunting := _closest_upgrade_gap(p) <= 3
|
||||
# Leichte Bots jagen nicht, schwere immer.
|
||||
var hunting := difficulty != Data.Difficulty.LEICHT and _closest_upgrade_gap(p) <= 3
|
||||
var rolls := 3 if hunting else 1
|
||||
if difficulty == Data.Difficulty.SCHWER:
|
||||
rolls += 1
|
||||
for i in rolls:
|
||||
if p.gold > keep + Data.REROLL_COST and (hunting or rand.randf() < 0.6):
|
||||
p.reroll(pool, rand)
|
||||
@@ -71,8 +79,13 @@ func arrange(p: PlayerState, opp: PlayerState) -> void:
|
||||
return _min_dist(a, enemy_tanks) > _min_dist(b, enemy_tanks))
|
||||
units.sort_custom(func(a, b): return a.role == Data.Role.TANK and b.role != Data.Role.TANK)
|
||||
for u in units:
|
||||
var rows: Array = [0, 1, 2, 3] if u.role == Data.Role.TANK else [3, 2, 1, 0]
|
||||
var cols: Array = tank_cols if u.role == Data.Role.TANK else far_cols
|
||||
# Heiler direkt hinter die Tanks, sonst reicht ihre Heilung (2 Felder) nicht.
|
||||
var rows: Array
|
||||
match u.role:
|
||||
Data.Role.TANK: rows = [0, 1, 2, 3]
|
||||
Data.Role.HEILER: rows = [1, 2, 0, 3]
|
||||
_: rows = [3, 2, 1, 0]
|
||||
var cols: Array = tank_cols if u.role != Data.Role.DPS else far_cols
|
||||
var placed := false
|
||||
for r in rows:
|
||||
for c in cols:
|
||||
@@ -179,6 +192,13 @@ func _pick_bench_for_board(p: PlayerState) -> int:
|
||||
|
||||
func _pick_element(p: PlayerState) -> int:
|
||||
var counts := p.trait_counts()
|
||||
# Konter: schlägt eines meiner Lieblingselemente das häufigste Element des Gegners,
|
||||
# nehme ich das. Schwere Bots kontern auch außerhalb ihrer Vorlieben.
|
||||
var dominant := _dominant_element(opponent)
|
||||
if dominant >= 0:
|
||||
var counter := Data.beaten_by(dominant)
|
||||
if pref.has(counter) or difficulty == Data.Difficulty.SCHWER:
|
||||
return counter
|
||||
var best := pref[0]
|
||||
var best_c := -1
|
||||
for e in pref:
|
||||
@@ -189,6 +209,23 @@ func _pick_element(p: PlayerState) -> int:
|
||||
return best
|
||||
|
||||
|
||||
## Häufigstes Hauptelement auf dem Brett eines Spielers, -1 wenn leer.
|
||||
func _dominant_element(p: PlayerState) -> int:
|
||||
if p == null or p.board.is_empty():
|
||||
return -1
|
||||
var counts := {}
|
||||
for u in p.board_units():
|
||||
var e: int = u.primary_element()
|
||||
counts[e] = counts.get(e, 0) + 1
|
||||
var best := -1
|
||||
var best_n := 1 # ab zwei Einheiten lohnt das Kontern
|
||||
for e in counts:
|
||||
if counts[e] > best_n:
|
||||
best_n = counts[e]
|
||||
best = e
|
||||
return best
|
||||
|
||||
|
||||
func _pick_hex(p: PlayerState, role: int) -> Vector2i:
|
||||
var rows: Array
|
||||
match role:
|
||||
|
||||
@@ -293,6 +293,12 @@ func _basic_attack(u: CUnit, t: CUnit) -> void:
|
||||
func _apply_damage(src, tgt: CUnit, amount: float, is_true: bool) -> void:
|
||||
if not tgt.alive or amount <= 0.0:
|
||||
return
|
||||
# Schere-Stein-Papier: Hauptelement und Rolle des Angreifers gegen das Ziel.
|
||||
var counter := 1.0
|
||||
if src != null and not is_true:
|
||||
counter = Data.counter_multiplier(src.avatar.primary_element(), src.avatar.role,
|
||||
tgt.avatar.primary_element(), tgt.avatar.role)
|
||||
amount *= counter
|
||||
var dmg := amount if is_true else amount * (1.0 - tgt.armor)
|
||||
if tgt.shield > 0.0:
|
||||
var absorbed: float = minf(tgt.shield, dmg)
|
||||
@@ -304,7 +310,12 @@ func _apply_damage(src, tgt: CUnit, amount: float, is_true: bool) -> void:
|
||||
if src != null:
|
||||
src.dealt += dmg
|
||||
if record_hits and src != null:
|
||||
_record("crit" if amount > src.atk * 1.4 and not is_true else "dmg", tgt, dmg)
|
||||
var kind := "dmg"
|
||||
if counter > 1.0:
|
||||
kind = "counter"
|
||||
elif amount > src.atk * 1.4 and not is_true:
|
||||
kind = "crit"
|
||||
_record(kind, tgt, dmg)
|
||||
tgt.mana += MANA_PER_HIT * tgt.mana_mult
|
||||
if tgt.mana >= tgt.max_mana and tgt.alive and tgt.hp > 0.0:
|
||||
_cast(tgt)
|
||||
@@ -351,8 +362,6 @@ func _record(kind: String, u: CUnit, amount: float) -> void:
|
||||
func _cast(u: CUnit) -> void:
|
||||
u.mana = 0.0
|
||||
u.cast_flash = 0.35
|
||||
if record_hits:
|
||||
_record("cast", u, 0.0)
|
||||
var elems: Array = u.avatar.elements
|
||||
var heal_bonus := 0.0
|
||||
for i in elems.size():
|
||||
@@ -361,6 +370,10 @@ func _cast(u: CUnit) -> void:
|
||||
|
||||
var hit_enemies: Array = []
|
||||
var main_target = u.target if (u.target != null and u.target.alive) else _nearest_enemy(u)
|
||||
if record_hits:
|
||||
hits.append({"kind": "cast", "pos": u.pos, "team": u.team, "amount": 0, "t": time,
|
||||
"role": u.avatar.role, "element": u.avatar.primary_element(),
|
||||
"target": main_target.pos if main_target != null else u.pos})
|
||||
|
||||
match u.avatar.role:
|
||||
Data.Role.TANK:
|
||||
@@ -423,8 +436,10 @@ func _apply_element_effects(u: CUnit, main_target, hit_enemies: Array) -> void:
|
||||
if combos.has("magnetsturm") and main_target != null and main_target.alive:
|
||||
main_target.stun_timer = maxf(main_target.stun_timer, 0.6)
|
||||
|
||||
for i in elems.size():
|
||||
var scale := 1.0 if i == 0 else 0.5
|
||||
if not elems.is_empty():
|
||||
_apply_form(u, elems[0], main_target, hit_enemies)
|
||||
for i in range(1, elems.size()):
|
||||
var scale := 0.5
|
||||
match elems[i]:
|
||||
Data.Element.FEUER:
|
||||
for o in hit_enemies:
|
||||
@@ -454,6 +469,58 @@ func _apply_element_effects(u: CUnit, main_target, hit_enemies: Array) -> void:
|
||||
|
||||
|
||||
## Verbündete in Heilreichweite, schwächste zuerst. Mindestens der Heiler selbst.
|
||||
## Die Form des Hauptelements wirkt für jede Rolle gleich: um das Ziel (Gegner)
|
||||
## oder um den Zaubernden (Verbündete).
|
||||
func _apply_form(u: CUnit, element: int, main_target, hit_enemies: Array) -> void:
|
||||
match element:
|
||||
Data.Element.FEUER:
|
||||
if main_target == null:
|
||||
return
|
||||
for n in Hex.neighbors(main_target.pos):
|
||||
var o = _occ.get(n)
|
||||
if o != null and o.alive and o.team != u.team and not hit_enemies.has(o):
|
||||
_apply_damage(u, o, u.atk * 0.6, false)
|
||||
hit_enemies.append(o)
|
||||
for o in hit_enemies:
|
||||
if o.alive:
|
||||
o.burn_dps = maxf(o.burn_dps, u.atk * 0.6)
|
||||
o.burn_timer = maxf(o.burn_timer, 3.0)
|
||||
Data.Element.WASSER:
|
||||
for o in units:
|
||||
if o.alive and o.team == u.team and o != u and Hex.distance(o.pos, u.pos) <= 2:
|
||||
o.mana = minf(o.max_mana - 1.0, o.mana + 20.0)
|
||||
u.mana += 10.0
|
||||
Data.Element.WIND:
|
||||
for o in units:
|
||||
if o.alive and o.team == u.team and Hex.distance(o.pos, u.pos) <= 2:
|
||||
o.haste = maxf(o.haste, 0.25)
|
||||
o.haste_timer = maxf(o.haste_timer, 3.0)
|
||||
Data.Element.BLITZ:
|
||||
var chained := 0
|
||||
for o in units:
|
||||
if chained >= 2:
|
||||
break
|
||||
if o.alive and o.team != u.team and o != main_target:
|
||||
_apply_damage(u, o, u.atk * 0.6, false)
|
||||
hit_enemies.append(o)
|
||||
chained += 1
|
||||
Data.Element.ERDE:
|
||||
if main_target == null:
|
||||
return
|
||||
main_target.stun_timer = maxf(main_target.stun_timer, 0.6)
|
||||
for n in Hex.neighbors(main_target.pos):
|
||||
var o = _occ.get(n)
|
||||
if o != null and o.alive and o.team != u.team:
|
||||
o.stun_timer = maxf(o.stun_timer, 0.6)
|
||||
Data.Element.EIS:
|
||||
if main_target == null:
|
||||
return
|
||||
for o in units:
|
||||
if o.alive and o.team != u.team and Hex.distance(o.pos, main_target.pos) <= 1:
|
||||
o.slow = maxf(o.slow, 0.30)
|
||||
o.slow_timer = maxf(o.slow_timer, 3.0)
|
||||
|
||||
|
||||
func _allies_by_missing_hp(team: int, healer: CUnit) -> Array:
|
||||
var list := []
|
||||
for o in units:
|
||||
|
||||
@@ -43,6 +43,42 @@ const PROFILE_HINT := {
|
||||
Element.BLITZ: "kritisch", Element.ERDE: "zäh und langsam", Element.EIS: "robust",
|
||||
}
|
||||
|
||||
# Das Hauptelement gibt der Fähigkeit ihre Form. Gilt für jede Rolle:
|
||||
# ein Feuer-Heiler brennt, ein Erde-Tank erschüttert, ein Eis-Schütze friert.
|
||||
const ELEMENT_FORM := {
|
||||
Element.FEUER: {"name": "Flächenbrand", "desc": "trifft auch Nachbarn des Ziels (60%) und entzündet sie"},
|
||||
Element.WASSER: {"name": "Welle", "desc": "gibt Verbündeten im Umkreis 2 je 20 Mana"},
|
||||
Element.WIND: {"name": "Sturmschritt", "desc": "Verbündete im Umkreis 2 werden 3 s um 25% schneller"},
|
||||
Element.BLITZ: {"name": "Kette", "desc": "springt auf 2 weitere Gegner (60%)"},
|
||||
Element.ERDE: {"name": "Erschütterung","desc": "betäubt Gegner neben dem Ziel 0,6 s"},
|
||||
Element.EIS: {"name": "Frostfeld", "desc": "verlangsamt Gegner um das Ziel 3 s um 30%"},
|
||||
}
|
||||
|
||||
# Bots: wie gierig sie horten und wie gezielt sie jagen.
|
||||
enum Difficulty { LEICHT, NORMAL, SCHWER }
|
||||
const DIFFICULTY_NAMES := ["Leicht", "Normal", "Schwer"]
|
||||
const BOT_GREED := {
|
||||
Difficulty.LEICHT: [0.6, 0.9], Difficulty.NORMAL: [0.3, 0.8], Difficulty.SCHWER: [0.15, 0.4],
|
||||
}
|
||||
|
||||
# Schere-Stein-Papier. Elemente im Ring: jedes schlägt genau eines und verliert
|
||||
# gegen genau eines. Rollen als Dreieck. Nur das Hauptelement zählt.
|
||||
const ELEMENT_BEATS := {
|
||||
Element.WASSER: Element.FEUER, # Wasser löscht Feuer
|
||||
Element.FEUER: Element.EIS, # Feuer schmilzt Eis
|
||||
Element.EIS: Element.WIND, # Eis lähmt Wind
|
||||
Element.WIND: Element.ERDE, # Wind trägt Erde ab
|
||||
Element.ERDE: Element.BLITZ, # Erde erdet Blitz
|
||||
Element.BLITZ: Element.WASSER, # Blitz leitet durch Wasser
|
||||
}
|
||||
const ROLE_BEATS := {
|
||||
Role.TANK: Role.DPS, # Tank hält Schützen aus
|
||||
Role.DPS: Role.HEILER, # Schütze bricht Heiler
|
||||
Role.HEILER: Role.TANK, # Heiler überdauert Tank
|
||||
}
|
||||
const ELEMENT_COUNTER := 0.20
|
||||
const ROLE_COUNTER := 0.15
|
||||
|
||||
# Multiplikator pro Sternstufe (Index = star - 1).
|
||||
const STAR_MULT := [1.0, 1.8, 3.24]
|
||||
const MAX_STAR := 3
|
||||
@@ -89,6 +125,9 @@ const XP_TABLE := {3: 4, 4: 8, 5: 12, 6: 20, 7: 32, 8: 48}
|
||||
|
||||
# --- Planung ---------------------------------------------------------------
|
||||
const PLAN_SECONDS := 30.0
|
||||
## Die ersten Runden gehen gegen die Wildnis, damit jeder in Ruhe aufbaut.
|
||||
const PVE_ROUNDS := 2
|
||||
const SAVE_PATH := "user://spielstand.json"
|
||||
|
||||
# --- Kampf -----------------------------------------------------------------
|
||||
## Heiler heilen nur Verbündete in dieser Hex-Reichweite.
|
||||
@@ -164,6 +203,65 @@ static func trait_tier(element: int, count: int) -> int:
|
||||
return tier
|
||||
|
||||
|
||||
static func beats_element(attacker: int, defender: int) -> bool:
|
||||
return attacker >= 0 and defender >= 0 and ELEMENT_BEATS.get(attacker, -1) == defender
|
||||
|
||||
|
||||
static func beats_role(attacker: int, defender: int) -> bool:
|
||||
return ROLE_BEATS.get(attacker, -1) == defender
|
||||
|
||||
|
||||
## Schadensfaktor eines Angreifers gegen einen Verteidiger (Hauptelement und Rolle).
|
||||
static func counter_multiplier(att_el: int, att_role: int, def_el: int, def_role: int) -> float:
|
||||
var m := 1.0
|
||||
if beats_element(att_el, def_el):
|
||||
m += ELEMENT_COUNTER
|
||||
elif beats_element(def_el, att_el):
|
||||
m -= ELEMENT_COUNTER
|
||||
if beats_role(att_role, def_role):
|
||||
m += ROLE_COUNTER
|
||||
elif beats_role(def_role, att_role):
|
||||
m -= ROLE_COUNTER
|
||||
return m
|
||||
|
||||
|
||||
## Element, das dieses Element schlägt (das Gegenstück zu ELEMENT_BEATS).
|
||||
static func beaten_by(element: int) -> int:
|
||||
for e in ELEMENT_BEATS:
|
||||
if ELEMENT_BEATS[e] == element:
|
||||
return e
|
||||
return -1
|
||||
|
||||
|
||||
static func role_beaten_by(role: int) -> int:
|
||||
for r in ROLE_BEATS:
|
||||
if ROLE_BEATS[r] == role:
|
||||
return r
|
||||
return -1
|
||||
|
||||
|
||||
## Was die Fähigkeit einer Rolle auf einer Sternstufe tut.
|
||||
static func star_effect(role: int, star: int) -> String:
|
||||
match role:
|
||||
Role.TANK:
|
||||
return "Schild und spottet 3 Gegner" if star == 2 else "Schild, Spott und 25% Reflexion"
|
||||
Role.DPS:
|
||||
return "Ziel plus Splash auf Nachbarn" if star == 2 else "Ziel plus Fläche im Radius 2"
|
||||
_:
|
||||
return "heilt 3 Verbündete" if star == 2 else "heilt alle und schildet sie"
|
||||
|
||||
|
||||
## Zusatzwirkung eines Nebenelements.
|
||||
static func element_effect(element: int) -> String:
|
||||
match element:
|
||||
Element.FEUER: return "Brand"
|
||||
Element.WASSER: return "Mana und stärkere Heilung"
|
||||
Element.WIND: return "Tempo-Schub"
|
||||
Element.BLITZ: return "Kettenblitz"
|
||||
Element.ERDE: return "Betäubung"
|
||||
_: return "Verlangsamung"
|
||||
|
||||
|
||||
## XP bis zum nächsten Level, 0 auf Maximalstufe.
|
||||
static func xp_needed(level: int) -> int:
|
||||
return XP_TABLE.get(level, 0)
|
||||
|
||||
@@ -27,7 +27,11 @@ var human_recap: Dictionary = {} ## Rückblick auf den letzten eigenen Kampf
|
||||
var human_last_result: int = 0 ## 1 Sieg, -1 Niederlage, 0 unentschieden/keine
|
||||
|
||||
|
||||
func start(seed_value: int = 0) -> void:
|
||||
var difficulty: int = Data.Difficulty.NORMAL
|
||||
|
||||
|
||||
func start(seed_value: int = 0, p_difficulty: int = Data.Difficulty.NORMAL) -> void:
|
||||
difficulty = p_difficulty
|
||||
rand.seed = seed_value if seed_value != 0 else randi()
|
||||
pool = Pool.new()
|
||||
players.clear()
|
||||
@@ -37,7 +41,7 @@ func start(seed_value: int = 0) -> void:
|
||||
var b := PlayerState.new(i + 1, BOT_NAMES[i], true)
|
||||
players.append(b)
|
||||
var ai := BotAI.new()
|
||||
ai.setup(rand)
|
||||
ai.setup(rand, difficulty)
|
||||
bots[b.pid] = ai
|
||||
round_no = 1
|
||||
for p in players:
|
||||
@@ -61,8 +65,9 @@ func alive_players() -> Array:
|
||||
func _run_bot_turns() -> void:
|
||||
for p in players:
|
||||
if p.is_bot and p.alive:
|
||||
bots[p.pid].take_turn(p, pool, rand)
|
||||
bots[p.pid].arrange(p, opponent_of(p))
|
||||
var opp := opponent_of(p)
|
||||
bots[p.pid].take_turn(p, pool, rand, opp)
|
||||
bots[p.pid].arrange(p, opp)
|
||||
|
||||
|
||||
## Planungsuhr. Läuft sie ab, startet der Kampf von selbst.
|
||||
@@ -85,7 +90,7 @@ func start_combat() -> void:
|
||||
return
|
||||
# Abbilder erst jetzt kopieren, damit sie den aktuellen Stand zeigen.
|
||||
for pr in pairings:
|
||||
if pr["ghost"]:
|
||||
if pr["ghost"] and pr["ghost_src"] != null:
|
||||
pr["b"] = _make_ghost(pr["ghost_src"])
|
||||
pending.clear()
|
||||
player_combat = null
|
||||
@@ -117,10 +122,28 @@ func skip_combat() -> void:
|
||||
resolve_round()
|
||||
|
||||
|
||||
func is_pve_round() -> bool:
|
||||
return round_no <= Data.PVE_ROUNDS
|
||||
|
||||
|
||||
## Wildnis-Gegner: klein, ohne Leben, jeder Spieler bekommt seinen eigenen.
|
||||
func _make_creeps() -> PlayerState:
|
||||
var c := PlayerState.new(-2, "Wildnis", true)
|
||||
c.level = 9
|
||||
c.board[Vector2i(3, 0)] = Avatar.new(Data.Role.TANK, [Data.Element.ERDE] as Array[int], 1)
|
||||
if round_no >= 2:
|
||||
c.board[Vector2i(2, 1)] = Avatar.new(Data.Role.DPS, [Data.Element.WIND] as Array[int], 1)
|
||||
return c
|
||||
|
||||
|
||||
func _make_pairings() -> Array:
|
||||
var alive := alive_players()
|
||||
alive.shuffle()
|
||||
var out := []
|
||||
if is_pve_round():
|
||||
for p in alive:
|
||||
out.append({"a": p, "b": _make_creeps(), "ghost": true, "ghost_src": null})
|
||||
return out
|
||||
alive.shuffle()
|
||||
var i := 0
|
||||
while i + 1 < alive.size():
|
||||
out.append({"a": alive[i], "b": alive[i + 1], "ghost": false})
|
||||
@@ -207,7 +230,9 @@ func _next_round() -> void:
|
||||
for p in players:
|
||||
if not p.alive:
|
||||
continue
|
||||
p.gold += p.round_income()
|
||||
var income: int = p.round_income()
|
||||
p.gold += income
|
||||
p.stats["gold_earned"] += income
|
||||
p.gain_xp(Data.XP_PER_ROUND)
|
||||
p.new_round_shop(pool, rand)
|
||||
pairings = _make_pairings()
|
||||
@@ -216,13 +241,96 @@ func _next_round() -> void:
|
||||
phase = Phase.PLANNING
|
||||
|
||||
|
||||
# --- Speichern -------------------------------------------------------------
|
||||
|
||||
func to_dict() -> Dictionary:
|
||||
var ps := []
|
||||
for p in players:
|
||||
ps.append(p.to_dict())
|
||||
var ai := {}
|
||||
for pid in bots:
|
||||
ai[str(pid)] = {"pref": Array(bots[pid].pref), "greed": bots[pid].greed}
|
||||
return {
|
||||
"version": 1, "round": round_no, "difficulty": difficulty, "rng_state": str(rand.state),
|
||||
"pool": Array(pool.element_left), "players": ps, "bots": ai,
|
||||
"human_recap": human_recap, "log": last_round_log,
|
||||
}
|
||||
|
||||
|
||||
func from_dict(d: Dictionary) -> void:
|
||||
difficulty = int(d["difficulty"])
|
||||
rand.state = int(str(d["rng_state"]))
|
||||
pool = Pool.new()
|
||||
for i in mini(pool.element_left.size(), d["pool"].size()):
|
||||
pool.element_left[i] = int(d["pool"][i])
|
||||
players.clear()
|
||||
bots.clear()
|
||||
for pd in d["players"]:
|
||||
var p := PlayerState.from_dict(pd)
|
||||
players.append(p)
|
||||
if not p.is_bot:
|
||||
human = p
|
||||
else:
|
||||
var ai := BotAI.new()
|
||||
ai.setup(rand, difficulty)
|
||||
var bd: Dictionary = d["bots"].get(str(p.pid), {})
|
||||
if bd.has("pref"):
|
||||
ai.pref.clear()
|
||||
for e in bd["pref"]:
|
||||
ai.pref.append(int(e))
|
||||
ai.greed = float(bd["greed"])
|
||||
bots[p.pid] = ai
|
||||
round_no = int(d["round"])
|
||||
human_recap = d.get("human_recap", {})
|
||||
last_round_log = d.get("log", [])
|
||||
pairings = _make_pairings()
|
||||
for p in players:
|
||||
if p.is_bot and p.alive:
|
||||
bots[p.pid].arrange(p, opponent_of(p))
|
||||
plan_left = Data.PLAN_SECONDS
|
||||
phase = Phase.PLANNING
|
||||
|
||||
|
||||
func save(path: String = Data.SAVE_PATH) -> bool:
|
||||
if phase != Phase.PLANNING:
|
||||
return false
|
||||
var f := FileAccess.open(path, FileAccess.WRITE)
|
||||
if f == null:
|
||||
return false
|
||||
f.store_string(JSON.stringify(to_dict()))
|
||||
return true
|
||||
|
||||
|
||||
static func has_save(path: String = Data.SAVE_PATH) -> bool:
|
||||
return FileAccess.file_exists(path)
|
||||
|
||||
|
||||
static func delete_save(path: String = Data.SAVE_PATH) -> void:
|
||||
if FileAccess.file_exists(path):
|
||||
DirAccess.remove_absolute(ProjectSettings.globalize_path(path))
|
||||
|
||||
|
||||
static func load_from(path: String = Data.SAVE_PATH) -> Game:
|
||||
if not FileAccess.file_exists(path):
|
||||
return null
|
||||
var f := FileAccess.open(path, FileAccess.READ)
|
||||
if f == null:
|
||||
return null
|
||||
var parsed = JSON.parse_string(f.get_as_text())
|
||||
if not (parsed is Dictionary):
|
||||
return null
|
||||
var g := Game.new()
|
||||
g.from_dict(parsed)
|
||||
return g
|
||||
|
||||
|
||||
# --- Hilfen für die UI ----------------------------------------------------
|
||||
|
||||
## Gegner eines Spielers in der aktuellen Paarung (Abbilder liefern ihre Quelle).
|
||||
func opponent_of(p: PlayerState) -> PlayerState:
|
||||
for pr in pairings:
|
||||
if pr["a"] == p:
|
||||
return pr["ghost_src"] if pr["ghost"] else pr["b"]
|
||||
return pr["ghost_src"] if (pr["ghost"] and pr["ghost_src"] != null) else pr["b"]
|
||||
if pr["b"] == p:
|
||||
return pr["a"]
|
||||
return null
|
||||
|
||||
@@ -16,6 +16,9 @@ var level: int = Data.START_LEVEL
|
||||
var xp: int = 0
|
||||
var shop_locked: bool = false ## eingefrorener Shop bleibt über die Runde
|
||||
var last_element: int = -1 ## zuletzt gewählte Spezialisierung für Schnellkauf
|
||||
var last_sale: Dictionary = {} ## letzter Verkauf, für Rückgängig
|
||||
## Statistik für den Endbildschirm.
|
||||
var stats := {"wins": 0, "losses": 0, "gold_earned": 0, "spent": 0, "max_star": 1}
|
||||
|
||||
var bench: Array = [] ## Avatar oder null
|
||||
var board: Dictionary = {} ## Vector2i -> Avatar
|
||||
@@ -111,6 +114,7 @@ func buy(index: int, pool: Pool, chosen_element: int = -1) -> bool:
|
||||
if not pool.take(element):
|
||||
return false
|
||||
gold -= entry.price()
|
||||
stats["spent"] += entry.price()
|
||||
bench[slot] = entry.to_avatar(element)
|
||||
entry.sold = true
|
||||
if entry.element < 0:
|
||||
@@ -123,8 +127,39 @@ func sell_bench(index: int, pool: Pool) -> bool:
|
||||
return false
|
||||
var a: Avatar = bench[index]
|
||||
pool.return_avatar(a)
|
||||
gold += maxi(1, a.invested)
|
||||
var refund := maxi(1, a.invested)
|
||||
gold += refund
|
||||
bench[index] = null
|
||||
last_sale = {"avatar": a, "refund": refund, "index": index}
|
||||
return true
|
||||
|
||||
|
||||
## Macht den letzten Bankverkauf rückgängig, solange Gold und Platz da sind.
|
||||
func undo_sell(pool: Pool) -> bool:
|
||||
if last_sale.is_empty():
|
||||
return false
|
||||
var a: Avatar = last_sale["avatar"]
|
||||
var refund: int = last_sale["refund"]
|
||||
if gold < refund:
|
||||
return false
|
||||
var idx: int = last_sale["index"]
|
||||
if bench[idx] != null:
|
||||
idx = free_bench_slot()
|
||||
if idx < 0:
|
||||
return false
|
||||
# Bausteine wieder aus dem Vorrat nehmen; ist er leer, geht es nicht.
|
||||
if not pool.take(a.elements[0]):
|
||||
return false
|
||||
if a.star >= 2:
|
||||
for i in 2:
|
||||
pool.take(a.elements[0])
|
||||
if a.star >= 3:
|
||||
for e in a.elements:
|
||||
for i in 3:
|
||||
pool.take(e)
|
||||
gold -= refund
|
||||
bench[idx] = a
|
||||
last_sale = {}
|
||||
return true
|
||||
|
||||
|
||||
@@ -338,6 +373,7 @@ func upgrade(hex: Vector2i, new_element: int, pool: Pool) -> bool:
|
||||
a.star += 1
|
||||
a.elements.append(new_element)
|
||||
unlock(new_element)
|
||||
stats["max_star"] = maxi(stats["max_star"], a.star)
|
||||
return true
|
||||
|
||||
|
||||
@@ -377,8 +413,10 @@ func register_result(won: bool) -> void:
|
||||
last_won = won
|
||||
if won:
|
||||
streak = maxi(1, streak + 1)
|
||||
stats["wins"] += 1
|
||||
else:
|
||||
streak = mini(-1, streak - 1)
|
||||
stats["losses"] += 1
|
||||
|
||||
|
||||
## Nur Leben abziehen. Das Ausscheiden setzt Game._check_eliminations,
|
||||
@@ -392,3 +430,63 @@ func board_units() -> Array:
|
||||
for hex in board:
|
||||
out.append(board[hex])
|
||||
return out
|
||||
|
||||
|
||||
# --- Speichern -------------------------------------------------------------
|
||||
|
||||
static func _avatar_to_dict(a: Avatar) -> Dictionary:
|
||||
return {"role": a.role, "elements": Array(a.elements), "star": a.star, "invested": a.invested}
|
||||
|
||||
|
||||
static func _avatar_from_dict(d: Dictionary) -> Avatar:
|
||||
var els: Array[int] = []
|
||||
for e in d["elements"]:
|
||||
els.append(int(e))
|
||||
var a := Avatar.new(int(d["role"]), els, int(d["star"]))
|
||||
a.invested = int(d["invested"])
|
||||
return a
|
||||
|
||||
|
||||
func to_dict() -> Dictionary:
|
||||
var b := []
|
||||
for a in bench:
|
||||
b.append(null if a == null else _avatar_to_dict(a))
|
||||
var brd := []
|
||||
for hex in board:
|
||||
brd.append({"x": hex.x, "y": hex.y, "a": _avatar_to_dict(board[hex])})
|
||||
var sh := []
|
||||
for e in shop:
|
||||
sh.append({"role": e.role, "element": e.element, "sold": e.sold})
|
||||
return {
|
||||
"pid": pid, "pname": pname, "is_bot": is_bot, "gold": gold, "hp": hp, "streak": streak,
|
||||
"alive": alive, "last_won": last_won, "placement": placement, "level": level, "xp": xp,
|
||||
"shop_locked": shop_locked, "last_element": last_element, "unlocked": Array(unlocked),
|
||||
"bench": b, "board": brd, "shop": sh, "stats": stats.duplicate(),
|
||||
}
|
||||
|
||||
|
||||
static func from_dict(d: Dictionary) -> PlayerState:
|
||||
var p := PlayerState.new(int(d["pid"]), d["pname"], d["is_bot"])
|
||||
p.gold = int(d["gold"])
|
||||
p.hp = int(d["hp"])
|
||||
p.streak = int(d["streak"])
|
||||
p.alive = d["alive"]
|
||||
p.last_won = d["last_won"]
|
||||
p.placement = int(d["placement"])
|
||||
p.level = int(d["level"])
|
||||
p.xp = int(d["xp"])
|
||||
p.shop_locked = d["shop_locked"]
|
||||
p.last_element = int(d["last_element"])
|
||||
for i in mini(p.unlocked.size(), d["unlocked"].size()):
|
||||
p.unlocked[i] = d["unlocked"][i]
|
||||
for i in mini(p.bench.size(), d["bench"].size()):
|
||||
p.bench[i] = null if d["bench"][i] == null else _avatar_from_dict(d["bench"][i])
|
||||
for entry in d["board"]:
|
||||
p.board[Vector2i(int(entry["x"]), int(entry["y"]))] = _avatar_from_dict(entry["a"])
|
||||
for entry in d["shop"]:
|
||||
var se := ShopEntry.new(int(entry["role"]), int(entry["element"]))
|
||||
se.sold = entry["sold"]
|
||||
p.shop.append(se)
|
||||
for k in d["stats"]:
|
||||
p.stats[k] = int(d["stats"][k])
|
||||
return p
|
||||
|
||||
24
scripts/core/Settings.gd
Normal file
24
scripts/core/Settings.gd
Normal file
@@ -0,0 +1,24 @@
|
||||
class_name Settings
|
||||
extends RefCounted
|
||||
|
||||
## Lautstärke und Schwierigkeit in user://settings.cfg.
|
||||
|
||||
const PATH := "user://settings.cfg"
|
||||
|
||||
var volume: float = 0.8
|
||||
var difficulty: int = Data.Difficulty.NORMAL
|
||||
|
||||
|
||||
func load_from_disk(path: String = PATH) -> void:
|
||||
var cfg := ConfigFile.new()
|
||||
if cfg.load(path) != OK:
|
||||
return
|
||||
volume = clampf(float(cfg.get_value("audio", "volume", volume)), 0.0, 1.0)
|
||||
difficulty = clampi(int(cfg.get_value("game", "difficulty", difficulty)), 0, 2)
|
||||
|
||||
|
||||
func save_to_disk(path: String = PATH) -> void:
|
||||
var cfg := ConfigFile.new()
|
||||
cfg.set_value("audio", "volume", volume)
|
||||
cfg.set_value("game", "difficulty", difficulty)
|
||||
cfg.save(path)
|
||||
1
scripts/core/Settings.gd.uid
Normal file
1
scripts/core/Settings.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://glddwd7k5wml
|
||||
@@ -20,6 +20,10 @@ var camera: Camera3D = null
|
||||
var scout_player: PlayerState = null
|
||||
var selected_slot := {} ## {"kind": "board"/"bench", ...}
|
||||
var hover_slot := {}
|
||||
## Reichweite der gewählten Einheit: Mitte (Arena-Feld), Radius, Farbe. Radius 0 = aus.
|
||||
var range_center := Vector2i(-1, -1)
|
||||
var range_radius := 0
|
||||
var range_color := Color(1.0, 0.7, 0.3)
|
||||
var drag_active := false
|
||||
var drag_avatar_id := -1
|
||||
var drag_world := Vector3.ZERO
|
||||
@@ -37,6 +41,10 @@ var _dying := {} ## key -> Restzeit der Sterbe-Animation
|
||||
const DEATH_TIME := 0.45
|
||||
var _shots: Array = [] ## fliegende Geschosse {"node", "from", "to", "t", "dur"}
|
||||
var shots_total := 0 ## Zähler aller Geschosse, für Tests
|
||||
var _effects: Array = [] ## Fähigkeitsformen {"node", "t", "dur", "grow"}
|
||||
var effects_total := 0
|
||||
var _ring_fx: TorusMesh
|
||||
var _disc_fx: CylinderMesh
|
||||
var _shot_mesh: SphereMesh
|
||||
var _slash_mesh: BoxMesh
|
||||
var _origin := Vector3.ZERO
|
||||
@@ -63,6 +71,16 @@ func _ready() -> void:
|
||||
_shot_mesh.rings = 4
|
||||
_slash_mesh = BoxMesh.new()
|
||||
_slash_mesh.size = Vector3(0.12, 0.12, 0.7)
|
||||
_ring_fx = TorusMesh.new()
|
||||
_ring_fx.inner_radius = 0.55
|
||||
_ring_fx.outer_radius = 0.7
|
||||
_ring_fx.ring_segments = 8
|
||||
_ring_fx.rings = 28
|
||||
_disc_fx = CylinderMesh.new()
|
||||
_disc_fx.top_radius = 0.9
|
||||
_disc_fx.bottom_radius = 0.9
|
||||
_disc_fx.height = 0.06
|
||||
_disc_fx.radial_segments = 6
|
||||
_build_tiles()
|
||||
_build_bench()
|
||||
set_process(true)
|
||||
@@ -228,6 +246,59 @@ func _process(delta: float) -> void:
|
||||
_update_tiles()
|
||||
_update_units(delta)
|
||||
_update_shots(delta)
|
||||
_update_effects(delta)
|
||||
|
||||
|
||||
## Sichtbare Fähigkeit: Tank = wachsender Schildring, Schütze = Fläche am Ziel,
|
||||
## Heiler = aufsteigender Heilring. Farbe nach Element.
|
||||
func spawn_effect(world: Vector3, target: Vector3, role: int, col: Color) -> void:
|
||||
var mi := MeshInstance3D.new()
|
||||
var m := StandardMaterial3D.new()
|
||||
m.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
|
||||
m.albedo_color = Color(col, 0.75)
|
||||
m.emission_enabled = true
|
||||
m.emission = col
|
||||
m.emission_energy_multiplier = 1.4
|
||||
mi.material_override = m
|
||||
var fx := {"node": mi, "t": 0.0, "dur": 0.45, "rise": 0.0, "grow": 1.0}
|
||||
match role:
|
||||
Data.Role.TANK:
|
||||
mi.mesh = _ring_fx
|
||||
mi.position = world + Vector3(0.0, 0.3, 0.0)
|
||||
fx["grow"] = 1.6
|
||||
Data.Role.DPS:
|
||||
mi.mesh = _disc_fx
|
||||
mi.position = target + Vector3(0.0, 0.12, 0.0)
|
||||
mi.scale = Vector3(0.3, 1.0, 0.3)
|
||||
fx["grow"] = 1.4
|
||||
fx["dur"] = 0.35
|
||||
_:
|
||||
mi.mesh = _ring_fx
|
||||
mi.position = world + Vector3(0.0, 0.1, 0.0)
|
||||
fx["rise"] = 1.2
|
||||
fx["grow"] = 1.2
|
||||
fx["dur"] = 0.6
|
||||
add_child(mi)
|
||||
effects_total += 1
|
||||
_effects.append(fx)
|
||||
|
||||
|
||||
func _update_effects(delta: float) -> void:
|
||||
var keep := []
|
||||
for fx in _effects:
|
||||
fx["t"] += delta
|
||||
var f: float = fx["t"] / fx["dur"]
|
||||
var node: MeshInstance3D = fx["node"]
|
||||
if f >= 1.0:
|
||||
node.queue_free()
|
||||
continue
|
||||
var g: float = lerpf(1.0, fx["grow"], f) if fx["grow"] >= 1.0 else 1.0
|
||||
node.scale = Vector3(g, 1.0, g) if node.mesh == _disc_fx else Vector3(g, g, g)
|
||||
node.position.y += fx["rise"] * delta
|
||||
var m: StandardMaterial3D = node.material_override
|
||||
m.albedo_color.a = 0.75 * (1.0 - f)
|
||||
keep.append(fx)
|
||||
_effects = keep
|
||||
|
||||
|
||||
## Sichtbarer Angriff: Fernkampf schickt eine Kugel, Nahkampf einen kurzen Hieb.
|
||||
@@ -276,6 +347,11 @@ func _update_tiles() -> void:
|
||||
var slot := {"kind": "board", "hex": to_board(h)}
|
||||
var col := Color(0.20, 0.23, 0.31) if own else Color(0.28, 0.18, 0.20)
|
||||
var emit := 0.0
|
||||
var in_range := range_radius > 0 and range_center.x >= 0 \
|
||||
and Hex.distance(h, range_center) <= range_radius and h != range_center
|
||||
if in_range and not drag_active:
|
||||
col = col.lerp(range_color, 0.45)
|
||||
emit = 0.22
|
||||
if own and _is_hover(slot):
|
||||
col = Color(0.42, 0.60, 0.82)
|
||||
emit = 0.40
|
||||
@@ -343,6 +419,7 @@ func _update_units(delta: float) -> void:
|
||||
"slow": u.slow_timer > 0.0 and u.slow > 0.0,
|
||||
"stun": u.stun_timer > 0.0,
|
||||
"shield": clampf(u.shield / maxf(1.0, u.max_hp), 0.0, 1.0),
|
||||
"face": world_pos(_mirror(u.target.pos, my_team)) if (u.target != null and u.target.alive) else null,
|
||||
}
|
||||
else:
|
||||
for bh in game.human.board:
|
||||
@@ -410,7 +487,23 @@ func _update_units(delta: float) -> void:
|
||||
# und sieht nicht angehoben aus.
|
||||
node.position = target
|
||||
else:
|
||||
node.position = node.position.lerp(target, clampf(delta * MOVE_LERP, 0.0, 1.0))
|
||||
var flat_from := Vector3(node.position.x, 0.0, node.position.z)
|
||||
var flat_to := Vector3(target.x, 0.0, target.z)
|
||||
var moving := flat_from.distance_to(flat_to) > 0.05
|
||||
var next := node.position.lerp(target, clampf(delta * MOVE_LERP, 0.0, 1.0))
|
||||
if moving:
|
||||
# Blick in Laufrichtung, kleines Wippen wie ein Schritt.
|
||||
var dirv := flat_to - flat_from
|
||||
node.rotation.y = lerp_angle(node.rotation.y, atan2(dirv.x, dirv.z), clampf(delta * 10.0, 0.0, 1.0))
|
||||
var body: MeshInstance3D = node.get_meta("body")
|
||||
body.position.y = body.get_meta("base_y", body.position.y) + absf(sin(Time.get_ticks_msec() / 90.0)) * 0.12
|
||||
elif d.get("face", null) != null:
|
||||
var fd: Vector3 = d["face"] - flat_to
|
||||
if fd.length() > 0.05:
|
||||
node.rotation.y = lerp_angle(node.rotation.y, atan2(fd.x, fd.z), clampf(delta * 6.0, 0.0, 1.0))
|
||||
var body2: MeshInstance3D = node.get_meta("body")
|
||||
body2.position.y = body2.get_meta("base_y", body2.position.y)
|
||||
node.position = next
|
||||
var body: MeshInstance3D = node.get_meta("body")
|
||||
var mat: StandardMaterial3D = body.material_override
|
||||
var base: Color = d["avatar"].color()
|
||||
@@ -446,8 +539,15 @@ func _update_units(delta: float) -> void:
|
||||
|
||||
|
||||
## Knoten eines Avatars, oder null. Wird von den Tests genutzt.
|
||||
## Findet auch Kampfeinheiten, die unter einem anderen Schlüssel liegen.
|
||||
func unit_node(avatar_id: int) -> Node3D:
|
||||
return _units.get("a%d" % avatar_id)
|
||||
var direct = _units.get("a%d" % avatar_id)
|
||||
if direct != null:
|
||||
return direct
|
||||
for n in _units.values():
|
||||
if n.get_meta("avatar_id", -1) == avatar_id:
|
||||
return n
|
||||
return null
|
||||
|
||||
|
||||
## Für das Overlay: Arena-Feld so spiegeln, wie das Brett gezeichnet wird.
|
||||
@@ -555,8 +655,10 @@ func _make_unit(a: Avatar, side: int) -> Node3D:
|
||||
sph.rings = 10
|
||||
body.mesh = sph
|
||||
body.position.y = 0.55
|
||||
body.set_meta("base_y", body.position.y)
|
||||
root.add_child(body)
|
||||
root.set_meta("body", body)
|
||||
root.set_meta("avatar_id", a.id)
|
||||
|
||||
_add_ornament(root, a, body.position.y)
|
||||
|
||||
|
||||
93
scripts/ui/CameraRig.gd
Normal file
93
scripts/ui/CameraRig.gd
Normal file
@@ -0,0 +1,93 @@
|
||||
class_name CameraRig
|
||||
extends Node3D
|
||||
|
||||
## Kamera über dem Brett: passt sich der freien Bildmitte an, lässt sich
|
||||
## zoomen und um die Brettmitte drehen.
|
||||
|
||||
const FOV := 44.0
|
||||
const PITCH := 52.0 ## Grad über der Waagerechten
|
||||
const ZOOM_MIN := 0.6
|
||||
const ZOOM_MAX := 1.5
|
||||
|
||||
var camera: Camera3D
|
||||
var zoom := 1.0
|
||||
var yaw := 0.0
|
||||
var _center := Vector3.ZERO
|
||||
var _dir := Vector3.ZERO
|
||||
var _dist := 20.0
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
camera = Camera3D.new()
|
||||
camera.fov = FOV
|
||||
camera.look_at_from_position(Vector3(0.0, 16.0, 13.0), Vector3.ZERO, Vector3.UP)
|
||||
add_child(camera)
|
||||
|
||||
|
||||
## Legt die Kamera so, dass alle Punkte in das Zielrechteck passen.
|
||||
func fit(points: Array, target: Rect2) -> void:
|
||||
if target.size.x <= 0.0 or target.size.y <= 0.0 or points.is_empty():
|
||||
return
|
||||
var pitch := deg_to_rad(PITCH)
|
||||
var dir := Vector3(0.0, sin(pitch), cos(pitch))
|
||||
var dist := 20.0
|
||||
var center := Vector3.ZERO
|
||||
for i in 8:
|
||||
camera.look_at_from_position(center + dir * dist, center, Vector3.UP)
|
||||
var r := _project_rect(points)
|
||||
if r.size.x <= 0.0 or r.size.y <= 0.0:
|
||||
return
|
||||
dist *= maxf(r.size.x / target.size.x, r.size.y / target.size.y)
|
||||
camera.look_at_from_position(center + dir * dist, center, Vector3.UP)
|
||||
r = _project_rect(points)
|
||||
var err := r.get_center() - target.get_center()
|
||||
var o := camera.unproject_position(center)
|
||||
var kx := camera.unproject_position(center + Vector3(1.0, 0.0, 0.0)).x - o.x
|
||||
var kz := camera.unproject_position(center + Vector3(0.0, 0.0, 1.0)).y - o.y
|
||||
if absf(kx) < 0.001 or absf(kz) < 0.001:
|
||||
break
|
||||
center += Vector3(err.x / kx, 0.0, err.y / kz)
|
||||
_center = center
|
||||
_dir = dir
|
||||
_dist = dist
|
||||
apply()
|
||||
|
||||
|
||||
## Nutzeranteil: Zoom und Drehung um die Brettmitte.
|
||||
func apply() -> void:
|
||||
var dir := _dir.rotated(Vector3.UP, deg_to_rad(yaw))
|
||||
camera.look_at_from_position(_center + dir * _dist * zoom, _center, Vector3.UP)
|
||||
|
||||
|
||||
func zoom_by(delta: float) -> void:
|
||||
zoom = clampf(zoom + delta, ZOOM_MIN, ZOOM_MAX)
|
||||
apply()
|
||||
|
||||
|
||||
func rotate_by(deg: float) -> void:
|
||||
yaw = fmod(yaw + deg, 360.0)
|
||||
apply()
|
||||
|
||||
|
||||
func _project_rect(points: Array) -> Rect2:
|
||||
var lo := Vector2(INF, INF)
|
||||
var hi := Vector2(-INF, -INF)
|
||||
for p in points:
|
||||
if camera.is_position_behind(p):
|
||||
return Rect2()
|
||||
var q := camera.unproject_position(p)
|
||||
lo = Vector2(minf(lo.x, q.x), minf(lo.y, q.y))
|
||||
hi = Vector2(maxf(hi.x, q.x), maxf(hi.y, q.y))
|
||||
return Rect2(lo, hi - lo)
|
||||
|
||||
|
||||
## Punkt auf der Feldebene unter einer Bildschirmposition, oder null.
|
||||
func ground_point(screen_pos: Vector2, plane_y: float):
|
||||
var from := camera.project_ray_origin(screen_pos)
|
||||
var dir := camera.project_ray_normal(screen_pos)
|
||||
if absf(dir.y) < 0.0001:
|
||||
return null
|
||||
var t := (plane_y - from.y) / dir.y
|
||||
if t < 0.0:
|
||||
return null
|
||||
return from + dir * t
|
||||
1
scripts/ui/CameraRig.gd.uid
Normal file
1
scripts/ui/CameraRig.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://bet73kf858xae
|
||||
@@ -9,6 +9,10 @@ const FLOAT_RISE := 42.0
|
||||
|
||||
var board: BoardView3D = null
|
||||
var sfx: Sfx = null
|
||||
## Tooltip zu einer Einheit, gesetzt von Main (Maus über Einheit oder Shop-Karte).
|
||||
var tooltip_avatar: Avatar = null
|
||||
var tooltip_pos := Vector2.ZERO
|
||||
var tooltip_note := ""
|
||||
var _font: Font
|
||||
var _floaters: Array = [] ## {"world": Vector3, "text": String, "col": Color, "age": float}
|
||||
var _combat_seen: Combat = null
|
||||
@@ -54,12 +58,19 @@ func _pull_hits() -> void:
|
||||
_floaters.append({"world": world, "text": str(h["amount"]) + "!",
|
||||
"col": Color(1.0, 0.85, 0.3), "age": 0.0})
|
||||
if sfx: sfx.play("krit")
|
||||
"counter":
|
||||
# Konter-Treffer: Element oder Rolle war stark gegen das Ziel.
|
||||
_floaters.append({"world": world, "text": str(h["amount"]) + " ▲",
|
||||
"col": Color(1.0, 0.6, 0.9), "age": 0.0})
|
||||
if sfx: sfx.play("krit")
|
||||
"heal":
|
||||
_floaters.append({"world": world, "text": "+" + str(h["amount"]),
|
||||
"col": Color(0.55, 1.0, 0.6), "age": 0.0})
|
||||
if sfx: sfx.play("heilung")
|
||||
"cast":
|
||||
if sfx: sfx.play("zauber")
|
||||
var tgt := board.world_pos(board.mirror_for_view(h["target"], my_team))
|
||||
board.spawn_effect(world, tgt, h["role"], Data.ELEMENT_COLORS[h["element"]])
|
||||
"attack":
|
||||
var from := board.world_pos(board.mirror_for_view(h["from"], my_team))
|
||||
board.spawn_attack(from, world, h["ranged"], Data.ELEMENT_COLORS[h["element"]])
|
||||
@@ -120,3 +131,4 @@ func _draw() -> void:
|
||||
draw_string(_font, pos + Vector2(1, 1), f["text"], HORIZONTAL_ALIGNMENT_CENTER, -1, size,
|
||||
Color(0, 0, 0, col.a * 0.8))
|
||||
draw_string(_font, pos, f["text"], HORIZONTAL_ALIGNMENT_CENTER, -1, size, col)
|
||||
|
||||
|
||||
@@ -32,7 +32,8 @@ func build(x: float, y: float, w: float, h: float) -> void:
|
||||
traits_box = VBoxContainer.new()
|
||||
info_box = VBoxContainer.new()
|
||||
log_box = VBoxContainer.new()
|
||||
for b in [traits_box, info_box, log_box]:
|
||||
# Die gewählte Einheit zuerst: dort sitzt der Aufwerten-Knopf, der muss ohne Scrollen erreichbar sein.
|
||||
for b in [info_box, traits_box, log_box]:
|
||||
b.add_theme_constant_override("separation", 3)
|
||||
b.size_flags_horizontal = Control.SIZE_EXPAND_FILL
|
||||
col.add_child(b)
|
||||
@@ -76,11 +77,17 @@ func _refresh_traits(game: Game) -> void:
|
||||
dot.color = col if tier > 0 else col.darkened(0.55)
|
||||
dot.custom_minimum_size = Vector2(12, 12)
|
||||
row.add_child(dot)
|
||||
var tr: Dictionary = Data.ELEMENT_TRAITS[e]
|
||||
var txt := " %s %d" % [Data.ELEMENT_NAMES[e], c]
|
||||
if tier > 0:
|
||||
txt += " - " + Data.ELEMENT_TRAITS[e]["desc"][tier - 1]
|
||||
txt += " - " + tr["desc"][tier - 1]
|
||||
else:
|
||||
txt += " (ab 2 aktiv)"
|
||||
# Ausblick: was die nächste Stufe bringt.
|
||||
if tier < tr["steps"].size():
|
||||
txt += "\n nächste Stufe bei %d: %s" % [tr["steps"][tier], tr["desc"][tier]]
|
||||
else:
|
||||
txt += "\n höchste Stufe"
|
||||
var el := UiKit.label(txt, 13, Color(0.9, 0.9, 0.95) if tier > 0 else Color(0.55, 0.55, 0.6))
|
||||
el.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
|
||||
el.custom_minimum_size = Vector2(_text_w - 20.0, 0)
|
||||
@@ -114,6 +121,7 @@ func _refresh_info(game: Game, a: Avatar, hex: Vector2i) -> void:
|
||||
info_box.add_child(_wrapped("Leben %d Angriff %d Rüstung %d%%\nTempo %.2f Reichweite %d%s"
|
||||
% [int(s["hp"]), int(s["atk"]), int(s["armor"] * 100.0), s["aspd"], s["range"], crit], 12,
|
||||
Color(0.9, 0.9, 0.95)))
|
||||
info_box.add_child(_wrapped(a.counter_text(), 12, Color(1.0, 0.75, 0.9)))
|
||||
info_box.add_child(_wrapped(a.ability_text(), 12, Color(0.8, 0.85, 1.0)))
|
||||
if hex.x < 0:
|
||||
info_box.add_child(_wrapped("Zum Aufwerten aufs Feld ziehen.", 12, Color(0.85, 0.85, 0.9)))
|
||||
|
||||
@@ -9,14 +9,11 @@ const LEFT_W := 290.0 ## links: Elemente, Einheit, Rückblick
|
||||
const RIGHT_W := 210.0 ## rechts: Spielerliste
|
||||
const BOTTOM_H := 152.0
|
||||
const BG := Color(0.09, 0.10, 0.13)
|
||||
const CAM_FOV := 44.0
|
||||
const CAM_PITCH := 52.0 ## Grad über der Waagerechten
|
||||
const ZOOM_MIN := 0.6
|
||||
const ZOOM_MAX := 1.5
|
||||
const YAW_STEP := 15.0
|
||||
|
||||
var game := Game.new()
|
||||
var board: BoardView3D
|
||||
var rig: CameraRig
|
||||
var camera: Camera3D
|
||||
var ui_layer: CanvasLayer
|
||||
var ui_root: Control
|
||||
@@ -30,14 +27,13 @@ var shop: ShopPanel
|
||||
var combat_speed := 1.0
|
||||
var started := false
|
||||
var paused := false
|
||||
var spectating := false ## nach dem Ausscheiden zuschauen
|
||||
var eliminated_shown := false
|
||||
var scout: PlayerState = null ## Spieler, dessen Brett gerade angesehen wird
|
||||
|
||||
# Kamera: Einpassung plus Nutzeranteil
|
||||
var _cam_center := Vector3.ZERO
|
||||
var _cam_dir := Vector3.ZERO
|
||||
var _cam_dist := 20.0
|
||||
var cam_zoom := 1.0
|
||||
var cam_yaw := 0.0
|
||||
var settings := Settings.new()
|
||||
var overlays: Overlays
|
||||
var _prev_combos: Array = [] ## für die Meldung neuer Kombinationen
|
||||
var _prev_tiers := {} ## Element -> Trait-Stufe
|
||||
|
||||
# Auswahl und Ziehen
|
||||
var sel_slot := {}
|
||||
@@ -51,7 +47,6 @@ var picker_title: Label
|
||||
var picker_sub: Label
|
||||
var picker_cb: Callable
|
||||
|
||||
var overlay: Control ## Start-, Pause- oder Endbildschirm
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
@@ -72,17 +67,42 @@ func _ready() -> void:
|
||||
|
||||
_build_panels()
|
||||
_build_picker()
|
||||
var tip := TooltipView.new()
|
||||
tip.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
|
||||
tip.hud = hud
|
||||
ui_layer.add_child(tip)
|
||||
shop.card_hovered.connect(_on_card_hovered)
|
||||
shop.card_left.connect(_on_card_left)
|
||||
shop.undo_pressed.connect(_on_undo)
|
||||
|
||||
game.start()
|
||||
settings.load_from_disk()
|
||||
sfx.set_volume(settings.volume)
|
||||
overlays = Overlays.new()
|
||||
overlays.volume = settings.volume
|
||||
overlays.difficulty = settings.difficulty
|
||||
overlays.start_pressed.connect(_start_game)
|
||||
overlays.difficulty_changed.connect(_on_difficulty)
|
||||
overlays.volume_changed.connect(func(v):
|
||||
settings.volume = v
|
||||
sfx.set_volume(v)
|
||||
settings.save_to_disk())
|
||||
overlays.resume_pressed.connect(_toggle_pause)
|
||||
overlays.restart_pressed.connect(_restart)
|
||||
overlays.spectate_pressed.connect(_spectate)
|
||||
ui_layer.add_child(overlays)
|
||||
|
||||
game.start(0, settings.difficulty)
|
||||
board.game = game
|
||||
_refresh()
|
||||
_show_start()
|
||||
overlays.show_start(Game.has_save())
|
||||
set_process(true)
|
||||
|
||||
|
||||
func _process(delta: float) -> void:
|
||||
if not started or paused:
|
||||
return
|
||||
if spectating and game.phase == Game.Phase.PLANNING and game.plan_left > 3.0:
|
||||
game.plan_left = 3.0
|
||||
if game.phase == Game.Phase.PLANNING:
|
||||
if game.tick_planning(delta):
|
||||
_cancel_drag()
|
||||
@@ -99,6 +119,8 @@ func _process(delta: float) -> void:
|
||||
if game.phase != before:
|
||||
_after_combat()
|
||||
_refresh()
|
||||
if game.phase == Game.Phase.PLANNING and game.human.alive:
|
||||
game.save()
|
||||
|
||||
|
||||
func _after_combat() -> void:
|
||||
@@ -106,6 +128,8 @@ func _after_combat() -> void:
|
||||
1: sfx.play("sieg")
|
||||
-1: sfx.play("niederlage")
|
||||
_: sfx.play("runde")
|
||||
if not game.human.alive and not eliminated_shown and game.phase != Game.Phase.GAMEOVER:
|
||||
_show_eliminated()
|
||||
|
||||
|
||||
# --- Eingabe -----------------------------------------------------------------
|
||||
@@ -117,8 +141,7 @@ func _unhandled_input(event: InputEvent) -> void:
|
||||
return
|
||||
if event is InputEventMouseMotion:
|
||||
if event.button_mask & MOUSE_BUTTON_MASK_MIDDLE:
|
||||
cam_yaw += event.relative.x * 0.3
|
||||
_apply_camera()
|
||||
rig.rotate_by(event.relative.x * 0.3)
|
||||
return
|
||||
_on_mouse_move(event.position)
|
||||
return
|
||||
@@ -134,21 +157,24 @@ func _unhandled_input(event: InputEvent) -> void:
|
||||
_on_right_click(event.position)
|
||||
MOUSE_BUTTON_WHEEL_UP:
|
||||
if event.pressed:
|
||||
_zoom(-0.1)
|
||||
rig.zoom_by(-0.1)
|
||||
MOUSE_BUTTON_WHEEL_DOWN:
|
||||
if event.pressed:
|
||||
_zoom(0.1)
|
||||
rig.zoom_by(0.1)
|
||||
return
|
||||
if not (event is InputEventKey and event.pressed and not event.echo):
|
||||
return
|
||||
match event.keycode:
|
||||
KEY_1, KEY_2, KEY_3, KEY_4, KEY_5:
|
||||
_on_buy(event.keycode - KEY_1, false)
|
||||
KEY_Z: _on_undo()
|
||||
KEY_D: _on_reroll()
|
||||
KEY_X: _on_buy_xp()
|
||||
KEY_F: _on_lock()
|
||||
KEY_SPACE: _on_ready()
|
||||
KEY_P: _toggle_pause()
|
||||
KEY_Q: _rotate(-YAW_STEP)
|
||||
KEY_E: _rotate(YAW_STEP)
|
||||
KEY_Q: rig.rotate_by(-YAW_STEP)
|
||||
KEY_E: rig.rotate_by(YAW_STEP)
|
||||
KEY_ESCAPE:
|
||||
_cancel_drag()
|
||||
sel_slot = {}
|
||||
@@ -160,6 +186,43 @@ func _on_mouse_move(pos: Vector2) -> void:
|
||||
board.hover_slot = slot
|
||||
if drag_avatar != null:
|
||||
board.drag_world = _drag_point(pos, slot)
|
||||
hud.tooltip_avatar = null
|
||||
return
|
||||
_hover_unit(pos)
|
||||
|
||||
|
||||
## Einheit unter der Maus, egal ob eigene, Gegner im Kampf oder angesehenes Brett.
|
||||
func _hover_unit(pos: Vector2) -> void:
|
||||
var best: Avatar = null
|
||||
var best_d := 34.0
|
||||
for d in board.draw_units:
|
||||
var world: Vector3 = d["pos"]
|
||||
if camera.is_position_behind(world):
|
||||
continue
|
||||
var sp := camera.unproject_position(world + Vector3(0.0, 0.6, 0.0))
|
||||
var dist := sp.distance_to(pos)
|
||||
if dist < best_d:
|
||||
best_d = dist
|
||||
best = d["avatar"]
|
||||
hud.tooltip_avatar = best
|
||||
hud.tooltip_pos = pos
|
||||
hud.tooltip_note = ""
|
||||
|
||||
|
||||
func _on_card_hovered(index: int, screen_pos: Vector2) -> void:
|
||||
var p := game.human
|
||||
if index < 0 or index >= p.shop.size() or p.shop[index].sold:
|
||||
return
|
||||
var e: ShopEntry = p.shop[index]
|
||||
var element := e.element if e.element >= 0 else (p.last_element if p.last_element >= 0 else Data.Element.FEUER)
|
||||
hud.tooltip_avatar = e.to_avatar(element)
|
||||
hud.tooltip_note = "Werte als %s, Element wählst du beim Kauf" % Data.ELEMENT_NAMES[element] \
|
||||
if e.element < 0 else "%d Gold" % e.price()
|
||||
hud.tooltip_pos = screen_pos - Vector2(0.0, 120.0)
|
||||
|
||||
|
||||
func _on_card_left() -> void:
|
||||
hud.tooltip_avatar = null
|
||||
|
||||
|
||||
func _begin_drag(pos: Vector2) -> void:
|
||||
@@ -220,6 +283,7 @@ func _on_right_click(pos: Vector2) -> void:
|
||||
if slot["kind"] == "bench":
|
||||
if game.human.sell_bench(slot["index"], game.pool):
|
||||
sfx.play("verkauf")
|
||||
shop.show_undo()
|
||||
elif game.human.unplace(slot["hex"]):
|
||||
sfx.play("setzen")
|
||||
sel_slot = {}
|
||||
@@ -262,87 +326,24 @@ func _build_world() -> void:
|
||||
board = BoardView3D.new()
|
||||
add_child(board)
|
||||
|
||||
camera = Camera3D.new()
|
||||
camera.fov = CAM_FOV
|
||||
camera.look_at_from_position(Vector3(0.0, 16.0, 13.0), Vector3.ZERO, Vector3.UP)
|
||||
add_child(camera)
|
||||
rig = CameraRig.new()
|
||||
add_child(rig)
|
||||
camera = rig.camera
|
||||
board.camera = camera
|
||||
get_viewport().size_changed.connect(_fit_camera)
|
||||
_fit_camera()
|
||||
|
||||
|
||||
## Legt die Kamera so, dass das Spielfeld genau in die freie Bildmitte passt.
|
||||
## Das Spielfeld muss in die freie Bildmitte passen: Panels liegen links, rechts, unten.
|
||||
func _fit_camera() -> void:
|
||||
var vp := Vector2(get_viewport().get_visible_rect().size)
|
||||
var target := Rect2(LEFT_W + 16.0, TOP_H + 16.0,
|
||||
vp.x - LEFT_W - RIGHT_W - 32.0, vp.y - TOP_H - BOTTOM_H - 32.0)
|
||||
if target.size.x <= 0.0 or target.size.y <= 0.0:
|
||||
return
|
||||
var pts := board.corner_points()
|
||||
var pitch := deg_to_rad(CAM_PITCH)
|
||||
var dir := Vector3(0.0, sin(pitch), cos(pitch))
|
||||
var dist := 20.0
|
||||
var center := Vector3.ZERO
|
||||
for i in 8:
|
||||
camera.look_at_from_position(center + dir * dist, center, Vector3.UP)
|
||||
var r := _project_rect(pts)
|
||||
if r.size.x <= 0.0 or r.size.y <= 0.0:
|
||||
return
|
||||
dist *= maxf(r.size.x / target.size.x, r.size.y / target.size.y)
|
||||
camera.look_at_from_position(center + dir * dist, center, Vector3.UP)
|
||||
r = _project_rect(pts)
|
||||
var err := r.get_center() - target.get_center()
|
||||
var o := camera.unproject_position(center)
|
||||
var kx := camera.unproject_position(center + Vector3(1.0, 0.0, 0.0)).x - o.x
|
||||
var kz := camera.unproject_position(center + Vector3(0.0, 0.0, 1.0)).y - o.y
|
||||
if absf(kx) < 0.001 or absf(kz) < 0.001:
|
||||
break
|
||||
center += Vector3(err.x / kx, 0.0, err.y / kz)
|
||||
_cam_center = center
|
||||
_cam_dir = dir
|
||||
_cam_dist = dist
|
||||
_apply_camera()
|
||||
|
||||
|
||||
## Nutzeranteil: Zoom und Drehung um die Brettmitte.
|
||||
func _apply_camera() -> void:
|
||||
var dir := _cam_dir.rotated(Vector3.UP, deg_to_rad(cam_yaw))
|
||||
camera.look_at_from_position(_cam_center + dir * _cam_dist * cam_zoom, _cam_center, Vector3.UP)
|
||||
|
||||
|
||||
func _zoom(delta: float) -> void:
|
||||
cam_zoom = clampf(cam_zoom + delta, ZOOM_MIN, ZOOM_MAX)
|
||||
_apply_camera()
|
||||
|
||||
|
||||
func _rotate(deg: float) -> void:
|
||||
cam_yaw = fmod(cam_yaw + deg, 360.0)
|
||||
_apply_camera()
|
||||
|
||||
|
||||
func _project_rect(points: Array) -> Rect2:
|
||||
var lo := Vector2(INF, INF)
|
||||
var hi := Vector2(-INF, -INF)
|
||||
for p in points:
|
||||
if camera.is_position_behind(p):
|
||||
return Rect2()
|
||||
var q := camera.unproject_position(p)
|
||||
lo = Vector2(minf(lo.x, q.x), minf(lo.y, q.y))
|
||||
hi = Vector2(maxf(hi.x, q.x), maxf(hi.y, q.y))
|
||||
return Rect2(lo, hi - lo)
|
||||
rig.fit(board.corner_points(), Rect2(LEFT_W + 16.0, TOP_H + 16.0,
|
||||
vp.x - LEFT_W - RIGHT_W - 32.0, vp.y - TOP_H - BOTTOM_H - 32.0))
|
||||
|
||||
|
||||
func _ground_point(screen_pos: Vector2):
|
||||
if camera == null:
|
||||
return null
|
||||
var from := camera.project_ray_origin(screen_pos)
|
||||
var dir := camera.project_ray_normal(screen_pos)
|
||||
if absf(dir.y) < 0.0001:
|
||||
return null
|
||||
var t := (BoardView3D.TILE_H * 0.5 - from.y) / dir.y
|
||||
if t < 0.0:
|
||||
return null
|
||||
return board.to_local(from + dir * t)
|
||||
var hit = rig.ground_point(screen_pos, BoardView3D.TILE_H * 0.5)
|
||||
return null if hit == null else board.to_local(hit)
|
||||
|
||||
|
||||
func _drag_point(screen_pos: Vector2, fallback: Dictionary) -> Vector3:
|
||||
@@ -452,6 +453,8 @@ func _on_ready() -> void:
|
||||
game.skip_combat()
|
||||
_after_combat()
|
||||
_refresh()
|
||||
if game.phase == Game.Phase.PLANNING and game.human.alive:
|
||||
game.save()
|
||||
|
||||
|
||||
func _on_speed() -> void:
|
||||
@@ -526,6 +529,27 @@ func _on_buy(index: int, quick: bool) -> void:
|
||||
_refresh())
|
||||
|
||||
|
||||
func _on_undo() -> void:
|
||||
if game.phase != Game.Phase.PLANNING:
|
||||
return
|
||||
if game.human.undo_sell(game.pool):
|
||||
sfx.play("kauf")
|
||||
shop.hide_undo()
|
||||
else:
|
||||
shop.hint("Rückgängig geht nicht mehr.")
|
||||
_refresh()
|
||||
|
||||
|
||||
func _on_difficulty(d: int) -> void:
|
||||
settings.difficulty = d
|
||||
settings.save_to_disk()
|
||||
game = Game.new()
|
||||
game.start(0, d)
|
||||
board.game = game
|
||||
_refresh()
|
||||
overlays.show_start(Game.has_save())
|
||||
|
||||
|
||||
func _on_upgrade() -> void:
|
||||
var p := game.human
|
||||
var hex := selected_board_hex()
|
||||
@@ -535,32 +559,12 @@ func _on_upgrade() -> void:
|
||||
var options := p.available_new_elements(hex)
|
||||
var previews := []
|
||||
for e in options:
|
||||
previews.append("+ " + _element_effect(e) + " (halbe Stärke)")
|
||||
previews.append("+ " + Data.element_effect(e) + " (halbe Stärke)")
|
||||
_open_picker("Zweite/dritte Spezialisierung", options, func(e):
|
||||
if game.human.upgrade(hex, e, game.pool):
|
||||
sfx.play("aufwerten")
|
||||
_refresh(), previews,
|
||||
"Fähigkeit wird zu: " + _star_effect(a.role, a.star + 1))
|
||||
|
||||
|
||||
func _star_effect(role: int, star: int) -> String:
|
||||
match role:
|
||||
Data.Role.TANK:
|
||||
return "Schild und spottet 3 Gegner" if star == 2 else "Schild, Spott und 25% Reflexion"
|
||||
Data.Role.DPS:
|
||||
return "Ziel plus Splash auf Nachbarn" if star == 2 else "Ziel plus Fläche im Radius 2"
|
||||
_:
|
||||
return "heilt 3 Verbündete" if star == 2 else "heilt alle und schildet sie"
|
||||
|
||||
|
||||
func _element_effect(element: int) -> String:
|
||||
match element:
|
||||
Data.Element.FEUER: return "Brand"
|
||||
Data.Element.WASSER: return "Mana und stärkere Heilung"
|
||||
Data.Element.WIND: return "Tempo-Schub"
|
||||
Data.Element.BLITZ: return "Kettenblitz"
|
||||
Data.Element.ERDE: return "Betäubung"
|
||||
_: return "Verlangsamung"
|
||||
"Fähigkeit wird zu: " + Data.star_effect(a.role, a.star + 1))
|
||||
|
||||
|
||||
func _on_scout(p: PlayerState) -> void:
|
||||
@@ -582,69 +586,92 @@ func _refresh() -> void:
|
||||
players.refresh(game, scout)
|
||||
info.refresh(game, _avatar_at(sel_slot), selected_board_hex())
|
||||
shop.refresh(game)
|
||||
shop.lbl_tip.text = _tutorial_tip()
|
||||
board.selected_slot = sel_slot
|
||||
_refresh_range()
|
||||
_announce_synergies()
|
||||
if game.phase == Game.Phase.GAMEOVER:
|
||||
_show_gameover()
|
||||
Game.delete_save()
|
||||
if overlays.kind() != "gameover":
|
||||
overlays.show_gameover(game)
|
||||
|
||||
|
||||
# --- Overlays: Start, Pause, Ende --------------------------------------------
|
||||
|
||||
func _overlay_box(title: String) -> VBoxContainer:
|
||||
if overlay != null:
|
||||
overlay.queue_free()
|
||||
overlay = ColorRect.new()
|
||||
overlay.color = Color(0, 0, 0, 0.72)
|
||||
overlay.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
|
||||
ui_root.add_child(overlay)
|
||||
var v := VBoxContainer.new()
|
||||
v.position = Vector2(600, 280)
|
||||
v.custom_minimum_size = Vector2(400, 0)
|
||||
v.add_theme_constant_override("separation", 12)
|
||||
overlay.add_child(v)
|
||||
v.add_child(UiKit.label(title, 32))
|
||||
return v
|
||||
## Reichweite der gewählten Board-Einheit auf den Feldern zeigen.
|
||||
func _refresh_range() -> void:
|
||||
var hex := selected_board_hex()
|
||||
var a: Avatar = _avatar_at(sel_slot)
|
||||
if hex.x < 0 or a == null or game.phase != Game.Phase.PLANNING:
|
||||
board.range_radius = 0
|
||||
return
|
||||
board.range_center = BoardView3D.from_board(hex)
|
||||
if a.role == Data.Role.HEILER:
|
||||
board.range_radius = Data.HEAL_RANGE
|
||||
board.range_color = Color(0.45, 0.95, 0.55)
|
||||
else:
|
||||
board.range_radius = int(a.base_stats()["range"])
|
||||
board.range_color = Color(1.0, 0.65, 0.3)
|
||||
|
||||
|
||||
func _close_overlay() -> void:
|
||||
if overlay != null:
|
||||
overlay.queue_free()
|
||||
overlay = null
|
||||
## Meldet neu aktive Kombinationen und Trait-Stufen.
|
||||
func _announce_synergies() -> void:
|
||||
var p := game.human
|
||||
var combos := []
|
||||
for c in p.active_combos():
|
||||
combos.append(c["name"])
|
||||
var tiers := {}
|
||||
var counts := p.trait_counts()
|
||||
for e in counts:
|
||||
tiers[e] = Data.trait_tier(e, counts[e])
|
||||
if game.phase == Game.Phase.PLANNING:
|
||||
var msgs := []
|
||||
for name in combos:
|
||||
if not _prev_combos.has(name):
|
||||
msgs.append("Kombination aktiv: %s" % name)
|
||||
for e in tiers:
|
||||
if tiers[e] > _prev_tiers.get(e, 0) and tiers[e] > 0:
|
||||
msgs.append("%s-Trait Stufe %d: %s" % [Data.ELEMENT_NAMES[e], tiers[e],
|
||||
Data.ELEMENT_TRAITS[e]["desc"][tiers[e] - 1]])
|
||||
if not msgs.is_empty():
|
||||
shop.hint(" · ".join(msgs))
|
||||
sfx.play("level" if msgs[0].begins_with("Kombination") else "aufwerten")
|
||||
_prev_combos = combos
|
||||
_prev_tiers = tiers
|
||||
|
||||
|
||||
func _volume_row() -> HBoxContainer:
|
||||
var h := HBoxContainer.new()
|
||||
h.add_theme_constant_override("separation", 10)
|
||||
h.add_child(UiKit.label("Lautstärke", 14))
|
||||
var sl := HSlider.new()
|
||||
sl.min_value = 0.0
|
||||
sl.max_value = 1.0
|
||||
sl.step = 0.05
|
||||
sl.value = 0.8
|
||||
sl.custom_minimum_size = Vector2(220, 20)
|
||||
sl.focus_mode = Control.FOCUS_NONE
|
||||
sl.value_changed.connect(func(v): sfx.set_volume(v))
|
||||
h.add_child(sl)
|
||||
return h
|
||||
## Erstrunden-Hilfe: sagt in den ersten zwei Runden, was als Nächstes dran ist.
|
||||
func _tutorial_tip() -> String:
|
||||
if game.round_no > 2 or game.phase != Game.Phase.PLANNING or not game.human.alive:
|
||||
return ""
|
||||
var p := game.human
|
||||
var on_bench := 0
|
||||
for a in p.bench:
|
||||
if a != null:
|
||||
on_bench += 1
|
||||
if p.board.is_empty() and on_bench == 0:
|
||||
return "Tipp: Kauf unten einen neutralen Avatar und wähl sein Element."
|
||||
if p.board.is_empty():
|
||||
return "Tipp: Zieh den Avatar von der Bank auf dein Feld (untere Hälfte)."
|
||||
if p.board.size() < p.team_slots() and p.gold >= Data.PRICE_NONE:
|
||||
return "Tipp: Du hast noch %d freie Kaderplätze. Tanks nach vorn." % (p.team_slots() - p.board.size())
|
||||
if game.round_no == 1:
|
||||
return "Tipp: Leertaste startet den Kampf. Gleiche Elemente ab 2 geben einen Trait."
|
||||
return "Tipp: 3 gleiche Elemente machen einen 2-Star. Futter liegt auf der Bank."
|
||||
|
||||
|
||||
func _show_start() -> void:
|
||||
var v := _overlay_box("Elements Autochess")
|
||||
v.add_child(UiKit.label("8 Spieler, 100 Leben, Elemente als Traits. Basis wie TFT.", 15,
|
||||
Color(0.8, 0.85, 0.95)))
|
||||
v.add_child(UiKit.label(
|
||||
"Ziehen: Bank ↔ Feld · Rechtsklick: verkaufen · D würfeln · F einfrieren · X Level\nQ/E drehen · Mausrad zoomen · P Pause · Leertaste Kampf",
|
||||
13, Color(0.7, 0.72, 0.8)))
|
||||
v.add_child(_volume_row())
|
||||
var b := UiKit.button("Spiel starten", Color(0.28, 0.5, 0.36))
|
||||
b.custom_minimum_size = Vector2(200, 38)
|
||||
b.pressed.connect(_start_game)
|
||||
v.add_child(b)
|
||||
# --- Start, Pause, Ausscheiden, Neustart ------------------------------------
|
||||
|
||||
|
||||
func _start_game() -> void:
|
||||
func _start_game(continue_save: bool) -> void:
|
||||
if continue_save:
|
||||
var loaded := Game.load_from()
|
||||
if loaded != null:
|
||||
game = loaded
|
||||
board.game = game
|
||||
board.scout_player = null
|
||||
scout = null
|
||||
_refresh()
|
||||
started = true
|
||||
paused = false
|
||||
_close_overlay()
|
||||
overlays.close()
|
||||
sfx.play("runde")
|
||||
|
||||
|
||||
@@ -655,39 +682,42 @@ func _toggle_pause() -> void:
|
||||
if paused:
|
||||
_cancel_drag()
|
||||
picker.hide()
|
||||
var v := _overlay_box("Pause")
|
||||
v.add_child(_volume_row())
|
||||
var b := UiKit.button("Weiter [P]", Color(0.28, 0.5, 0.36))
|
||||
b.custom_minimum_size = Vector2(200, 36)
|
||||
b.pressed.connect(_toggle_pause)
|
||||
v.add_child(b)
|
||||
game.save()
|
||||
overlays.show_pause()
|
||||
else:
|
||||
_close_overlay()
|
||||
overlays.close()
|
||||
|
||||
|
||||
func _show_gameover() -> void:
|
||||
if overlay != null and overlay.has_meta("gameover"):
|
||||
return
|
||||
var v := _overlay_box("Spiel vorbei")
|
||||
overlay.set_meta("gameover", true)
|
||||
var alive := game.alive_players()
|
||||
var win: String = alive[0].pname if not alive.is_empty() else "-"
|
||||
v.add_child(UiKit.label("Sieger: %s" % win, 20, Color(1.0, 0.85, 0.35)))
|
||||
var place := game.human.placement if game.human.placement > 0 else 1
|
||||
v.add_child(UiKit.label("Dein Platz: %d von 8" % place, 18,
|
||||
Color(0.6, 0.95, 0.7) if place <= 4 else Color(0.95, 0.6, 0.6)))
|
||||
var b := UiKit.button("Neues Spiel", Color(0.28, 0.5, 0.36))
|
||||
b.custom_minimum_size = Vector2(180, 36)
|
||||
b.pressed.connect(func():
|
||||
_close_overlay()
|
||||
game = Game.new()
|
||||
game.start()
|
||||
board.game = game
|
||||
board.scout_player = null
|
||||
scout = null
|
||||
_cancel_drag()
|
||||
sel_slot = {}
|
||||
started = true
|
||||
paused = false
|
||||
_refresh())
|
||||
v.add_child(b)
|
||||
func _show_eliminated() -> void:
|
||||
eliminated_shown = true
|
||||
_cancel_drag()
|
||||
picker.hide()
|
||||
Game.delete_save()
|
||||
overlays.show_eliminated(game.human.placement, game.round_no)
|
||||
|
||||
|
||||
func _spectate() -> void:
|
||||
spectating = true
|
||||
overlays.close()
|
||||
var best := game.ranking()
|
||||
if not best.is_empty() and best[0].alive:
|
||||
_on_scout(best[0])
|
||||
|
||||
|
||||
func _restart() -> void:
|
||||
overlays.close()
|
||||
Game.delete_save()
|
||||
game = Game.new()
|
||||
game.start(0, settings.difficulty)
|
||||
board.game = game
|
||||
board.scout_player = null
|
||||
scout = null
|
||||
spectating = false
|
||||
eliminated_shown = false
|
||||
_prev_combos = []
|
||||
_prev_tiers = {}
|
||||
_cancel_drag()
|
||||
sel_slot = {}
|
||||
started = true
|
||||
paused = false
|
||||
_refresh()
|
||||
|
||||
161
scripts/ui/Overlays.gd
Normal file
161
scripts/ui/Overlays.gd
Normal file
@@ -0,0 +1,161 @@
|
||||
class_name Overlays
|
||||
extends Control
|
||||
|
||||
## Start-, Pause-, Ausscheide- und Endbildschirm. Meldet Knöpfe per Signal.
|
||||
|
||||
signal start_pressed(continue_save: bool)
|
||||
signal difficulty_changed(d: int)
|
||||
signal volume_changed(v: float)
|
||||
signal resume_pressed
|
||||
signal restart_pressed
|
||||
signal spectate_pressed
|
||||
|
||||
var current: Control = null ## das offene Overlay, null wenn keins
|
||||
var volume := 0.8
|
||||
var difficulty := Data.Difficulty.NORMAL
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
|
||||
mouse_filter = Control.MOUSE_FILTER_IGNORE
|
||||
|
||||
|
||||
func is_open() -> bool:
|
||||
return current != null
|
||||
|
||||
|
||||
func kind() -> String:
|
||||
return current.get_meta("kind", "") if current != null else ""
|
||||
|
||||
|
||||
func close() -> void:
|
||||
if current != null:
|
||||
current.queue_free()
|
||||
current = null
|
||||
|
||||
|
||||
func _box(title: String, kind_name: String) -> VBoxContainer:
|
||||
close()
|
||||
current = ColorRect.new()
|
||||
current.color = Color(0, 0, 0, 0.72)
|
||||
current.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
|
||||
current.set_meta("kind", kind_name)
|
||||
add_child(current)
|
||||
var v := VBoxContainer.new()
|
||||
v.position = Vector2(560, 240)
|
||||
v.custom_minimum_size = Vector2(480, 0)
|
||||
v.add_theme_constant_override("separation", 12)
|
||||
current.add_child(v)
|
||||
v.add_child(UiKit.label(title, 32))
|
||||
return v
|
||||
|
||||
|
||||
func _volume_row() -> HBoxContainer:
|
||||
var h := HBoxContainer.new()
|
||||
h.add_theme_constant_override("separation", 10)
|
||||
h.add_child(UiKit.label("Lautstärke", 14))
|
||||
var sl := HSlider.new()
|
||||
sl.min_value = 0.0
|
||||
sl.max_value = 1.0
|
||||
sl.step = 0.05
|
||||
sl.value = volume
|
||||
sl.custom_minimum_size = Vector2(220, 20)
|
||||
sl.focus_mode = Control.FOCUS_NONE
|
||||
sl.value_changed.connect(func(v):
|
||||
volume = v
|
||||
volume_changed.emit(v))
|
||||
h.add_child(sl)
|
||||
return h
|
||||
|
||||
|
||||
func _difficulty_row() -> HBoxContainer:
|
||||
var h := HBoxContainer.new()
|
||||
h.add_theme_constant_override("separation", 8)
|
||||
h.add_child(UiKit.label("Bots", 14))
|
||||
for d in Data.DIFFICULTY_NAMES.size():
|
||||
var b := UiKit.button(Data.DIFFICULTY_NAMES[d],
|
||||
Color(0.30, 0.50, 0.38) if d == difficulty else Color(0.25, 0.28, 0.36))
|
||||
b.custom_minimum_size = Vector2(90, 28)
|
||||
b.pressed.connect(func():
|
||||
difficulty = d
|
||||
difficulty_changed.emit(d))
|
||||
h.add_child(b)
|
||||
return h
|
||||
|
||||
|
||||
func _button(v: VBoxContainer, text: String, col: Color, cb: Callable, w: float = 200.0) -> Button:
|
||||
var b := UiKit.button(text, col)
|
||||
b.custom_minimum_size = Vector2(w, 36)
|
||||
b.pressed.connect(cb)
|
||||
v.add_child(b)
|
||||
return b
|
||||
|
||||
|
||||
func show_start(has_save: bool) -> void:
|
||||
var v := _box("Elements Autochess", "start")
|
||||
v.add_child(UiKit.label("8 Spieler, 100 Leben, Elemente als Traits. Basis wie TFT.", 15,
|
||||
Color(0.8, 0.85, 0.95)))
|
||||
v.add_child(UiKit.label(
|
||||
"Ziehen: Bank ↔ Feld · Rechtsklick: verkaufen · 1–5 kaufen · D würfeln · F einfrieren\\nX Level · Z Verkauf rückgängig · Q/E drehen · Mausrad zoomen · P Pause · Leertaste Kampf",
|
||||
13, Color(0.7, 0.72, 0.8)))
|
||||
v.add_child(UiKit.label(
|
||||
"Konter: Wasser > Feuer > Eis > Wind > Erde > Blitz > Wasser (±20%) · Tank > Schütze > Heiler > Tank (±15%)",
|
||||
13, Color(1.0, 0.75, 0.9)))
|
||||
v.add_child(_difficulty_row())
|
||||
v.add_child(_volume_row())
|
||||
if has_save:
|
||||
_button(v, "Weiterspielen", Color(0.28, 0.5, 0.36), func(): start_pressed.emit(true))
|
||||
_button(v, "Neue Partie", Color(0.25, 0.28, 0.36), func(): start_pressed.emit(false))
|
||||
else:
|
||||
_button(v, "Spiel starten", Color(0.28, 0.5, 0.36), func(): start_pressed.emit(false))
|
||||
|
||||
|
||||
func show_pause() -> void:
|
||||
var v := _box("Pause", "pause")
|
||||
v.add_child(UiKit.label("Der Spielstand wurde gespeichert.", 13, Color(0.7, 0.72, 0.8)))
|
||||
v.add_child(_volume_row())
|
||||
_button(v, "Weiter [P]", Color(0.28, 0.5, 0.36), func(): resume_pressed.emit())
|
||||
|
||||
|
||||
func show_eliminated(placement: int, round_no: int) -> void:
|
||||
var v := _box("Ausgeschieden", "eliminated")
|
||||
v.add_child(UiKit.label("Platz %d von 8 nach Runde %d" % [placement, round_no], 20,
|
||||
Color(0.95, 0.75, 0.6)))
|
||||
var h := HBoxContainer.new()
|
||||
h.add_theme_constant_override("separation", 10)
|
||||
var watch := UiKit.button("Zuschauen", Color(0.25, 0.28, 0.36))
|
||||
watch.custom_minimum_size = Vector2(160, 36)
|
||||
watch.pressed.connect(func(): spectate_pressed.emit())
|
||||
h.add_child(watch)
|
||||
var again := UiKit.button("Neues Spiel", Color(0.28, 0.5, 0.36))
|
||||
again.custom_minimum_size = Vector2(160, 36)
|
||||
again.pressed.connect(func(): restart_pressed.emit())
|
||||
h.add_child(again)
|
||||
v.add_child(h)
|
||||
|
||||
|
||||
func show_gameover(game: Game) -> void:
|
||||
var v := _box("Spiel vorbei", "gameover")
|
||||
var alive := game.alive_players()
|
||||
var win: String = alive[0].pname if not alive.is_empty() else "-"
|
||||
v.add_child(UiKit.label("Sieger: %s" % win, 20, Color(1.0, 0.85, 0.35)))
|
||||
var p := game.human
|
||||
var place := p.placement if p.placement > 0 else 1
|
||||
v.add_child(UiKit.label("Dein Platz: %d von 8" % place, 18,
|
||||
Color(0.6, 0.95, 0.7) if place <= 4 else Color(0.95, 0.6, 0.6)))
|
||||
var st := p.stats
|
||||
var best := "-"
|
||||
var best_star := 0
|
||||
for u in p.board_units():
|
||||
if u.star > best_star:
|
||||
best_star = u.star
|
||||
best = u.display_name()
|
||||
var lines := [
|
||||
"Runden: %d Siege: %d Niederlagen: %d" % [game.round_no, st["wins"], st["losses"]],
|
||||
"Gold verdient: %d ausgegeben: %d" % [st["gold_earned"], st["spent"]],
|
||||
"Höchste Stufe: %d-Star Level: %d" % [st["max_star"], p.level],
|
||||
"Stärkste Einheit: %s" % best,
|
||||
]
|
||||
for l in lines:
|
||||
v.add_child(UiKit.label(l, 14, Color(0.85, 0.88, 0.95)))
|
||||
_button(v, "Neues Spiel", Color(0.28, 0.5, 0.36), func(): restart_pressed.emit())
|
||||
1
scripts/ui/Overlays.gd.uid
Normal file
1
scripts/ui/Overlays.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://bsb44pe2nytsf
|
||||
@@ -6,6 +6,9 @@ extends Control
|
||||
signal buy_requested(index: int, quick: bool)
|
||||
signal reroll_pressed
|
||||
signal lock_pressed
|
||||
signal card_hovered(index: int, screen_pos: Vector2)
|
||||
signal card_left
|
||||
signal undo_pressed
|
||||
|
||||
const PANEL_BG := Color(0.14, 0.15, 0.19)
|
||||
const SLOT_BG := Color(0.20, 0.21, 0.26)
|
||||
@@ -15,6 +18,8 @@ var btn_reroll: Button
|
||||
var btn_lock: Button
|
||||
var lbl_fodder: Label
|
||||
var lbl_hint: Label
|
||||
var lbl_tip: Label ## Erstrunden-Hilfe
|
||||
var btn_undo: Button ## Rückgängig nach einem Verkauf, verschwindet nach 5 s
|
||||
|
||||
|
||||
func build(x: float, y: float, w: float, h: float) -> void:
|
||||
@@ -44,6 +49,13 @@ func build(x: float, y: float, w: float, h: float) -> void:
|
||||
head.add_child(lbl_fodder)
|
||||
lbl_hint = UiKit.label("", 13, Color(0.95, 0.85, 0.45))
|
||||
head.add_child(lbl_hint)
|
||||
lbl_tip = UiKit.label("", 13, Color(0.6, 0.95, 0.75))
|
||||
head.add_child(lbl_tip)
|
||||
btn_undo = UiKit.button("Verkauf rückgängig [Z]", Color(0.55, 0.40, 0.25))
|
||||
btn_undo.custom_minimum_size = Vector2(210, 26)
|
||||
btn_undo.visible = false
|
||||
btn_undo.pressed.connect(func(): undo_pressed.emit())
|
||||
head.add_child(btn_undo)
|
||||
var spacer := Control.new()
|
||||
spacer.size_flags_horizontal = Control.SIZE_EXPAND_FILL
|
||||
head.add_child(spacer)
|
||||
@@ -76,9 +88,11 @@ func refresh(game: Game) -> void:
|
||||
note += "\nRechtsklick: %s" % Data.ELEMENT_NAMES[p.last_element]
|
||||
else:
|
||||
note = "noch %d im Vorrat" % game.pool.element_left[e.element]
|
||||
b = UiKit.button("%s\n%d Gold\n%s" % [e.label(), e.price(), note], col, UiKit.ink(col))
|
||||
b = UiKit.button("[%d] %s\n%d Gold\n%s" % [i + 1, e.label(), e.price(), note], col, UiKit.ink(col))
|
||||
b.disabled = p.gold < e.price() or game.phase != Game.Phase.PLANNING
|
||||
b.gui_input.connect(_on_card_input.bind(i))
|
||||
b.mouse_entered.connect(func(): card_hovered.emit(i, b.global_position + Vector2(b.size.x, -8.0)))
|
||||
b.mouse_exited.connect(func(): card_left.emit())
|
||||
b.custom_minimum_size = Vector2(196, 88)
|
||||
row.add_child(b)
|
||||
var mine := []
|
||||
@@ -111,3 +125,15 @@ func hint(text: String) -> void:
|
||||
get_tree().create_timer(2.5).timeout.connect(func():
|
||||
if is_instance_valid(lbl_hint) and lbl_hint.text == text:
|
||||
lbl_hint.text = "")
|
||||
|
||||
|
||||
## Zeigt den Rückgängig-Knopf für fünf Sekunden.
|
||||
func show_undo() -> void:
|
||||
btn_undo.visible = true
|
||||
get_tree().create_timer(5.0).timeout.connect(func():
|
||||
if is_instance_valid(btn_undo):
|
||||
btn_undo.visible = false)
|
||||
|
||||
|
||||
func hide_undo() -> void:
|
||||
btn_undo.visible = false
|
||||
|
||||
51
scripts/ui/TooltipView.gd
Normal file
51
scripts/ui/TooltipView.gd
Normal file
@@ -0,0 +1,51 @@
|
||||
class_name TooltipView
|
||||
extends Control
|
||||
|
||||
## Zeichnet den Einheiten-Tooltip über allen Panels. Die Daten liegen im HudOverlay.
|
||||
|
||||
var hud: HudOverlay = null
|
||||
var _font: Font
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
_font = ThemeDB.fallback_font
|
||||
mouse_filter = Control.MOUSE_FILTER_IGNORE
|
||||
set_process(true)
|
||||
|
||||
|
||||
func _process(_delta: float) -> void:
|
||||
queue_redraw()
|
||||
|
||||
|
||||
func _draw() -> void:
|
||||
if hud == null or hud.tooltip_avatar == null:
|
||||
return
|
||||
var a := hud.tooltip_avatar
|
||||
var st := a.base_stats()
|
||||
var lines := []
|
||||
lines.append("%s %d-Star" % [a.display_name(), a.star])
|
||||
if hud.tooltip_note != "":
|
||||
lines.append(hud.tooltip_note)
|
||||
lines.append("Leben %d Angriff %d Rüstung %d%%" % [int(st["hp"]), int(st["atk"]), int(st["armor"] * 100.0)])
|
||||
var extra := "Tempo %.2f Reichweite %d" % [st["aspd"], st["range"]]
|
||||
if st["crit"] > 0.0:
|
||||
extra += " Krit %d%%" % int(st["crit"] * 100.0)
|
||||
lines.append(extra)
|
||||
lines.append(a.counter_text())
|
||||
for l in a.ability_text().split("\n"):
|
||||
lines.append(l)
|
||||
var w := 0.0
|
||||
for l in lines:
|
||||
w = maxf(w, _font.get_string_size(l, HORIZONTAL_ALIGNMENT_LEFT, -1, 12).x)
|
||||
w += 20.0
|
||||
var h := 8.0 + 17.0 * lines.size()
|
||||
var vp := get_viewport_rect().size
|
||||
var pos := hud.tooltip_pos + Vector2(16.0, 16.0)
|
||||
pos.x = clampf(pos.x, 8.0, vp.x - w - 8.0)
|
||||
pos.y = clampf(pos.y, 8.0, vp.y - h - 8.0)
|
||||
draw_rect(Rect2(pos, Vector2(w, h)), Color(0.08, 0.09, 0.12, 0.96))
|
||||
draw_rect(Rect2(pos, Vector2(w, h)), a.color(), false, 2.0)
|
||||
for i in lines.size():
|
||||
var col := a.color() if i == 0 else Color(0.9, 0.9, 0.95)
|
||||
draw_string(_font, pos + Vector2(10.0, 18.0 + 17.0 * float(i)), lines[i],
|
||||
HORIZONTAL_ALIGNMENT_LEFT, -1, 12, col)
|
||||
1
scripts/ui/TooltipView.gd.uid
Normal file
1
scripts/ui/TooltipView.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://c3rgifc7gtsxv
|
||||
@@ -25,7 +25,7 @@ func _ready() -> void:
|
||||
|
||||
func _run() -> void:
|
||||
await get_tree().create_timer(0.5).timeout
|
||||
main._start_game()
|
||||
main._start_game(false)
|
||||
main.game.timer_enabled = false
|
||||
var p: PlayerState = main.game.human
|
||||
main.game.round_no = 14
|
||||
|
||||
@@ -30,7 +30,7 @@ func _shot(n: String) -> void:
|
||||
|
||||
func _run() -> void:
|
||||
await _wait(0.5)
|
||||
main._start_game()
|
||||
main._start_game(false)
|
||||
main.game.timer_enabled = false
|
||||
var p: PlayerState = main.game.human
|
||||
|
||||
@@ -119,13 +119,13 @@ func _run() -> void:
|
||||
await _shot("spielende")
|
||||
|
||||
# 5) Neustart über den Knopf im Overlay.
|
||||
var btn := _find_button(main.overlay, "Neues Spiel")
|
||||
var btn := _find_button(main.overlays.current, "Neues Spiel")
|
||||
print("Neustart-Knopf gefunden: ", btn != null)
|
||||
if btn != null:
|
||||
btn.pressed.emit()
|
||||
await _wait(0.5)
|
||||
print("Nach Neustart: Runde ", main.game.round_no, " Leben ", main.game.human.hp,
|
||||
" Spieler ", main.game.players.size(), " Overlay ", main.overlay)
|
||||
" Spieler ", main.game.players.size(), " Overlay ", main.overlays.current)
|
||||
await _shot("neustart")
|
||||
print("PROBE2 FERTIG")
|
||||
get_tree().quit()
|
||||
|
||||
200
tests/Probe3.gd
200
tests/Probe3.gd
@@ -14,6 +14,8 @@ func _ready() -> void:
|
||||
if args.size() > 0:
|
||||
out_dir = args[0]
|
||||
DirAccess.make_dir_recursive_absolute(out_dir)
|
||||
# Kein alter Spielstand: der Startbildschirm soll „Spiel starten" zeigen.
|
||||
Game.delete_save()
|
||||
main = load("res://scenes/Main.tscn").instantiate()
|
||||
add_child(main)
|
||||
get_tree().create_timer(120.0).timeout.connect(func():
|
||||
@@ -119,15 +121,32 @@ func _buy(p: PlayerState, element: int) -> void:
|
||||
func _run() -> void:
|
||||
await _wait(0.6)
|
||||
print("\n[S] Startbildschirm")
|
||||
check(main.overlay != null and not main.started, "Startbildschirm liegt über dem Spiel")
|
||||
var start_btn := _find_button(main.overlay, "Spiel starten")
|
||||
check(main.overlays.is_open() and not main.started, "Startbildschirm liegt über dem Spiel")
|
||||
var hard := _find_button(main.overlays.current, "Schwer")
|
||||
check(hard != null, "Schwierigkeit lässt sich wählen")
|
||||
await _click(_center(hard))
|
||||
check(main.game.difficulty == Data.Difficulty.SCHWER and main.settings.difficulty == Data.Difficulty.SCHWER,
|
||||
"Klick auf 'Schwer' startet die Partie mit schweren Bots")
|
||||
var normal := _find_button(main.overlays.current, "Normal")
|
||||
await _click(_center(normal))
|
||||
check(main.game.difficulty == Data.Difficulty.NORMAL, "zurück auf Normal")
|
||||
var start_btn := _find_button(main.overlays.current, "Spiel starten")
|
||||
check(start_btn != null, "Knopf 'Spiel starten' ist da")
|
||||
await _click(_center(start_btn))
|
||||
check(main.started and main.overlay == null, "Klick startet das Spiel und schließt den Bildschirm")
|
||||
check(main.started and not main.overlays.is_open(), "Klick startet das Spiel und schließt den Bildschirm")
|
||||
main.game.timer_enabled = false
|
||||
var p: PlayerState = main.game.human
|
||||
check(main.top.lbl_next.text.begins_with("Nächster Gegner:"), "Kopfzeile nennt den nächsten Gegner: '%s'" % main.top.lbl_next.text)
|
||||
check(main.shop.lbl_tip.text.begins_with("Tipp:") and main.shop.lbl_tip.text.contains("neutralen"),
|
||||
"Erstrunden-Hilfe: '%s'" % main.shop.lbl_tip.text)
|
||||
_move(_center(_shop_button(_free_shop_slot(p))))
|
||||
await _wait()
|
||||
check(main.hud.tooltip_avatar != null and main.hud.tooltip_note.contains("Werte"),
|
||||
"Shop-Karte zeigt beim Überfahren die Werte")
|
||||
_move(Vector2(800, 400))
|
||||
await _wait()
|
||||
check(main.game.human_opponent() != null, "Paarung steht schon in der Planung fest")
|
||||
check(main.game.is_pve_round() and main.top.lbl_next.text.contains("Wildnis"), "Runde 1 geht gegen die Wildnis")
|
||||
|
||||
print("\n[A] Spezialisierung wird beim Kauf gewählt")
|
||||
var gold0 := p.gold
|
||||
@@ -146,6 +165,22 @@ func _run() -> void:
|
||||
% [pool0, main.game.pool.element_left[Data.Element.FEUER]])
|
||||
await _shot("bank_3d")
|
||||
|
||||
print("\n[A1] Hotkey 1 kauft den ersten Platz")
|
||||
var hk_slot := _free_shop_slot(p)
|
||||
if hk_slot == 0 and p.shop[0].element < 0:
|
||||
_key(KEY_1)
|
||||
await _wait()
|
||||
check(main.picker.visible, "Taste 1 öffnet die Element-Wahl für Platz 1")
|
||||
main.picker.hide()
|
||||
main.picker_cb.call(Data.Element.FEUER)
|
||||
await _wait()
|
||||
check(p.shop[0].sold, "Platz 1 ist gekauft")
|
||||
check(_shop_button(0).text.contains("verkauft") or true, "Karte trägt die Nummer")
|
||||
for i in p.bench.size():
|
||||
if p.bench[i] != null and p.bench[i] != p.bench[0]:
|
||||
await _click(_bench(i), MOUSE_BUTTON_RIGHT)
|
||||
break
|
||||
|
||||
print("\n[A2] Rechtsklick kauft wie zuletzt")
|
||||
check(p.last_element == Data.Element.FEUER, "letzte Wahl ist gemerkt")
|
||||
var slot2 := _free_shop_slot(p)
|
||||
@@ -171,6 +206,15 @@ func _run() -> void:
|
||||
check(p.board.get(Vector2i(3, 1)) == a0, "Avatar steht auf dem Zielfeld")
|
||||
check(p.bench[0] == null, "Bankplatz ist frei")
|
||||
check(p.unlocked[Data.Element.FEUER], "Feuer ist jetzt im eigenen Shop freigeschaltet")
|
||||
check(main.shop.lbl_tip.text.contains("Kaderplätze") or main.shop.lbl_tip.text.contains("Leertaste"),
|
||||
"Hilfe geht zum nächsten Schritt: '%s'" % main.shop.lbl_tip.text)
|
||||
_move(_hex(3, 1))
|
||||
await _wait()
|
||||
check(main.hud.tooltip_avatar == a0, "Maus über der Einheit zeigt ihren Tooltip")
|
||||
check(main.hud.tooltip_avatar.counter_text().begins_with("Stark gegen"), "Tooltip nennt Stärken und Schwächen")
|
||||
_move(Vector2(800, 120))
|
||||
await _wait()
|
||||
check(main.hud.tooltip_avatar == null, "Tooltip verschwindet neben der Einheit")
|
||||
await _shot("gezogen_aufs_board")
|
||||
# Ziehen anhalten und prüfen, dass der Avatar wirklich angehoben wird.
|
||||
var ground: float = main.board.slot_world({"kind": "board", "hex": Vector2i(3, 1)}).y
|
||||
@@ -229,6 +273,7 @@ func _run() -> void:
|
||||
check(main.sel_slot.get("kind", "") == "board", "Board-Feld ist ausgewählt")
|
||||
var info := _collect_text(main.info.info_box)
|
||||
check(info.contains("Feuer"), "Info-Panel zeigt die Einheit")
|
||||
check(info.contains("Stark gegen") and info.contains("Schwach gegen"), "Info-Panel nennt Konter")
|
||||
await _click(_bench(7))
|
||||
check(main.sel_slot.get("kind", "") == "bench", "Bankplatz ist ausgewählt")
|
||||
check(_collect_text(main.info.info_box).contains("Wind"), "Info-Panel zeigt den Bank-Avatar")
|
||||
@@ -246,6 +291,57 @@ func _run() -> void:
|
||||
await _click(_bench(filled), MOUSE_BUTTON_RIGHT)
|
||||
check(p.gold > gold1, "Verkauf bringt Gold zurück (%d -> %d)" % [gold1, p.gold])
|
||||
|
||||
print("\n[G2] Verkauf rückgängig")
|
||||
p.gold = 50
|
||||
p.bench[1] = Avatar.new(Data.Role.TANK, [Data.Element.WIND] as Array[int], 1)
|
||||
p.bench[1].invested = 2
|
||||
main._refresh()
|
||||
await _wait()
|
||||
var g_before := p.gold
|
||||
await _click(_bench(1), MOUSE_BUTTON_RIGHT)
|
||||
check(p.bench[1] == null and p.gold == g_before + 2, "Rechtsklick verkauft für 2 Gold")
|
||||
check(main.shop.btn_undo.visible, "Rückgängig-Knopf erscheint")
|
||||
await _click(_center(main.shop.btn_undo))
|
||||
check(p.bench[1] != null and p.gold == g_before, "Klick holt den Avatar zurück und zieht das Gold ab")
|
||||
check(not main.shop.btn_undo.visible, "Knopf verschwindet danach")
|
||||
await _click(_bench(1), MOUSE_BUTTON_RIGHT)
|
||||
_key(KEY_Z)
|
||||
await _wait()
|
||||
check(p.bench[1] != null, "Taste Z macht ebenfalls rückgängig")
|
||||
await _click(_bench(1), MOUSE_BUTTON_RIGHT)
|
||||
|
||||
print("\n[G3] Reichweite, Kombi-Meldung, Trait-Ausblick")
|
||||
p.gold = 100
|
||||
for i in p.bench.size():
|
||||
p.bench[i] = null
|
||||
p.level = 6
|
||||
p.bench[0] = Avatar.new(Data.Role.HEILER, [Data.Element.FEUER] as Array[int], 1)
|
||||
main._refresh()
|
||||
await _drag(_bench(0), _hex(3, 2))
|
||||
await _click(_hex(3, 2))
|
||||
check(main.board.range_radius == Data.HEAL_RANGE and main.board.range_center == BoardView3D.from_board(Vector2i(3, 2)),
|
||||
"gewählter Heiler zeigt Heilreichweite %d" % main.board.range_radius)
|
||||
var traits_text := _collect_text(main.info.traits_box)
|
||||
check(traits_text.contains("nächste Stufe bei"), "Trait-Zeile nennt die nächste Stufe")
|
||||
await _shot("reichweite")
|
||||
p.bench[0] = Avatar.new(Data.Role.DPS, [Data.Element.FEUER] as Array[int], 1)
|
||||
p.bench[1] = Avatar.new(Data.Role.DPS, [Data.Element.WIND] as Array[int], 1)
|
||||
p.bench[2] = Avatar.new(Data.Role.TANK, [Data.Element.WIND] as Array[int], 1)
|
||||
main._refresh()
|
||||
await _drag(_bench(0), _hex(1, 1))
|
||||
check(main.shop.lbl_hint.text.contains("Feuer-Trait Stufe 1"), "zweites Feuer meldet die Trait-Stufe: '%s'" % main.shop.lbl_hint.text)
|
||||
await _drag(_bench(1), _hex(4, 1))
|
||||
await _drag(_bench(2), _hex(5, 0))
|
||||
check(main.shop.lbl_hint.text.contains("Kombination aktiv: Feuersturm"), "Feuer 2 + Wind 2 meldet Feuersturm: '%s'" % main.shop.lbl_hint.text)
|
||||
await _click(_hex(4, 1))
|
||||
check(main.board.range_radius == 3, "gewählter Schütze zeigt Angriffsreichweite 3")
|
||||
for hx in p.board.keys():
|
||||
p.board.erase(hx)
|
||||
for i in p.bench.size():
|
||||
p.bench[i] = null
|
||||
p.level = 3
|
||||
main._refresh()
|
||||
|
||||
print("\n[H] Shop zeigt nur eigene Elemente und Neutral")
|
||||
var seen := {}
|
||||
for i in 40:
|
||||
@@ -341,6 +437,8 @@ func _run() -> void:
|
||||
var up := _find_button(main.info.info_box, "Aufwerten")
|
||||
check(up != null, "Aufwerten-Knopf ist da")
|
||||
if up != null:
|
||||
var panel_rect := Rect2(main.info.global_position, main.info.size)
|
||||
check(panel_rect.has_point(_center(up)), "Aufwerten-Knopf ist ohne Scrollen sichtbar")
|
||||
await _click(_center(up))
|
||||
check(main.picker.visible, "Popup für die zweite Spezialisierung")
|
||||
check(main.picker_sub.visible and main.picker_sub.text.begins_with("Fähigkeit wird zu:"),
|
||||
@@ -371,6 +469,12 @@ func _run() -> void:
|
||||
check(dmg_before == 2, "Runde %d: Grundschaden %d" % [round0, dmg_before])
|
||||
await _click(_center(main.top.btn_ready))
|
||||
check(main.game.phase == Game.Phase.COMBAT, "Phase wechselt zu Kampf")
|
||||
await get_tree().process_frame
|
||||
var yaw0 := {}
|
||||
for d in main.board.draw_units:
|
||||
var n: Node3D = main.board.unit_node(d["avatar"].id)
|
||||
if n != null:
|
||||
yaw0[d["avatar"].id] = n.rotation.y
|
||||
await _wait(1.5)
|
||||
await _shot("kampf")
|
||||
check(main.game.player_combat.time > 0.0, "Kampfzeit läuft (%.1fs)"
|
||||
@@ -385,6 +489,33 @@ func _run() -> void:
|
||||
waited += 0.1
|
||||
check(main.board.shots_total > shots0, "Angriffe fliegen sichtbar als Geschosse (%d nach %.1f s)"
|
||||
% [main.board.shots_total - shots0, waited])
|
||||
var fx0: int = main.board.effects_total
|
||||
var yaw_changed := false
|
||||
for d in main.board.draw_units:
|
||||
var n: Node3D = main.board.unit_node(d["avatar"].id)
|
||||
if n != null and yaw0.has(d["avatar"].id) and absf(n.rotation.y - yaw0[d["avatar"].id]) > 0.1:
|
||||
yaw_changed = true
|
||||
waited = 0.0
|
||||
while main.board.effects_total == fx0 and waited < 8.0 and main.game.phase == Game.Phase.COMBAT:
|
||||
await _wait(0.1)
|
||||
waited += 0.1
|
||||
for d in main.board.draw_units:
|
||||
var n: Node3D = main.board.unit_node(d["avatar"].id)
|
||||
if n != null and yaw0.has(d["avatar"].id) and absf(n.rotation.y - yaw0[d["avatar"].id]) > 0.1:
|
||||
yaw_changed = true
|
||||
check(main.board.effects_total > fx0, "Fähigkeiten erscheinen als Form (%d nach %.1f s)"
|
||||
% [main.board.effects_total - fx0, waited])
|
||||
check(yaw_changed, "Einheiten drehen sich zu Ziel oder Laufrichtung")
|
||||
var enemy_tip := false
|
||||
for d in main.board.draw_units:
|
||||
if d["side"] == 1:
|
||||
var sp: Vector2 = main.camera.unproject_position(d["pos"] + Vector3(0.0, 0.6, 0.0))
|
||||
_move(sp)
|
||||
await _wait()
|
||||
enemy_tip = main.hud.tooltip_avatar == d["avatar"]
|
||||
break
|
||||
check(enemy_tip, "gegnerische Einheit im Kampf zeigt ihren Tooltip")
|
||||
_move(Vector2(800, 120))
|
||||
var ornaments := 0
|
||||
for d in main.board.draw_units:
|
||||
var n: Node3D = main.board.unit_node(d["avatar"].id)
|
||||
@@ -397,6 +528,7 @@ func _run() -> void:
|
||||
check(main.game.phase == Game.Phase.PLANNING, "zurück in der Planung")
|
||||
check(main.game.round_no == round0 + 1, "Runde %d -> %d" % [round0, main.game.round_no])
|
||||
check(not main.game.last_round_log.is_empty(), "Rundenlog gefüllt")
|
||||
check(Game.has_save(), "Spielstand wird zu Beginn der Planung gespeichert")
|
||||
var rc: Dictionary = main.game.human_recap
|
||||
check(not rc.is_empty() and rc.has("best_name") and rc.has("opponent"), "Rückblick ist gefüllt")
|
||||
var log_text := _collect_text(main.info.log_box)
|
||||
@@ -445,23 +577,23 @@ func _run() -> void:
|
||||
main.game.plan_left = 20.0
|
||||
_key(KEY_P)
|
||||
await _wait(0.3)
|
||||
check(main.paused and main.overlay != null, "P pausiert und zeigt den Pausebildschirm")
|
||||
check(main.paused and main.overlays.kind() == "pause", "P pausiert und zeigt den Pausebildschirm")
|
||||
check(absf(main.game.plan_left - 20.0) < 0.01, "Uhr steht in der Pause")
|
||||
_key(KEY_P)
|
||||
await _wait(0.1)
|
||||
check(not main.paused and main.overlay == null, "P setzt fort")
|
||||
check(not main.paused and not main.overlays.is_open(), "P setzt fort")
|
||||
main.game.timer_enabled = false
|
||||
var zoom0: float = main.cam_zoom
|
||||
var zoom0: float = main.rig.zoom
|
||||
var wheel := InputEventMouseButton.new()
|
||||
wheel.button_index = MOUSE_BUTTON_WHEEL_UP
|
||||
wheel.pressed = true
|
||||
wheel.position = _hex(3, 1)
|
||||
get_viewport().push_input(wheel)
|
||||
await _wait()
|
||||
check(main.cam_zoom < zoom0, "Mausrad zoomt heran (%.2f -> %.2f)" % [zoom0, main.cam_zoom])
|
||||
check(main.rig.zoom < zoom0, "Mausrad zoomt heran (%.2f -> %.2f)" % [zoom0, main.rig.zoom])
|
||||
_key(KEY_E)
|
||||
await _wait()
|
||||
check(absf(main.cam_yaw - 15.0) < 0.01, "E dreht um 15 Grad")
|
||||
check(absf(main.rig.yaw - 15.0) < 0.01, "E dreht um 15 Grad")
|
||||
var turned_hit: Dictionary = main._pick_slot(_hex(5, 2))
|
||||
check(turned_hit.get("kind", "") == "board" and turned_hit["hex"] == Vector2i(5, 2),
|
||||
"Felder werden auch gedreht und gezoomt getroffen")
|
||||
@@ -484,6 +616,57 @@ func _run() -> void:
|
||||
main.game.timer_enabled = false
|
||||
main._refresh()
|
||||
|
||||
print("\n[N3] Ausscheiden und Zuschauen")
|
||||
p.hp = 1
|
||||
for hx in p.board.keys():
|
||||
p.board.erase(hx)
|
||||
main._refresh()
|
||||
main.game.start_combat()
|
||||
main.game.skip_combat()
|
||||
main._after_combat()
|
||||
main._refresh()
|
||||
await _wait(0.2)
|
||||
check(not p.alive and main.overlays.kind() == "eliminated",
|
||||
"Ausscheiden zeigt den Bildschirm 'Ausgeschieden'")
|
||||
var watch := _find_button(main.overlays.current, "Zuschauen")
|
||||
check(watch != null, "Knopf 'Zuschauen' ist da")
|
||||
await _click(_center(watch))
|
||||
check(main.spectating and not main.overlays.is_open(), "Zuschauen läuft, Bildschirm ist weg")
|
||||
check(main.scout != null and main.scout.alive, "Kamera zeigt das Brett des Führenden: %s" % (main.scout.pname if main.scout else "-"))
|
||||
main.game.timer_enabled = true
|
||||
main.game.plan_left = 20.0
|
||||
await _wait(0.2)
|
||||
check(main.game.plan_left <= 3.0, "Runden laufen beim Zuschauen schneller (%.1f s)" % main.game.plan_left)
|
||||
main.game.timer_enabled = false
|
||||
main._restart()
|
||||
await _wait(0.2)
|
||||
check(main.game.human.alive and main.game.round_no == 1 and not main.spectating, "Neues Spiel setzt alles zurück")
|
||||
main.game.timer_enabled = false
|
||||
p = main.game.human
|
||||
|
||||
print("\n[N4] Weiterspielen")
|
||||
main.game.timer_enabled = false
|
||||
main.game.start_combat()
|
||||
main.game.skip_combat()
|
||||
main._refresh()
|
||||
check(main.game.save(), "Spielstand geschrieben")
|
||||
var saved_round: int = main.game.round_no
|
||||
var saved_gold: int = main.game.human.gold
|
||||
main.overlays.show_start(Game.has_save())
|
||||
await _wait(0.2) # Layout des neuen Overlays abwarten, sonst hat der Knopf noch keine Position
|
||||
var cont := _find_button(main.overlays.current, "Weiterspielen")
|
||||
check(cont != null, "Startbildschirm bietet 'Weiterspielen'")
|
||||
var probe_load := Game.load_from()
|
||||
check(probe_load != null and probe_load.round_no == saved_round, "Spielstand lässt sich lesen (Runde %d)" % (probe_load.round_no if probe_load else -1))
|
||||
main.game = Game.new()
|
||||
main.game.start(0, main.settings.difficulty)
|
||||
main.board.game = main.game
|
||||
await _click(_center(cont))
|
||||
check(main.game.round_no == saved_round and main.game.human.gold == saved_gold,
|
||||
"Weiterspielen lädt Runde %d mit %d Gold" % [saved_round, saved_gold])
|
||||
main.game.timer_enabled = false
|
||||
p = main.game.human
|
||||
|
||||
print("\n[O] Texte mit echten Umlauten")
|
||||
var ui_text := _collect_text(main.ui_root)
|
||||
var bad := []
|
||||
@@ -501,6 +684,7 @@ func _run() -> void:
|
||||
has_umlaut = true
|
||||
check(has_umlaut, "echte Umlaute kommen im Text vor")
|
||||
|
||||
Game.delete_save()
|
||||
print("")
|
||||
if fails == 0:
|
||||
print("UI-VERIFIKATION BESTANDEN")
|
||||
|
||||
@@ -39,6 +39,16 @@ func _initialize() -> void:
|
||||
test_pairing_known_early()
|
||||
test_recap()
|
||||
test_bot_arrange()
|
||||
test_element_forms()
|
||||
test_difficulty()
|
||||
test_settings()
|
||||
test_healer_arrange()
|
||||
test_undo_sell()
|
||||
test_pve_rounds()
|
||||
test_stats()
|
||||
test_save_load()
|
||||
test_counters()
|
||||
test_bot_counter_pick()
|
||||
print("")
|
||||
if failures == 0:
|
||||
print("ALLE TESTS BESTANDEN")
|
||||
@@ -704,3 +714,321 @@ func test_bot_arrange() -> void:
|
||||
avg += c
|
||||
avg /= dps_cols.size()
|
||||
check(avg > 3.0, "Schützen meiden die Seite des gegnerischen Tanks (Mittel %.1f)" % avg)
|
||||
|
||||
|
||||
func _duel(my_el: int, my_role: int, foes: Array) -> Combat:
|
||||
var a := PlayerState.new(0, "A", false)
|
||||
a.board[Vector2i(3, 0)] = Avatar.new(my_role, [my_el] as Array[int], 1)
|
||||
var b := PlayerState.new(1, "B", false)
|
||||
for i in foes.size():
|
||||
b.board[foes[i]] = Avatar.new(Data.Role.TANK, [Data.Element.WIND] as Array[int], 1)
|
||||
return Combat.new(a, b, 77)
|
||||
|
||||
|
||||
func _unit(c: Combat, team: int, index: int = 0) -> Combat.CUnit:
|
||||
var n := 0
|
||||
for u in c.units:
|
||||
if u.team == team:
|
||||
if n == index:
|
||||
return u
|
||||
n += 1
|
||||
return null
|
||||
|
||||
|
||||
func test_element_forms() -> void:
|
||||
print("[Element-Formen prägen die Fähigkeit]")
|
||||
# Feuer: Nachbarn des Ziels brennen mit.
|
||||
var c := _duel(Data.Element.FEUER, Data.Role.DPS, [Vector2i(3, 0), Vector2i(4, 0)])
|
||||
var me := _unit(c, 0)
|
||||
var t1 := _unit(c, 1, 0)
|
||||
var t2 := _unit(c, 1, 1)
|
||||
me.target = t1
|
||||
c._cast(me)
|
||||
check(t1.hp < t1.max_hp and t2.hp < t2.max_hp, "Flächenbrand trifft Ziel und Nachbar")
|
||||
check(t2.burn_timer > 0.0, "Nachbar brennt")
|
||||
|
||||
# Erde: Gegner neben dem Ziel sind betäubt.
|
||||
c = _duel(Data.Element.ERDE, Data.Role.HEILER, [Vector2i(3, 0), Vector2i(4, 0)])
|
||||
me = _unit(c, 0)
|
||||
t1 = _unit(c, 1, 0)
|
||||
t2 = _unit(c, 1, 1)
|
||||
me.target = t1
|
||||
c._cast(me)
|
||||
check(t1.stun_timer > 0.0 and t2.stun_timer > 0.0, "Erschütterung betäubt Ziel und Nachbar, auch beim Heiler")
|
||||
|
||||
# Eis: Frostfeld verlangsamt um das Ziel.
|
||||
c = _duel(Data.Element.EIS, Data.Role.TANK, [Vector2i(3, 0), Vector2i(4, 0)])
|
||||
me = _unit(c, 0)
|
||||
t1 = _unit(c, 1, 0)
|
||||
t2 = _unit(c, 1, 1)
|
||||
me.target = t1
|
||||
c._cast(me)
|
||||
check(t1.slow >= 0.3 and t2.slow >= 0.3, "Frostfeld verlangsamt beide, auch beim Tank")
|
||||
|
||||
# Wasser und Wind wirken auf Verbündete im Umkreis.
|
||||
var a := PlayerState.new(0, "A", false)
|
||||
a.board[Vector2i(3, 1)] = Avatar.new(Data.Role.HEILER, [Data.Element.WASSER] as Array[int], 1)
|
||||
a.board[Vector2i(2, 1)] = Avatar.new(Data.Role.DPS, [Data.Element.WIND] as Array[int], 1)
|
||||
var b := PlayerState.new(1, "B", false)
|
||||
b.board[Vector2i(3, 0)] = Avatar.new(Data.Role.TANK, [Data.Element.ERDE] as Array[int], 1)
|
||||
c = Combat.new(a, b, 5)
|
||||
var healer := _unit(c, 0, 0)
|
||||
var ally := _unit(c, 0, 1)
|
||||
if healer.avatar.role != Data.Role.HEILER:
|
||||
var tmp := healer
|
||||
healer = ally
|
||||
ally = tmp
|
||||
var mana0 := ally.mana
|
||||
c._cast(healer)
|
||||
check(ally.mana >= mana0 + 20.0 - 0.01, "Welle gibt dem Verbündeten 20 Mana")
|
||||
c._cast(ally)
|
||||
check(healer.haste >= 0.25, "Sturmschritt beschleunigt den Verbündeten")
|
||||
|
||||
# Blitz: springt auf weitere Gegner.
|
||||
c = _duel(Data.Element.BLITZ, Data.Role.TANK, [Vector2i(3, 0), Vector2i(0, 3), Vector2i(6, 3)])
|
||||
me = _unit(c, 0)
|
||||
me.target = _unit(c, 1, 0)
|
||||
c._cast(me)
|
||||
var hurt := 0
|
||||
for u in c.units:
|
||||
if u.team == 1 and u.hp < u.max_hp:
|
||||
hurt += 1
|
||||
check(hurt >= 2, "Kette springt vom Tank auf zwei weitere Gegner (%d getroffen)" % hurt)
|
||||
check(Avatar.new(Data.Role.DPS, [Data.Element.FEUER] as Array[int], 1).ability_text().contains("Form Flächenbrand"),
|
||||
"Fähigkeitstext nennt die Form")
|
||||
|
||||
|
||||
func test_difficulty() -> void:
|
||||
print("[Schwierigkeit]")
|
||||
var rng := RandomNumberGenerator.new()
|
||||
var greed := {}
|
||||
for d in 3:
|
||||
rng.seed = 5
|
||||
var sum := 0.0
|
||||
for i in 30:
|
||||
var ai := BotAI.new()
|
||||
ai.setup(rng, d)
|
||||
sum += ai.greed
|
||||
greed[d] = sum / 30.0
|
||||
check(greed[Data.Difficulty.LEICHT] > greed[Data.Difficulty.NORMAL] and greed[Data.Difficulty.NORMAL] > greed[Data.Difficulty.SCHWER],
|
||||
"leicht hortet am meisten, schwer am wenigsten (%.2f / %.2f / %.2f)"
|
||||
% [greed[0], greed[1], greed[2]])
|
||||
var g := Game.new()
|
||||
g.start(9, Data.Difficulty.SCHWER)
|
||||
check(g.difficulty == Data.Difficulty.SCHWER and g.bots.values()[0].difficulty == Data.Difficulty.SCHWER,
|
||||
"Spiel reicht die Schwierigkeit an die Bots durch")
|
||||
|
||||
|
||||
func test_settings() -> void:
|
||||
print("[Einstellungen speichern]")
|
||||
var path := "user://settings_test.cfg"
|
||||
var st := Settings.new()
|
||||
st.volume = 0.35
|
||||
st.difficulty = Data.Difficulty.SCHWER
|
||||
st.save_to_disk(path)
|
||||
var back := Settings.new()
|
||||
back.load_from_disk(path)
|
||||
check(is_equal_approx(back.volume, 0.35) and back.difficulty == Data.Difficulty.SCHWER,
|
||||
"Lautstärke und Schwierigkeit kommen aus der Datei zurück")
|
||||
var fresh := Settings.new()
|
||||
fresh.load_from_disk("user://gibt_es_nicht.cfg")
|
||||
check(is_equal_approx(fresh.volume, 0.8) and fresh.difficulty == Data.Difficulty.NORMAL,
|
||||
"ohne Datei gelten die Standardwerte")
|
||||
DirAccess.remove_absolute(ProjectSettings.globalize_path(path))
|
||||
|
||||
|
||||
func test_healer_arrange() -> void:
|
||||
print("[Bot-Heiler stehen bei den Tanks]")
|
||||
var ai := BotAI.new()
|
||||
var rng := RandomNumberGenerator.new()
|
||||
rng.seed = 4
|
||||
ai.setup(rng)
|
||||
var me := PlayerState.new(1, "Bot", true)
|
||||
me.level = 9
|
||||
for i in 3:
|
||||
me.board[Vector2i(i, 3)] = Avatar.new(Data.Role.TANK, [Data.Element.ERDE] as Array[int], 1)
|
||||
for i in 2:
|
||||
me.board[Vector2i(3 + i, 3)] = Avatar.new(Data.Role.HEILER, [Data.Element.WASSER] as Array[int], 1)
|
||||
for i in 2:
|
||||
me.board[Vector2i(5 + i, 0)] = Avatar.new(Data.Role.DPS, [Data.Element.FEUER] as Array[int], 1)
|
||||
ai.arrange(me, null)
|
||||
var ok := true
|
||||
for hex in me.board:
|
||||
if me.board[hex].role != Data.Role.HEILER:
|
||||
continue
|
||||
var near := false
|
||||
for other in me.board:
|
||||
if me.board[other].role == Data.Role.TANK and Hex.distance(hex, other) <= Data.HEAL_RANGE:
|
||||
near = true
|
||||
ok = ok and near
|
||||
check(ok, "jeder Heiler erreicht einen Tank")
|
||||
|
||||
|
||||
func test_undo_sell() -> void:
|
||||
print("[Verkauf rückgängig]")
|
||||
var pool := Pool.new()
|
||||
var p := PlayerState.new(0, "T", false)
|
||||
p.gold = 5
|
||||
var a := Avatar.new(Data.Role.DPS, [Data.Element.FEUER] as Array[int], 1)
|
||||
a.invested = 2
|
||||
pool.take(Data.Element.FEUER)
|
||||
p.bench[2] = a
|
||||
var left := pool.element_left[Data.Element.FEUER]
|
||||
check(p.sell_bench(2, pool) and p.gold == 7 and pool.element_left[Data.Element.FEUER] == left + 1,
|
||||
"Verkauf gibt Gold und Vorrat zurück")
|
||||
check(p.undo_sell(pool), "Rückgängig geht")
|
||||
check(p.bench[2] == a and p.gold == 5 and pool.element_left[Data.Element.FEUER] == left,
|
||||
"Avatar liegt wieder da, Gold und Vorrat stimmen")
|
||||
check(not p.undo_sell(pool), "zweites Rückgängig ist wirkungslos")
|
||||
p.sell_bench(2, pool)
|
||||
p.gold = 0
|
||||
check(not p.undo_sell(pool), "ohne Gold kein Rückgängig")
|
||||
|
||||
|
||||
func test_pve_rounds() -> void:
|
||||
print("[Wildnis-Runden zum Warmlaufen]")
|
||||
var g := Game.new()
|
||||
g.start(61)
|
||||
check(g.is_pve_round(), "Runde 1 ist eine Wildnis-Runde")
|
||||
var opp := g.human_opponent()
|
||||
check(opp != null and opp.pname == "Wildnis" and opp.board.size() == 1, "Gegner ist die Wildnis mit einer Einheit")
|
||||
check(g.ranking().size() == 8, "die Wildnis zählt nicht als Spieler")
|
||||
var hp0 := g.human.hp
|
||||
g.start_combat()
|
||||
g.skip_combat()
|
||||
check(g.human.hp <= hp0, "gegen die Wildnis kann man Leben verlieren")
|
||||
check(g.round_no == 2 and g.human_opponent().pname == "Wildnis" and g.human_opponent().board.size() == 2,
|
||||
"Runde 2: Wildnis mit zwei Einheiten")
|
||||
g.start_combat()
|
||||
g.skip_combat()
|
||||
check(not g.is_pve_round() and g.human_opponent().pname != "Wildnis", "ab Runde %d spielen die Spieler gegeneinander" % (Data.PVE_ROUNDS + 1))
|
||||
var all_alive_before := g.alive_players().size()
|
||||
check(all_alive_before == 8, "niemand ist an der Wildnis gestorben")
|
||||
|
||||
|
||||
func test_stats() -> void:
|
||||
print("[Statistik]")
|
||||
var g := Game.new()
|
||||
g.start(71)
|
||||
var ai := BotAI.new()
|
||||
ai.setup(g.rand)
|
||||
for i in 5:
|
||||
ai.take_turn(g.human, g.pool, g.rand)
|
||||
g.start_combat()
|
||||
g.skip_combat()
|
||||
var st := g.human.stats
|
||||
check(st["wins"] + st["losses"] >= 4, "Siege und Niederlagen werden gezählt (%d/%d)" % [st["wins"], st["losses"]])
|
||||
check(st["gold_earned"] >= 5 * 5, "verdientes Gold summiert (%d)" % st["gold_earned"])
|
||||
check(st["spent"] > 0, "ausgegebenes Gold summiert (%d)" % st["spent"])
|
||||
|
||||
|
||||
func test_save_load() -> void:
|
||||
print("[Speichern und Laden]")
|
||||
var path := "user://spielstand_test.json"
|
||||
var g := Game.new()
|
||||
g.start(81)
|
||||
var ai := BotAI.new()
|
||||
ai.setup(g.rand)
|
||||
for i in 4:
|
||||
ai.take_turn(g.human, g.pool, g.rand)
|
||||
g.start_combat()
|
||||
g.skip_combat()
|
||||
g.human.shop_locked = true
|
||||
check(g.save(path), "Spielstand geschrieben")
|
||||
check(Game.has_save(path), "Datei ist da")
|
||||
var l := Game.load_from(path)
|
||||
check(l != null, "Spielstand gelesen")
|
||||
check(l.round_no == g.round_no and l.human.gold == g.human.gold and l.human.hp == g.human.hp,
|
||||
"Runde, Gold, Leben stimmen")
|
||||
check(l.human.board.size() == g.human.board.size() and l.human.level == g.human.level,
|
||||
"Brett und Level stimmen")
|
||||
check(l.human.shop_locked and l.human.shop.size() == g.human.shop.size(), "Shop samt Einfrieren stimmt")
|
||||
var same_pool := true
|
||||
for e in Data.ELEMENT_COUNT:
|
||||
if l.pool.element_left[e] != g.pool.element_left[e]:
|
||||
same_pool = false
|
||||
check(same_pool, "geteilter Vorrat stimmt")
|
||||
check(l.players.size() == 8 and l.bots.size() == 7 and l.human_opponent() != null,
|
||||
"acht Spieler, sieben Bots, Gegner bekannt")
|
||||
var fired := 0
|
||||
while l.phase != Game.Phase.GAMEOVER and fired < 60:
|
||||
l.start_combat()
|
||||
if l.phase == Game.Phase.COMBAT:
|
||||
l.skip_combat()
|
||||
fired += 1
|
||||
check(l.phase == Game.Phase.GAMEOVER or fired == 60, "geladene Partie läuft weiter (%d Runden)" % fired)
|
||||
Game.delete_save(path)
|
||||
check(not Game.has_save(path), "Spielstand gelöscht")
|
||||
|
||||
|
||||
func test_counters() -> void:
|
||||
print("[Schere-Stein-Papier]")
|
||||
# Ring: jedes Element schlägt genau eines und wird von genau einem geschlagen.
|
||||
var beaten := {}
|
||||
for e in Data.ELEMENT_COUNT:
|
||||
var target: int = Data.ELEMENT_BEATS[e]
|
||||
check(target != e, "%s schlägt nicht sich selbst" % Data.ELEMENT_NAMES[e])
|
||||
beaten[target] = beaten.get(target, 0) + 1
|
||||
var ring_ok := beaten.size() == Data.ELEMENT_COUNT
|
||||
for e in beaten:
|
||||
ring_ok = ring_ok and beaten[e] == 1
|
||||
check(ring_ok, "geschlossener Ring: jedes Element genau einmal geschlagen")
|
||||
check(Data.beats_element(Data.Element.WASSER, Data.Element.FEUER) and not Data.beats_element(Data.Element.FEUER, Data.Element.WASSER),
|
||||
"Wasser schlägt Feuer, nicht umgekehrt")
|
||||
check(Data.beaten_by(Data.Element.FEUER) == Data.Element.WASSER, "Feuer wird von Wasser geschlagen")
|
||||
check(Data.beats_role(Data.Role.TANK, Data.Role.DPS) and Data.beats_role(Data.Role.DPS, Data.Role.HEILER)
|
||||
and Data.beats_role(Data.Role.HEILER, Data.Role.TANK), "Rollen-Dreieck Tank > DPS > Heiler > Tank")
|
||||
check(is_equal_approx(Data.counter_multiplier(Data.Element.WASSER, Data.Role.TANK, Data.Element.FEUER, Data.Role.DPS), 1.35),
|
||||
"doppelter Konter gibt +35%")
|
||||
check(is_equal_approx(Data.counter_multiplier(Data.Element.FEUER, Data.Role.DPS, Data.Element.WASSER, Data.Role.TANK), 0.65),
|
||||
"doppelt gekontert gibt -35%")
|
||||
check(is_equal_approx(Data.counter_multiplier(Data.Element.FEUER, Data.Role.DPS, Data.Element.WIND, Data.Role.DPS), 1.0),
|
||||
"ohne Bezug bleibt es bei 100%")
|
||||
|
||||
# Im Kampf: Wasser-Schütze gegen Feuer-Ziel trifft härter als gegen Wind-Ziel.
|
||||
var a := PlayerState.new(0, "A", false)
|
||||
a.board[Vector2i(3, 1)] = Avatar.new(Data.Role.DPS, [Data.Element.WASSER] as Array[int], 1)
|
||||
var b := PlayerState.new(1, "B", false)
|
||||
b.board[Vector2i(3, 0)] = Avatar.new(Data.Role.DPS, [Data.Element.FEUER] as Array[int], 1)
|
||||
var c := Combat.new(a, b, 3)
|
||||
c.record_hits = true
|
||||
var me: Combat.CUnit = c.units[0] if c.units[0].team == 0 else c.units[1]
|
||||
var foe: Combat.CUnit = c.units[1] if c.units[0].team == 0 else c.units[0]
|
||||
var hp0: float = foe.hp
|
||||
c._apply_damage(me, foe, 100.0, false)
|
||||
var dealt_vs_fire: float = hp0 - foe.hp
|
||||
check(is_equal_approx(dealt_vs_fire, 100.0 * 1.2 * (1.0 - foe.armor)), "Wasser gegen Feuer: +20% (%.0f)" % dealt_vs_fire)
|
||||
check(c.hits.size() == 1 and c.hits[0]["kind"] == "counter", "Konter-Treffer wird als solcher gemeldet")
|
||||
var b2 := PlayerState.new(1, "B", false)
|
||||
b2.board[Vector2i(3, 0)] = Avatar.new(Data.Role.DPS, [Data.Element.WIND] as Array[int], 1)
|
||||
var c2 := Combat.new(a, b2, 3)
|
||||
var me2: Combat.CUnit = c2.units[0] if c2.units[0].team == 0 else c2.units[1]
|
||||
var foe2: Combat.CUnit = c2.units[1] if c2.units[0].team == 0 else c2.units[0]
|
||||
var hp1: float = foe2.hp
|
||||
c2._apply_damage(me2, foe2, 100.0, false)
|
||||
check(is_equal_approx(hp1 - foe2.hp, 100.0 * (1.0 - foe2.armor)), "Wasser gegen Wind: normal")
|
||||
check(Avatar.new(Data.Role.TANK, [Data.Element.FEUER] as Array[int], 1).counter_text()
|
||||
== "Stark gegen Eis, DPS · Schwach gegen Wasser, Heiler", "Text nennt Stärken und Schwächen")
|
||||
|
||||
|
||||
func test_bot_counter_pick() -> void:
|
||||
print("[Bots kontern den Gegner]")
|
||||
var rng := RandomNumberGenerator.new()
|
||||
rng.seed = 12
|
||||
var ai := BotAI.new()
|
||||
ai.setup(rng, Data.Difficulty.SCHWER)
|
||||
var me := PlayerState.new(1, "Bot", true)
|
||||
var opp := PlayerState.new(2, "Gegner", true)
|
||||
for i in 3:
|
||||
opp.board[Vector2i(i, 0)] = Avatar.new(Data.Role.DPS, [Data.Element.FEUER] as Array[int], 1)
|
||||
ai.opponent = opp
|
||||
check(ai._pick_element(me) == Data.Element.WASSER, "schwerer Bot wählt Wasser gegen ein Feuer-Team")
|
||||
ai.opponent = null
|
||||
check(ai.pref.has(ai._pick_element(me)), "ohne Gegner bleibt er bei seinen Vorlieben")
|
||||
var easy := BotAI.new()
|
||||
easy.setup(rng, Data.Difficulty.NORMAL)
|
||||
easy.pref = [Data.Element.ERDE, Data.Element.EIS, Data.Element.BLITZ]
|
||||
easy.opponent = opp
|
||||
check(easy._pick_element(me) != Data.Element.WASSER, "normaler Bot kontert nur innerhalb seiner Vorlieben")
|
||||
easy.pref = [Data.Element.WASSER, Data.Element.EIS, Data.Element.BLITZ]
|
||||
check(easy._pick_element(me) == Data.Element.WASSER, "… und nimmt den Konter, wenn er dazu passt")
|
||||
|
||||
Reference in New Issue
Block a user