This commit is contained in:
team3
2026-09-16 13:21:45 +02:00
parent 8a188c5d5c
commit 49e8f2d95e
27 changed files with 1772 additions and 265 deletions

View File

@@ -113,16 +113,25 @@ func ability_text() -> String:
s = "heilt 3 Verbündete um %d" % amount
else:
s = "heilt alle um %d und schildet" % amount
if not elements.is_empty():
var f: Dictionary = Data.ELEMENT_FORM[elements[0]]
s += "\nForm %s: %s" % [f["name"], f["desc"]]
var extra := []
for i in elements.size():
var scale := "" if i == 0 else " (halb)"
match elements[i]:
Data.Element.FEUER: extra.append("Brand" + scale)
Data.Element.WASSER: extra.append("Mana + stärkere Heilung" + scale)
Data.Element.WIND: extra.append("Tempo-Schub" + scale)
Data.Element.BLITZ: extra.append("Kettenblitz" + scale)
Data.Element.ERDE: extra.append("Betäubung" + scale)
Data.Element.EIS: extra.append("Verlangsamung" + scale)
for i in range(1, elements.size()):
extra.append(Data.element_effect(elements[i]) + " (halb)")
if not extra.is_empty():
s += "\nElemente: " + ", ".join(extra)
s += "\nDazu: " + ", ".join(extra)
return s
## „Stark gegen … · Schwach gegen …" aus Hauptelement und Rolle.
func counter_text() -> String:
var e := primary_element()
var strong := []
var weak := []
if e >= 0:
strong.append(Data.ELEMENT_NAMES[Data.ELEMENT_BEATS[e]])
weak.append(Data.ELEMENT_NAMES[Data.beaten_by(e)])
strong.append(Data.ROLE_NAMES[Data.ROLE_BEATS[role]])
weak.append(Data.ROLE_NAMES[Data.role_beaten_by(role)])
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:

View File

@@ -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:

View File

@@ -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)

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@@ -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

View File

@@ -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
View 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)

View File

@@ -0,0 +1 @@
uid://glddwd7k5wml

View File

@@ -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
View 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

View File

@@ -0,0 +1 @@
uid://bet73kf858xae

View File

@@ -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)

View File

@@ -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)))

View File

@@ -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
View 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())

View File

@@ -0,0 +1 @@
uid://bsb44pe2nytsf

View File

@@ -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
View 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)

View File

@@ -0,0 +1 @@
uid://c3rgifc7gtsxv