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