This commit is contained in:
team3
2026-09-16 12:09:33 +02:00
parent 9410d18ea5
commit 8a188c5d5c
29 changed files with 2016 additions and 564 deletions

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@@ -70,13 +70,16 @@ func base_stats() -> Dictionary:
var b: Dictionary = Data.ROLE_STATS[role]
var mult: float = Data.STAR_MULT[star - 1]
var ebonus := 1.0 + Data.ELEMENT_STAT_BONUS * float(maxi(0, elements.size() - 1))
var prof: Dictionary = Data.ELEMENT_PROFILE.get(primary_element(),
{"hp": 1.0, "atk": 1.0, "armor": 0.0, "aspd": 1.0, "mana": 1.0, "crit": 0.0})
return {
"hp": b["hp"] * mult * ebonus,
"atk": b["atk"] * mult * ebonus,
"armor": b["armor"],
"aspd": b["aspd"],
"hp": b["hp"] * mult * ebonus * prof["hp"],
"atk": b["atk"] * mult * ebonus * prof["atk"],
"armor": minf(0.75, b["armor"] + prof["armor"]),
"aspd": b["aspd"] * prof["aspd"],
"range": b["range"],
"mana": b["mana"],
"mana": b["mana"] * prof["mana"],
"crit": prof["crit"],
}

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@@ -22,31 +22,111 @@ func setup(rand: RandomNumberGenerator) -> void:
greed = rand.randf_range(0.3, 0.8)
func take_turn(p: PlayerState, pool: Pool, rand: RandomNumberGenerator, round_no: int) -> void:
func take_turn(p: PlayerState, pool: Pool, rand: RandomNumberGenerator) -> void:
_do_upgrades(p, pool)
_do_buys(p, pool, rand, round_no)
_do_placements(p, pool, round_no)
_do_buys(p, pool)
_do_placements(p)
_do_upgrades(p, pool)
var keep := int(lerpf(2.0, 18.0, greed))
if p.gold > keep + Data.REROLL_COST and rand.randf() < 0.6:
p.reroll(pool, rand)
_do_buys(p, pool, rand, round_no)
_do_placements(p, pool, round_no)
_do_upgrades(p, pool)
# Wer kurz vor einem Upgrade steht, würfelt gezielt nach Futter.
var hunting := _closest_upgrade_gap(p) <= 3
var rolls := 3 if hunting else 1
for i in rolls:
if p.gold > keep + Data.REROLL_COST and (hunting or rand.randf() < 0.6):
p.reroll(pool, rand)
_do_buys(p, pool)
_do_placements(p)
_do_upgrades(p, pool)
# Level kaufen, wenn das Brett voll ist und Nachwuchs auf der Bank wartet.
while p.gold > keep + Data.XP_BUY_COST and not p.can_place() \
and _pick_bench_for_board(p) >= 0 and p.buy_xp():
_do_placements(p)
_free_bench(p, pool)
## Stellt das Brett gegen den bekannten Gegner um: Tanks vor seine Schützen,
## eigene Schützen weg von seinen Tanks. Ohne Gegner gilt die Standardaufstellung.
func arrange(p: PlayerState, opp: PlayerState) -> void:
if p.board.is_empty():
return
var units: Array = p.board_units()
p.board.clear()
var threat := [] # Spalten (gespiegelt), in denen gegnerische Schützen stehen
var enemy_tanks := [] # Spalten (gespiegelt) gegnerischer Tanks
if opp != null:
for hex in opp.board:
var col: int = Data.BOARD_COLS - 1 - hex.x
if opp.board[hex].role == Data.Role.TANK:
enemy_tanks.append(col)
else:
threat.append(col)
var center := [3, 2, 4, 1, 5, 0, 6]
var tank_cols := threat.duplicate()
for c in center:
if not tank_cols.has(c):
tank_cols.append(c)
# Schützen möglichst weit weg von gegnerischen Tanks.
var far_cols := center.duplicate()
far_cols.sort_custom(func(a, b):
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
var placed := false
for r in rows:
for c in cols:
var h := Vector2i(c, r)
if not p.board.has(h):
p.board[h] = u
placed = true
break
if placed:
break
func _min_dist(col: int, cols: Array) -> int:
if cols.is_empty():
return 0
var best := 99
for c in cols:
best = mini(best, absi(col - c))
return best
## Kleinste Zahl fehlender Futter-Avatare über alle Board-Einheiten.
func _closest_upgrade_gap(p: PlayerState) -> int:
var best := 99
for hex in p.board:
var miss := p.upgrade_missing(hex)
if p.board[hex].upgrade_cost().is_empty():
continue
var total := 0
for e in miss:
total += miss[e]
best = mini(best, total)
return best
## Elemente, die irgendeine Board-Einheit für ihr nächstes Upgrade braucht.
func _needed_elements(p: PlayerState) -> Dictionary:
var need := {}
for hex in p.board:
for e in p.board[hex].upgrade_cost():
need[e] = true
return need
func _wants(entry: ShopEntry, p: PlayerState) -> bool:
if entry.element < 0:
# Neutral wird beim Kauf spezialisiert, also immer brauchbar.
return true
if pref.has(entry.element):
if _needed_elements(p).has(entry.element):
return true
# Elemente, die schon auf dem Board sind, sind immer Futter.
return p.trait_counts().has(entry.element)
return pref.has(entry.element)
func _do_buys(p: PlayerState, pool: Pool, rand: RandomNumberGenerator, round_no: int) -> void:
func _do_buys(p: PlayerState, pool: Pool) -> void:
for i in p.shop.size():
var e: ShopEntry = p.shop[i]
if e.sold:
@@ -60,8 +140,8 @@ func _do_buys(p: PlayerState, pool: Pool, rand: RandomNumberGenerator, round_no:
p.buy(i, pool, _pick_element(p) if e.element < 0 else e.element)
func _do_placements(p: PlayerState, pool: Pool, round_no: int) -> void:
while p.can_place(round_no):
func _do_placements(p: PlayerState) -> void:
while p.can_place():
var idx := _pick_bench_for_board(p)
if idx < 0:
return
@@ -69,7 +149,7 @@ func _do_placements(p: PlayerState, pool: Pool, round_no: int) -> void:
var hex := _pick_hex(p, a.role)
if hex.x < 0:
return
if not p.place(idx, hex, round_no):
if not p.place(idx, hex):
return
@@ -77,6 +157,7 @@ func _do_placements(p: PlayerState, pool: Pool, round_no: int) -> void:
## Alles Weitere bleibt als Futter auf der Bank.
func _pick_bench_for_board(p: PlayerState) -> int:
var counts := p.trait_counts()
var need := _needed_elements(p)
var best := -1
var best_score := -1
for i in p.bench.size():
@@ -84,7 +165,9 @@ func _pick_bench_for_board(p: PlayerState) -> int:
if a == null:
continue
var score := 0
if pref.has(a.elements[0]):
if need.has(a.elements[0]) and counts.get(a.elements[0], 0) > 0:
score = 0 # Futter für ein laufendes Upgrade bleibt auf der Bank
elif pref.has(a.elements[0]):
score = 3 if counts.get(a.elements[0], 0) == 0 else 1
else:
score = 2 if counts.get(a.elements[0], 0) == 0 else 0
@@ -144,12 +227,16 @@ func _do_upgrades(p: PlayerState, pool: Pool) -> void:
func _free_bench(p: PlayerState, pool: Pool) -> void:
if p.free_bench_slot() >= 0:
return
var counts := p.trait_counts()
var need := _needed_elements(p)
# Erst verkaufen, was weder Futter noch Lieblingselement ist.
for i in p.bench.size():
var a = p.bench[i]
if a == null:
continue
if counts.get(a.elements[0], 0) == 0 and not pref.has(a.elements[0]):
if a != null and not need.has(a.elements[0]) and not pref.has(a.elements[0]):
p.sell_bench(i, pool)
return
for i in p.bench.size():
var a = p.bench[i]
if a != null and not need.has(a.elements[0]):
p.sell_bench(i, pool)
return
p.sell_bench(0, pool)

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@@ -47,6 +47,8 @@ class CUnit extends RefCounted:
var target = null
var cast_flash: float = 0.0
var hit_flash: float = 0.0
var dealt: float = 0.0 ## ausgeteilter Schaden, für den Rückblick
var healed: float = 0.0
func effective_aspd() -> float:
return maxf(0.1, aspd * (1.0 + haste) * (1.0 - slow))
@@ -57,7 +59,12 @@ var time: float = 0.0
var finished: bool = false
var winner: int = -1 ## 0 = Team A, 1 = Team B, -1 = unentschieden
var survivors: int = 0
var survivor_stars: int = 0 ## Sternsumme der Überlebenden, bestimmt den Schaden
var events: Array = [] ## kurze Textmeldungen für das Log
## Treffer, Heilungen und Zauber für Anzeige und Sound. Nur im Spielerkampf
## aufgezeichnet, Bot-Kämpfe laufen still durch.
var record_hits: bool = false
var hits: Array = []
var _mods := [{}, {}]
var _occ := {}
@@ -116,7 +123,7 @@ func _spawn(p: PlayerState, team: int) -> void:
u.max_mana = s["mana"]
u.mana = 0.0
u.mana_mult = m["mana"]
u.crit = m["crit"]
u.crit = m["crit"] + s.get("crit", 0.0)
if _occ.has(u.pos):
u.pos = _free_near(u.pos)
_occ[u.pos] = u
@@ -266,6 +273,9 @@ func _basic_attack(u: CUnit, t: CUnit) -> void:
var dmg := u.atk
if u.crit > 0.0 and _rand.randf() < u.crit:
dmg *= CRIT_MULT
if record_hits:
hits.append({"kind": "attack", "pos": t.pos, "from": u.pos, "team": u.team,
"ranged": u.atk_range > 1, "element": u.avatar.primary_element(), "amount": 0, "t": time})
_apply_damage(u, t, dmg, false)
var ice: float = _mods[u.team]["ice"]
if ice > 0.0:
@@ -291,6 +301,10 @@ func _apply_damage(src, tgt: CUnit, amount: float, is_true: bool) -> void:
if dmg > 0.0:
tgt.hp -= dmg
tgt.hit_flash = 0.12
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)
tgt.mana += MANA_PER_HIT * tgt.mana_mult
if tgt.mana >= tgt.max_mana and tgt.alive and tgt.hp > 0.0:
_cast(tgt)
@@ -319,8 +333,17 @@ func _kill(u: CUnit) -> void:
func _heal(u: CUnit, amount: float) -> void:
if u.alive:
u.hp = minf(u.max_hp, u.hp + amount)
if not u.alive:
return
var real := minf(u.max_hp, u.hp + amount) - u.hp
u.hp += real
u.healed += real
if record_hits and real >= 1.0:
_record("heal", u, real)
func _record(kind: String, u: CUnit, amount: float) -> void:
hits.append({"kind": kind, "pos": u.pos, "team": u.team, "amount": int(round(amount)), "t": time})
# --- Fähigkeiten ----------------------------------------------------------
@@ -328,6 +351,8 @@ func _heal(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():
@@ -373,7 +398,7 @@ func _cast(u: CUnit) -> void:
hit_enemies.append(o)
Data.Role.HEILER:
var amount := u.atk * (3.0 - 0.25 * float(u.avatar.star - 1)) * (1.0 + heal_bonus)
var allies := _allies_by_missing_hp(u.team)
var allies := _allies_by_missing_hp(u.team, u)
var count := 1
if u.avatar.star == 2:
count = 3
@@ -428,11 +453,14 @@ func _apply_element_effects(u: CUnit, main_target, hit_enemies: Array) -> void:
main_target.slow_timer = maxf(main_target.slow_timer, 3.0)
func _allies_by_missing_hp(team: int) -> Array:
## Verbündete in Heilreichweite, schwächste zuerst. Mindestens der Heiler selbst.
func _allies_by_missing_hp(team: int, healer: CUnit) -> Array:
var list := []
for o in units:
if o.alive and o.team == team:
if o.alive and o.team == team and Hex.distance(o.pos, healer.pos) <= Data.HEAL_RANGE:
list.append(o)
if list.is_empty():
list.append(healer)
list.sort_custom(func(a, b): return (a.hp / a.max_hp) < (b.hp / b.max_hp))
return list
@@ -447,6 +475,40 @@ func alive_count(team: int) -> int:
return n
## Kurzer Rückblick für ein Team: Überlebende, stärkste Einheit, Gegnerspitze.
func recap(team: int) -> Dictionary:
var total := 0
var alive := 0
var best = null
var best_enemy = null
for u in units:
if u.team == team:
total += 1
if u.alive:
alive += 1
if best == null or u.dealt + u.healed > best.dealt + best.healed:
best = u
elif best_enemy == null or u.dealt > best_enemy.dealt:
best_enemy = u
return {
"total": total, "alive": alive,
"best_name": best.avatar.display_name() if best else "-",
"best_dealt": int(best.dealt) if best else 0,
"best_healed": int(best.healed) if best else 0,
"enemy_name": best_enemy.avatar.display_name() if best_enemy else "-",
"enemy_dealt": int(best_enemy.dealt) if best_enemy else 0,
"duration": time,
}
func _star_sum(team: int) -> int:
var n := 0
for u in units:
if u.alive and u.team == team:
n += u.avatar.star
return n
func _check_end() -> void:
var a := alive_count(0)
var b := alive_count(1)
@@ -455,9 +517,11 @@ func _check_end() -> void:
if a == b:
winner = -1
survivors = 0
survivor_stars = 0
else:
winner = 0 if a > b else 1
survivors = maxi(a, b)
survivor_stars = _star_sum(winner)
return
if time >= TIME_LIMIT:
_resolve_by_hp()
@@ -472,6 +536,8 @@ func _resolve_by_hp() -> void:
if absf(frac[0] - frac[1]) < 0.25:
winner = -1
survivors = 0
survivor_stars = 0
else:
winner = 0 if frac[0] > frac[1] else 1
survivors = alive_count(winner)
survivor_stars = _star_sum(winner)

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@@ -28,6 +28,21 @@ const ROLE_STATS := {
Role.HEILER: {"hp": 520.0, "atk": 38.0, "armor": 0.22, "aspd": 0.70, "range": 3, "mana": 90.0},
}
# Das Hauptelement prägt die Werte: Feuer schlägt hart, Erde hält aus, Wind ist
# schnell, Blitz trifft kritisch, Wasser zaubert öfter, Eis ist zäh und langsam.
const ELEMENT_PROFILE := {
Element.FEUER: {"hp": 0.90, "atk": 1.18, "armor": 0.0, "aspd": 1.0, "mana": 1.0, "crit": 0.0},
Element.WASSER: {"hp": 1.0, "atk": 0.95, "armor": 0.0, "aspd": 1.0, "mana": 0.75, "crit": 0.0},
Element.WIND: {"hp": 0.92, "atk": 0.95, "armor": 0.0, "aspd": 1.20, "mana": 1.0, "crit": 0.0},
Element.BLITZ: {"hp": 0.95, "atk": 1.0, "armor": 0.0, "aspd": 1.05, "mana": 1.0, "crit": 0.15},
Element.ERDE: {"hp": 1.22, "atk": 0.92, "armor": 0.08, "aspd": 0.90, "mana": 1.0, "crit": 0.0},
Element.EIS: {"hp": 1.08, "atk": 0.95, "armor": 0.05, "aspd": 0.95, "mana": 0.9, "crit": 0.0},
}
const PROFILE_HINT := {
Element.FEUER: "hart, aber weich", Element.WASSER: "zaubert oft", Element.WIND: "schnell",
Element.BLITZ: "kritisch", Element.ERDE: "zäh und langsam", Element.EIS: "robust",
}
# Multiplikator pro Sternstufe (Index = star - 1).
const STAR_MULT := [1.0, 1.8, 3.24]
const MAX_STAR := 3
@@ -55,13 +70,29 @@ const START_GOLD := 4
# --- Geteilter Pool --------------------------------------------------------
## Alle 8 Spieler teilen sich diesen Vorrat pro Element. Ein 3-Star bindet
## allein 9 Stück, dazu kommt was auf Bänken und Brettern liegt.
## Bei 180 hält der Vorrat eine ganze Partie und kann im Endspiel trotzdem knapp werden.
const POOL_PER_ELEMENT := 180
## Bei 100 hält der Vorrat eine ganze Partie, geht im Endspiel aber auf rund ein Fünftel.
const POOL_PER_ELEMENT := 100
# --- Board -----------------------------------------------------------------
const BOARD_COLS := 7
const BOARD_ROWS := 4
const MAX_TEAM_SLOTS := 9
# --- Level und Erfahrung ---------------------------------------------------
## Das Spielerlevel ist die Anzahl der Kaderplätze. Jede Runde gibt XP,
## weitere XP kauft man. Level gegen Würfeln ist die TFT-Kernentscheidung.
const START_LEVEL := 3
const MAX_LEVEL := 9
const XP_PER_ROUND := 2
const XP_BUY_COST := 4
const XP_BUY_AMOUNT := 4
const XP_TABLE := {3: 4, 4: 8, 5: 12, 6: 20, 7: 32, 8: 48}
# --- Planung ---------------------------------------------------------------
const PLAN_SECONDS := 30.0
# --- Kampf -----------------------------------------------------------------
## Heiler heilen nur Verbündete in dieser Hex-Reichweite.
const HEAL_RANGE := 2
# --- Element-Traits --------------------------------------------------------
# steps = Anzahl aufgestellter Einheiten mit diesem Element.
@@ -133,9 +164,14 @@ static func trait_tier(element: int, count: int) -> int:
return tier
## Teamgröße wächst mit der Runde.
static func team_slots(round_no: int) -> int:
return mini(3 + int(float(round_no - 1) / 2.0), MAX_TEAM_SLOTS)
## XP bis zum nächsten Level, 0 auf Maximalstufe.
static func xp_needed(level: int) -> int:
return XP_TABLE.get(level, 0)
## Grundschaden einer verlorenen Runde, steigt alle vier Runden.
static func round_base_damage(round_no: int) -> int:
return 2 + int(float(round_no - 1) / 4.0)
## Wahrscheinlichkeit, dass ein Shop-Platz einen neutralen Avatar zeigt.

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@@ -20,6 +20,11 @@ var pairings: Array = [] ## [{a, b, ghost}]
var player_combat: Combat = null
var pending: Array = [] ## Ergebnisse der Bot-Kämpfe
var last_round_log: Array = []
var plan_left: float = Data.PLAN_SECONDS
var timer_enabled: bool = true
var human_recap: Dictionary = {} ## Rückblick auf den letzten eigenen Kampf
## Zählt, wie oft der Mensch gewonnen bzw. verloren hat (für Sound und Anzeige).
var human_last_result: int = 0 ## 1 Sieg, -1 Niederlage, 0 unentschieden/keine
func start(seed_value: int = 0) -> void:
@@ -37,7 +42,9 @@ func start(seed_value: int = 0) -> void:
round_no = 1
for p in players:
p.roll_shop(pool, rand)
pairings = _make_pairings()
_run_bot_turns()
plan_left = Data.PLAN_SECONDS
phase = Phase.PLANNING
@@ -54,7 +61,21 @@ 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, round_no)
bots[p.pid].take_turn(p, pool, rand)
bots[p.pid].arrange(p, opponent_of(p))
## Planungsuhr. Läuft sie ab, startet der Kampf von selbst.
## Gibt true zurück, wenn dadurch die Phase gewechselt hat.
func tick_planning(dt: float) -> bool:
if phase != Phase.PLANNING or not timer_enabled:
return false
plan_left -= dt
if plan_left <= 0.0:
plan_left = 0.0
start_combat()
return true
return false
# --- Kampfphase ------------------------------------------------------------
@@ -62,12 +83,16 @@ func _run_bot_turns() -> void:
func start_combat() -> void:
if phase != Phase.PLANNING:
return
pairings = _make_pairings()
# Abbilder erst jetzt kopieren, damit sie den aktuellen Stand zeigen.
for pr in pairings:
if pr["ghost"]:
pr["b"] = _make_ghost(pr["ghost_src"])
pending.clear()
player_combat = null
for pr in pairings:
if pr["a"] == human or pr["b"] == human:
player_combat = Combat.new(pr["a"], pr["b"], rand.randi())
player_combat.record_hits = true
pending.append({"pair": pr, "combat": player_combat})
else:
var c := Combat.new(pr["a"], pr["b"], rand.randi())
@@ -107,7 +132,7 @@ func _make_pairings() -> Array:
if others.is_empty():
return out
var src: PlayerState = others[rand.randi_range(0, others.size() - 1)]
out.append({"a": lone, "b": _make_ghost(src), "ghost": true})
out.append({"a": lone, "b": _make_ghost(src), "ghost": true, "ghost_src": src})
return out
@@ -129,18 +154,25 @@ func resolve_round() -> void:
c.run_to_end()
var a: PlayerState = pr["a"]
var b: PlayerState = pr["b"]
var dmg := 3 + c.survivors
var base := Data.round_base_damage(round_no)
var dmg := base + c.survivor_stars
if a == human or b == human:
human_last_result = 0 if c.winner < 0 else (1 if pr["a" if c.winner == 0 else "b"] == human else -1)
human_recap = c.recap(0 if a == human else 1)
human_recap["opponent"] = (b if a == human else a).pname
human_recap["result"] = human_last_result
human_recap["damage"] = dmg if c.winner >= 0 else base
if c.winner == 0:
_apply_result(a, b, dmg, pr["ghost"])
elif c.winner == 1:
_apply_result(b, a, dmg, pr["ghost"])
else:
a.register_result(false)
a.take_damage(3)
a.take_damage(base)
if not pr["ghost"]:
b.register_result(false)
b.take_damage(3)
last_round_log.append("%s vs %s: unentschieden" % [a.pname, b.pname])
b.take_damage(base)
last_round_log.append("%s vs %s: unentschieden (-%d)" % [a.pname, b.pname, base])
pending.clear()
player_combat = null
_check_eliminations()
@@ -176,13 +208,26 @@ func _next_round() -> void:
if not p.alive:
continue
p.gold += p.round_income()
p.roll_shop(pool, rand)
p.gain_xp(Data.XP_PER_ROUND)
p.new_round_shop(pool, rand)
pairings = _make_pairings()
_run_bot_turns()
plan_left = Data.PLAN_SECONDS
phase = Phase.PLANNING
# --- 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"]
if pr["b"] == p:
return pr["a"]
return null
func human_opponent() -> PlayerState:
for pr in pairings:
if pr["a"] == human:

View File

@@ -12,6 +12,10 @@ var streak: int = 0 ## >0 Siegserie, <0 Niederlagenserie
var alive: bool = true
var last_won: bool = false
var placement: int = 0 ## Endplatzierung, 0 = noch im Spiel
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 bench: Array = [] ## Avatar oder null
var board: Dictionary = {} ## Vector2i -> Avatar
@@ -72,10 +76,18 @@ func reroll(pool: Pool, rng: RandomNumberGenerator) -> bool:
if gold < Data.REROLL_COST:
return false
gold -= Data.REROLL_COST
shop_locked = false
roll_shop(pool, rng)
return true
## Neue Runde: der Shop wird nur neu gefüllt, wenn er nicht eingefroren ist.
func new_round_shop(pool: Pool, rng: RandomNumberGenerator) -> void:
if shop_locked:
return
roll_shop(pool, rng)
func free_bench_slot() -> int:
for i in bench.size():
if bench[i] == null:
@@ -101,6 +113,8 @@ func buy(index: int, pool: Pool, chosen_element: int = -1) -> bool:
gold -= entry.price()
bench[slot] = entry.to_avatar(element)
entry.sold = true
if entry.element < 0:
last_element = element
return true
@@ -126,21 +140,42 @@ func sell_board(hex: Vector2i, pool: Pool) -> bool:
# --- Aufstellen ------------------------------------------------------------
func team_slots(round_no: int) -> int:
return Data.team_slots(round_no)
func team_slots() -> int:
return level
func can_place(round_no: int) -> bool:
return board.size() < team_slots(round_no)
func can_place() -> bool:
return board.size() < level
func gain_xp(amount: int) -> void:
xp += amount
while level < Data.MAX_LEVEL and xp >= Data.xp_needed(level):
xp -= Data.xp_needed(level)
level += 1
if level >= Data.MAX_LEVEL:
xp = 0
func can_buy_xp() -> bool:
return level < Data.MAX_LEVEL and gold >= Data.XP_BUY_COST
func buy_xp() -> bool:
if not can_buy_xp():
return false
gold -= Data.XP_BUY_COST
gain_xp(Data.XP_BUY_AMOUNT)
return true
## Setzt einen Avatar von der Bank aufs Board.
func place(bench_index: int, hex: Vector2i, round_no: int) -> bool:
func place(bench_index: int, hex: Vector2i) -> bool:
if bench_index < 0 or bench_index >= bench.size() or bench[bench_index] == null:
return false
if board.has(hex) or not _valid_hex(hex):
return false
if not can_place(round_no):
if not can_place():
return false
var a: Avatar = bench[bench_index]
board[hex] = a
@@ -175,7 +210,7 @@ func move_on_board(from_hex: Vector2i, to_hex: Vector2i) -> bool:
## Verschiebt einen Avatar zwischen Bank und Board, in beide Richtungen.
## Ist das Ziel belegt, tauschen die beiden Avatare die Plätze.
## src und dst sind {"kind": "board"/"bench", "hex": Vector2i, "index": int}.
func move_slot(src: Dictionary, dst: Dictionary, round_no: int) -> bool:
func move_slot(src: Dictionary, dst: Dictionary) -> bool:
if src.is_empty() or dst.is_empty() or src == dst:
return false
var sk: String = src["kind"]
@@ -212,7 +247,7 @@ func move_slot(src: Dictionary, dst: Dictionary, round_no: int) -> bool:
var hex3: Vector2i = dst["hex"]
if bench[i3] == null or not _valid_hex(hex3):
return false
if not board.has(hex3) and not can_place(round_no):
if not board.has(hex3) and not can_place():
return false
var unit3: Avatar = bench[i3]
if board.has(hex3):

View File

@@ -16,6 +16,8 @@ const BENCH_OFFSET := 1.95 ## Abstand der Bank hinter der letzten Reihe
var game: Game = null
var camera: Camera3D = null
## Brett eines anderen Spielers, das in der Planung oben gezeigt wird.
var scout_player: PlayerState = null
var selected_slot := {} ## {"kind": "board"/"bench", ...}
var hover_slot := {}
var drag_active := false
@@ -31,6 +33,12 @@ var _bench_tiles := {} ## int -> MeshInstance3D
var _bench_mats := {}
var _bench_z := 0.0
var _units := {} ## key -> Node3D
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 _shot_mesh: SphereMesh
var _slash_mesh: BoxMesh
var _origin := Vector3.ZERO
var _tile_mesh: CylinderMesh
var _ring_mesh: TorusMesh
@@ -48,6 +56,13 @@ func _ready() -> void:
_ring_mesh.outer_radius = 0.66
_ring_mesh.ring_segments = 8
_ring_mesh.rings = 24
_shot_mesh = SphereMesh.new()
_shot_mesh.radius = 0.11
_shot_mesh.height = 0.22
_shot_mesh.radial_segments = 8
_shot_mesh.rings = 4
_slash_mesh = BoxMesh.new()
_slash_mesh.size = Vector3(0.12, 0.12, 0.7)
_build_tiles()
_build_bench()
set_process(true)
@@ -212,6 +227,46 @@ func _process(delta: float) -> void:
return
_update_tiles()
_update_units(delta)
_update_shots(delta)
## Sichtbarer Angriff: Fernkampf schickt eine Kugel, Nahkampf einen kurzen Hieb.
func spawn_attack(from: Vector3, to: Vector3, ranged: bool, col: Color) -> void:
var mi := MeshInstance3D.new()
mi.mesh = _shot_mesh if ranged else _slash_mesh
var m := StandardMaterial3D.new()
m.albedo_color = col
m.emission_enabled = true
m.emission = col
m.emission_energy_multiplier = 1.8
mi.material_override = m
var a := from + Vector3(0.0, 0.7, 0.0)
var b := to + Vector3(0.0, 0.6, 0.0)
if not ranged:
# Der Hieb startet vor dem Angreifer und endet am Ziel.
a = a.lerp(b, 0.35)
mi.position = a
if (b - a).length() > 0.01:
mi.look_at_from_position(a, b, Vector3.UP)
add_child(mi)
shots_total += 1
_shots.append({"node": mi, "from": a, "to": b, "t": 0.0, "dur": 0.2 if ranged else 0.09})
func _update_shots(delta: float) -> void:
var keep := []
for sh in _shots:
sh["t"] += delta
var f: float = sh["t"] / sh["dur"]
var node: MeshInstance3D = sh["node"]
if f >= 1.0:
node.queue_free()
continue
var pos: Vector3 = sh["from"].lerp(sh["to"], f)
pos.y += sin(f * PI) * 0.35
node.position = pos
keep.append(sh)
_shots = keep
func _update_tiles() -> void:
@@ -284,6 +339,10 @@ func _update_units(delta: float) -> void:
"side": 0 if u.team == my_team else 1,
"cast": u.cast_flash > 0.0,
"hit": u.hit_flash > 0.0,
"burn": u.burn_timer > 0.0,
"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),
}
else:
for bh in game.human.board:
@@ -292,6 +351,13 @@ func _update_units(delta: float) -> void:
"avatar": a, "world": world_pos(from_board(bh)), "hp": 1.0, "mana": 0.0,
"side": 0, "cast": false, "hit": false,
}
if scout_player != null and scout_player.alive:
for bh in scout_player.board:
var sa: Avatar = scout_player.board[bh]
wanted["s%d" % sa.id] = {
"avatar": sa, "world": world_pos(Combat._arena_pos(bh, 1)), "hp": 1.0,
"mana": 0.0, "side": 1, "cast": false, "hit": false,
}
# Die Bank ist immer sichtbar, auch während des Kampfes.
for i in game.human.bench.size():
var ba = game.human.bench[i]
@@ -310,9 +376,25 @@ func _update_units(delta: float) -> void:
wanted[drag_key]["dragged"] = true
for key in _units.keys():
if not wanted.has(key):
_units[key].queue_free()
if wanted.has(key):
continue
var node: Node3D = _units[key]
if not _dying.has(key):
# Im Kampf schrumpft die Einheit weg, in der Planung verschwindet sie sofort.
if game.phase == Game.Phase.COMBAT and key.begins_with("c"):
_dying[key] = DEATH_TIME
else:
node.queue_free()
_units.erase(key)
continue
_dying[key] -= delta
var t: float = maxf(0.0, _dying[key] / DEATH_TIME)
node.scale = Vector3(t, t * 0.6, t)
node.position.y = -0.4 * (1.0 - t)
if _dying[key] <= 0.0:
node.queue_free()
_units.erase(key)
_dying.erase(key)
for key in wanted:
var d: Dictionary = wanted[key]
@@ -332,10 +414,31 @@ func _update_units(delta: float) -> void:
var body: MeshInstance3D = node.get_meta("body")
var mat: StandardMaterial3D = body.material_override
var base: Color = d["avatar"].color()
mat.albedo_color = base.lightened(0.5) if d["hit"] else base
var col := base
if d.get("slow", false):
col = col.lerp(Color(0.55, 0.8, 1.0), 0.45)
if d.get("stun", false):
col = col.lerp(Color(1.0, 0.95, 0.4), 0.5)
if d["hit"]:
col = col.lightened(0.5)
mat.albedo_color = col
var dragged: bool = d.get("dragged", false)
mat.emission_energy_multiplier = 1.6 if d["cast"] else (0.45 if dragged else 0.12)
node.scale = Vector3.ONE * (1.12 if (d["cast"] or dragged) else 1.0)
var emit := 0.12
if d["cast"]:
emit = 1.6
elif d.get("burn", false):
emit = 0.9
mat.emission = Color(1.0, 0.45, 0.15)
elif dragged:
emit = 0.45
else:
mat.emission = base
mat.emission_energy_multiplier = emit
var sc := 1.12 if (d["cast"] or dragged) else 1.0
if d.get("stun", false):
node.scale = Vector3(sc * 1.08, sc * 0.8, sc * 1.08)
else:
node.scale = Vector3.ONE * sc
draw_units.append({
"pos": node.position, "avatar": d["avatar"], "hp": d["hp"],
"mana": d["mana"], "side": d["side"], "cast": d["cast"],
@@ -347,12 +450,77 @@ func unit_node(avatar_id: int) -> Node3D:
return _units.get("a%d" % avatar_id)
## Für das Overlay: Arena-Feld so spiegeln, wie das Brett gezeichnet wird.
func mirror_for_view(p: Vector2i, my_team: int) -> Vector2i:
return _mirror(p, my_team)
func _mirror(p: Vector2i, my_team: int) -> Vector2i:
if my_team == 0:
return p
return Vector2i(COLS - 1 - p.x, ROWS - 1 - p.y)
## Kleines Kennzeichen des Hauptelements auf oder neben dem Körper.
func _add_ornament(root: Node3D, a: Avatar, body_y: float) -> void:
var e := a.primary_element()
if e < 0:
return
var col: Color = Data.ELEMENT_COLORS[e]
var m := StandardMaterial3D.new()
m.albedo_color = col.lightened(0.15)
m.emission_enabled = true
m.emission = col
m.emission_energy_multiplier = 0.5
var top := body_y + 0.5
match e:
Data.Element.FEUER:
# Flamme: kleiner Kegel oben.
var c := CylinderMesh.new()
c.top_radius = 0.0
c.bottom_radius = 0.16
c.height = 0.38
c.radial_segments = 8
_orn(root, c, m, Vector3(0.0, top + 0.18, 0.0))
Data.Element.WASSER:
# Tropfen: flache Kugel oben.
var sp := SphereMesh.new()
sp.radius = 0.16
sp.height = 0.22
_orn(root, sp, m, Vector3(0.0, top + 0.12, 0.0))
Data.Element.WIND:
# Finne: dünne, hohe Platte.
var b := BoxMesh.new()
b.size = Vector3(0.05, 0.42, 0.28)
_orn(root, b, m, Vector3(0.0, top + 0.2, 0.0))
Data.Element.BLITZ:
# Zacke: Prisma oben.
var pr := PrismMesh.new()
pr.size = Vector3(0.28, 0.4, 0.12)
_orn(root, pr, m, Vector3(0.0, top + 0.2, 0.0))
Data.Element.ERDE:
# Schultern: zwei Würfel seitlich.
for sx in [-1.0, 1.0]:
var bx := BoxMesh.new()
bx.size = Vector3(0.22, 0.22, 0.22)
_orn(root, bx, m, Vector3(sx * 0.5, body_y + 0.1, 0.0))
Data.Element.EIS:
# Kristall: umgedrehtes Prisma oben.
var cr := PrismMesh.new()
cr.size = Vector3(0.22, 0.42, 0.22)
var n := _orn(root, cr, m, Vector3(0.0, top + 0.2, 0.0))
n.rotation_degrees = Vector3(180.0, 45.0, 0.0)
func _orn(root: Node3D, mesh: Mesh, mat: Material, pos: Vector3) -> MeshInstance3D:
var mi := MeshInstance3D.new()
mi.mesh = mesh
mi.material_override = mat
mi.position = pos
root.add_child(mi)
return mi
func _make_unit(a: Avatar, side: int) -> Node3D:
var root := Node3D.new()
@@ -390,6 +558,8 @@ func _make_unit(a: Avatar, side: int) -> Node3D:
root.add_child(body)
root.set_meta("body", body)
_add_ornament(root, a, body.position.y)
# Bodenring: weiss = eigenes Team, rot = Gegner.
var ring := MeshInstance3D.new()
ring.mesh = _ring_mesh

View File

@@ -1,10 +1,17 @@
class_name HudOverlay
extends Control
## Zeichnet Lebens- und Manabalken, Rolle und Sterne über die 3D-Einheiten.
## Zeichnet Lebens- und Manabalken, Rolle, Sterne und Schadenszahlen
## über die 3D-Einheiten. Spielt außerdem die Kampfgeräusche ab.
const FLOAT_TIME := 0.9
const FLOAT_RISE := 42.0
var board: BoardView3D = null
var sfx: Sfx = null
var _font: Font
var _floaters: Array = [] ## {"world": Vector3, "text": String, "col": Color, "age": float}
var _combat_seen: Combat = null
func _ready() -> void:
@@ -13,10 +20,52 @@ func _ready() -> void:
set_process(true)
func _process(_delta: float) -> void:
func _process(delta: float) -> void:
_pull_hits()
for f in _floaters:
f["age"] += delta
_floaters = _floaters.filter(func(f): return f["age"] < FLOAT_TIME)
queue_redraw()
## Holt neue Treffer aus dem laufenden Spielerkampf und macht Zahlen und Töne daraus.
func _pull_hits() -> void:
if board == null or board.game == null:
return
var c: Combat = board.game.player_combat
if c == null or not c.record_hits:
_combat_seen = null
return
if c != _combat_seen:
_combat_seen = c
_floaters.clear()
if c.hits.is_empty():
return
var my_team := board.game.human_team_in_combat()
for h in c.hits:
var world := board.world_pos(board.mirror_for_view(h["pos"], my_team))
var mine: bool = h["team"] == my_team
match h["kind"]:
"dmg":
_floaters.append({"world": world, "text": str(h["amount"]),
"col": Color(1.0, 0.55, 0.45) if mine else Color(1.0, 0.95, 0.85), "age": 0.0})
if sfx: sfx.play("treffer")
"crit":
_floaters.append({"world": world, "text": str(h["amount"]) + "!",
"col": Color(1.0, 0.85, 0.3), "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")
"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"]])
c.hits.clear()
func _draw() -> void:
if board == null or board.camera == null:
return
@@ -30,7 +79,6 @@ func _draw() -> void:
var a: Avatar = d["avatar"]
var side: int = d["side"]
# Balkenbreite nach Entfernung, damit nahe Einheiten größer wirken.
var bw: float = clampf(absf(foot.y - head.y) * 0.85, 26.0, 70.0)
var bx := head.x - bw * 0.5
var by := head.y - 4.0
@@ -41,13 +89,34 @@ func _draw() -> void:
draw_rect(Rect2(bx, by + 7.0, bw, 4.0), Color(0.05, 0.05, 0.07, 0.85))
draw_rect(Rect2(bx, by + 7.0, bw * clampf(d["mana"], 0.0, 1.0), 4.0),
Color(0.35, 0.62, 0.95))
# Schild als heller Streifen über dem Lebensbalken.
if d.get("shield", 0.0) > 0.0:
draw_rect(Rect2(bx, by - 4.0, bw * clampf(d["shield"], 0.0, 1.0), 3.0), Color(0.85, 0.9, 1.0))
# Sterne
for s in a.star:
draw_circle(Vector2(bx + bw * 0.5 - 7.0 + 7.0 * float(s), by - 7.0), 2.6,
draw_circle(Vector2(bx + bw * 0.5 - 7.0 + 7.0 * float(s), by - 9.0), 2.6,
Color(1.0, 0.85, 0.25))
# Rolle
draw_string(_font, Vector2(bx + bw + 4.0, by + 7.0), Data.ROLE_SHORT[a.role],
HORIZONTAL_ALIGNMENT_LEFT, -1, 13, Color(0.9, 0.9, 0.95, 0.9))
if d["cast"]:
draw_arc(foot, bw * 0.55, 0.0, TAU, 24, Color(1.0, 0.95, 0.5, 0.9), 2.5)
# Zustände als kleine Marken neben dem Balken.
var marks := []
if d.get("burn", false): marks.append(["B", Color(1.0, 0.5, 0.2)])
if d.get("slow", false): marks.append(["S", Color(0.6, 0.85, 1.0)])
if d.get("stun", false): marks.append(["Z", Color(1.0, 0.9, 0.3)])
for i in marks.size():
draw_string(_font, Vector2(bx - 12.0 - 11.0 * float(i), by + 7.0), marks[i][0],
HORIZONTAL_ALIGNMENT_LEFT, -1, 12, marks[i][1])
# Schwebende Zahlen
for f in _floaters:
var t: float = f["age"] / FLOAT_TIME
var pos := cam.unproject_position(f["world"] + Vector3(0.0, 1.5, 0.0))
pos.y -= t * FLOAT_RISE
var col: Color = f["col"]
col.a = 1.0 - t * t
var size := 15 if f["text"].ends_with("!") else 13
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)

171
scripts/ui/InfoColumn.gd Normal file
View File

@@ -0,0 +1,171 @@
class_name InfoColumn
extends Control
## Linke Spalte: Elemente im Team, Kombinationen, gewählte Einheit, Rückblick.
signal upgrade_pressed
const PANEL_BG := Color(0.14, 0.15, 0.19)
var traits_box: VBoxContainer
var info_box: VBoxContainer
var log_box: VBoxContainer
var _text_w := 240.0
func build(x: float, y: float, w: float, h: float) -> void:
position = Vector2(x, y)
size = Vector2(w, h)
_text_w = w - 46.0
mouse_filter = Control.MOUSE_FILTER_IGNORE
var p := UiKit.panel(PANEL_BG)
p.size = size
p.clip_contents = true
add_child(p)
var sc := ScrollContainer.new()
sc.horizontal_scroll_mode = ScrollContainer.SCROLL_MODE_DISABLED
p.add_child(sc)
var col := VBoxContainer.new()
col.add_theme_constant_override("separation", 10)
col.size_flags_horizontal = Control.SIZE_EXPAND_FILL
sc.add_child(col)
traits_box = VBoxContainer.new()
info_box = VBoxContainer.new()
log_box = VBoxContainer.new()
for b in [traits_box, info_box, log_box]:
b.add_theme_constant_override("separation", 3)
b.size_flags_horizontal = Control.SIZE_EXPAND_FILL
col.add_child(b)
col.add_child(HSeparator.new())
func refresh(game: Game, avatar: Avatar, hex: Vector2i) -> void:
_refresh_traits(game)
_refresh_info(game, avatar, hex)
_refresh_log(game)
func _wrapped(text: String, size: int, col: Color) -> Label:
var l := UiKit.label(text, size, col)
l.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
l.custom_minimum_size = Vector2(_text_w, 0)
l.size_flags_horizontal = Control.SIZE_FILL
return l
func _clear(box: Node) -> void:
for c in box.get_children():
box.remove_child(c)
c.queue_free()
func _refresh_traits(game: Game) -> void:
_clear(traits_box)
traits_box.add_child(UiKit.label("Elemente im Team", 15, Color(0.75, 0.8, 0.95)))
var counts := game.human.trait_counts()
var any := false
for e in Data.ELEMENT_COUNT:
var c: int = counts.get(e, 0)
if c == 0:
continue
any = true
var tier := Data.trait_tier(e, c)
var col: Color = Data.ELEMENT_COLORS[e]
var row := HBoxContainer.new()
var dot := ColorRect.new()
dot.color = col if tier > 0 else col.darkened(0.55)
dot.custom_minimum_size = Vector2(12, 12)
row.add_child(dot)
var txt := " %s %d" % [Data.ELEMENT_NAMES[e], c]
if tier > 0:
txt += " - " + Data.ELEMENT_TRAITS[e]["desc"][tier - 1]
else:
txt += " (ab 2 aktiv)"
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)
row.add_child(el)
traits_box.add_child(row)
if not any:
traits_box.add_child(_wrapped("Noch nichts aufgestellt.", 13, Color(0.55, 0.55, 0.6)))
traits_box.add_child(UiKit.label("\nKombinationen", 15, Color(0.75, 0.8, 0.95)))
var keys := []
for c in game.human.active_combos():
keys.append(c["key"])
for c in Data.COMBO_TRAITS:
var on: bool = keys.has(c["key"])
var t := "%s (%s+%s): %s" % [c["name"], Data.ELEMENT_NAMES[c["a"]],
Data.ELEMENT_NAMES[c["b"]], c["desc"]]
traits_box.add_child(_wrapped(t, 12, Color(0.6, 0.95, 0.7) if on else Color(0.45, 0.45, 0.5)))
func _refresh_info(game: Game, a: Avatar, hex: Vector2i) -> void:
_clear(info_box)
info_box.add_child(UiKit.label("Einheit", 15, Color(0.75, 0.8, 0.95)))
if a == null:
info_box.add_child(_wrapped("Einheit auf dem Feld oder der Bank anklicken.", 13,
Color(0.55, 0.55, 0.6)))
return
var s := a.base_stats()
info_box.add_child(_wrapped("%s %d-Star" % [a.display_name(), a.star], 14, a.color()))
info_box.add_child(_wrapped("%s: %s" % [Data.ELEMENT_NAMES[a.primary_element()],
Data.PROFILE_HINT[a.primary_element()]], 12, Color(0.75, 0.8, 0.9)))
var crit := " Krit %d%%" % int(s["crit"] * 100.0) if s["crit"] > 0.0 else ""
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.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)))
return
var cost := a.upgrade_cost()
if cost.is_empty():
info_box.add_child(_wrapped("Maximale Stufe.", 12, Color(1.0, 0.85, 0.35)))
return
var p := game.human
var missing := p.upgrade_missing(hex)
var need := []
for e in cost:
need.append("%dx %s" % [cost[e], Data.ELEMENT_NAMES[e]])
info_box.add_child(_wrapped("Aufwerten braucht: " + ", ".join(need), 12, Color(0.85, 0.85, 0.9)))
if missing.is_empty():
var b := UiKit.button("Aufwerten", Color(0.28, 0.55, 0.36))
b.custom_minimum_size = Vector2(140, 26)
b.pressed.connect(func(): upgrade_pressed.emit())
info_box.add_child(b)
else:
var miss := []
for e in missing:
miss.append("%dx %s" % [missing[e], Data.ELEMENT_NAMES[e]])
info_box.add_child(_wrapped("Es fehlt: " + ", ".join(miss), 12, Color(0.95, 0.6, 0.5)))
func _refresh_log(game: Game) -> void:
_clear(log_box)
log_box.add_child(UiKit.label("Letzte Runde", 15, Color(0.75, 0.8, 0.95)))
var r := game.human_recap
if not r.is_empty():
var verdict := "unentschieden"
var col := Color(0.85, 0.85, 0.9)
if r["result"] > 0:
verdict = "gewonnen"
col = Color(0.6, 0.95, 0.7)
elif r["result"] < 0:
verdict = "verloren (-%d Leben)" % r["damage"]
col = Color(1.0, 0.6, 0.55)
log_box.add_child(_wrapped("Gegen %s: %s" % [r["opponent"], verdict], 13, col))
if r["total"] == 0:
log_box.add_child(_wrapped("Du hattest keine Einheiten aufgestellt.", 12,
Color(0.95, 0.75, 0.7)))
else:
log_box.add_child(_wrapped("%d von %d Einheiten überlebt, %.0f s" %
[r["alive"], r["total"], r["duration"]], 12, Color(0.8, 0.8, 0.86)))
var best := "Stärkste: %s (%d Schaden" % [r["best_name"], r["best_dealt"]]
best += ", %d geheilt)" % r["best_healed"] if r["best_healed"] > 0 else ")"
log_box.add_child(_wrapped(best, 12, Color(0.8, 0.8, 0.86)))
log_box.add_child(_wrapped("Gefährlichster Gegner: %s (%d Schaden)" %
[r["enemy_name"], r["enemy_dealt"]], 12, Color(0.95, 0.75, 0.7)))
if game.last_round_log.is_empty() and r.is_empty():
log_box.add_child(UiKit.label("-", 12, Color(0.55, 0.55, 0.6)))
for line in game.last_round_log:
log_box.add_child(_wrapped(line, 11, Color(0.6, 0.6, 0.68)))

View File

@@ -0,0 +1 @@
uid://dr6yh7ynm7li8

View File

@@ -1,18 +1,19 @@
extends Node3D
## Spielszene: 3D-Arena plus Bedienoberfläche.
## Alles wird im Code aus primitiven Meshes und Controls gebaut.
## Spielszene: 3D-Arena, Kamera, Eingabe, Overlays. Die Panels sind eigene
## Klassen (TopBar, InfoColumn, PlayersPanel, ShopPanel) und melden sich
## über Signale.
const TOP_H := 46.0
const LEFT_W := 290.0 ## links: Elemente, Einheit, Rundenlog
const LEFT_W := 290.0 ## links: Elemente, Einheit, Rückblick
const RIGHT_W := 210.0 ## rechts: Spielerliste
const BOTTOM_H := 138.0
const TEXT_W := 244.0
const BOTTOM_H := 152.0
const BG := Color(0.09, 0.10, 0.13)
const PANEL_BG := Color(0.14, 0.15, 0.19)
const SLOT_BG := Color(0.20, 0.21, 0.26)
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
@@ -20,33 +21,28 @@ var camera: Camera3D
var ui_layer: CanvasLayer
var ui_root: Control
var hud: HudOverlay
var sfx: Sfx
var top: TopBar
var info: InfoColumn
var players: PlayersPanel
var shop: ShopPanel
var combat_speed := 1.0
var started := false
var paused := false
var scout: PlayerState = null ## Spieler, dessen Brett gerade angesehen wird
# Kopfzeile
var lbl_round: Label
var lbl_gold: Label
var lbl_hp: Label
var lbl_slots: Label
var lbl_streak: Label
var lbl_phase: Label
var btn_ready: Button
var btn_speed: Button
# Panels
var players_box: VBoxContainer
var traits_box: VBoxContainer
var info_box: VBoxContainer
var log_box: VBoxContainer
var shop_row: HBoxContainer
var lbl_fodder: Label
var btn_reroll: Button
var lbl_hint: Label
# 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
# Auswahl und Ziehen
var sel_slot := {}
var drag_src := {}
var drag_avatar: Avatar = null
var drag_moved := false
# Element-Auswahl
var picker: PopupPanel
@@ -55,7 +51,7 @@ var picker_title: Label
var picker_sub: Label
var picker_cb: Callable
var overlay: Control
var overlay: Control ## Start-, Pause- oder Endbildschirm
func _ready() -> void:
@@ -66,54 +62,93 @@ func _ready() -> void:
hud.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
hud.board = board
ui_layer.add_child(hud)
sfx = Sfx.new()
add_child(sfx)
hud.sfx = sfx
ui_root = Control.new()
ui_root.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
ui_root.mouse_filter = Control.MOUSE_FILTER_IGNORE
ui_layer.add_child(ui_root)
_build_top()
_build_left()
_build_right()
_build_bottom()
_build_panels()
_build_picker()
game.start()
board.game = game
_refresh()
_show_start()
set_process(true)
func _process(delta: float) -> void:
if game.phase == Game.Phase.COMBAT:
if not started or paused:
return
if game.phase == Game.Phase.PLANNING:
if game.tick_planning(delta):
_cancel_drag()
sel_slot = {}
picker.hide()
sfx.play("runde")
_refresh()
else:
top.refresh_timer(game)
elif game.phase == Game.Phase.COMBAT:
var before := game.phase
game.update_combat(delta * combat_speed)
_refresh_header()
top.refresh(game, combat_speed)
if game.phase != before:
_after_combat()
_refresh()
func _after_combat() -> void:
match game.human_last_result:
1: sfx.play("sieg")
-1: sfx.play("niederlage")
_: sfx.play("runde")
# --- Eingabe -----------------------------------------------------------------
func _unhandled_input(event: InputEvent) -> void:
if not started or paused:
if event is InputEventKey and event.pressed and event.keycode == KEY_P and started:
_toggle_pause()
return
if event is InputEventMouseMotion:
if event.button_mask & MOUSE_BUTTON_MASK_MIDDLE:
cam_yaw += event.relative.x * 0.3
_apply_camera()
return
_on_mouse_move(event.position)
return
if event is InputEventMouseButton:
if event.button_index == MOUSE_BUTTON_LEFT:
if event.pressed:
_begin_drag(event.position)
else:
_end_drag(event.position)
return
if event.button_index == MOUSE_BUTTON_RIGHT and event.pressed:
_on_right_click(event.position)
return
match event.button_index:
MOUSE_BUTTON_LEFT:
if event.pressed:
_begin_drag(event.position)
else:
_end_drag(event.position)
MOUSE_BUTTON_RIGHT:
if event.pressed:
_on_right_click(event.position)
MOUSE_BUTTON_WHEEL_UP:
if event.pressed:
_zoom(-0.1)
MOUSE_BUTTON_WHEEL_DOWN:
if event.pressed:
_zoom(0.1)
return
if not (event is InputEventKey and event.pressed and not event.echo):
return
match event.keycode:
KEY_D:
_on_reroll()
KEY_SPACE, KEY_F:
_on_ready()
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_ESCAPE:
_cancel_drag()
sel_slot = {}
@@ -125,10 +160,8 @@ func _on_mouse_move(pos: Vector2) -> void:
board.hover_slot = slot
if drag_avatar != null:
board.drag_world = _drag_point(pos, slot)
drag_moved = true
## Hebt einen Avatar an, wenn unter dem Zeiger einer liegt.
func _begin_drag(pos: Vector2) -> void:
if game.phase != Game.Phase.PLANNING:
return
@@ -140,11 +173,9 @@ func _begin_drag(pos: Vector2) -> void:
return
drag_src = slot
drag_avatar = a
drag_moved = false
board.drag_active = true
board.drag_avatar_id = a.id
board.drag_world = _drag_point(pos, slot)
# Während des Ziehens zeigt das Info-Panel den Avatar in der Hand.
sel_slot = slot
_refresh()
@@ -156,18 +187,19 @@ func _end_drag(pos: Vector2) -> void:
var src := drag_src
_cancel_drag()
if dst.is_empty() or BoardView3D._same_slot(src, dst):
# Kein Weg zurückgelegt: das war eine Auswahl.
sel_slot = src
_refresh()
return
if dst["kind"] == "board" and not board.is_own_half(BoardView3D.from_board(dst["hex"])):
_refresh()
return
if not game.human.move_slot(src, dst, game.round_no):
if not game.human.move_slot(src, dst):
if dst["kind"] == "board":
_hint("Kaderplätze voll (%d)." % game.human.team_slots(game.round_no))
shop.hint("Kaderplätze voll (%d). XP kaufen für mehr." % game.human.team_slots())
sfx.play("fehler")
else:
sel_slot = dst
sfx.play("setzen")
_refresh()
@@ -186,9 +218,10 @@ func _on_right_click(pos: Vector2) -> void:
if slot.is_empty():
return
if slot["kind"] == "bench":
game.human.sell_bench(slot["index"], game.pool)
else:
game.human.unplace(slot["hex"])
if game.human.sell_bench(slot["index"], game.pool):
sfx.play("verkauf")
elif game.human.unplace(slot["hex"]):
sfx.play("setzen")
sel_slot = {}
_refresh()
@@ -201,82 +234,7 @@ func _avatar_at(slot: Dictionary):
return game.human.board.get(slot["hex"])
# --- Aufbau ----------------------------------------------------------------
func _add_panel(pos: Vector2, sz: Vector2) -> VBoxContainer:
var p := UiKit.panel(PANEL_BG)
p.position = pos
p.size = sz
ui_root.add_child(p)
var v := VBoxContainer.new()
v.add_theme_constant_override("separation", 4)
p.add_child(v)
return v
func _build_top() -> void:
var bar := ColorRect.new()
bar.color = PANEL_BG
bar.position = Vector2.ZERO
bar.size = Vector2(1600, TOP_H)
bar.mouse_filter = Control.MOUSE_FILTER_IGNORE
ui_root.add_child(bar)
var h := HBoxContainer.new()
h.position = Vector2(14, 9)
h.size = Vector2(1570, 30)
h.add_theme_constant_override("separation", 22)
ui_root.add_child(h)
lbl_round = UiKit.label("Runde 1", 18)
lbl_phase = UiKit.label("Planung", 16, Color(0.7, 0.85, 1.0))
lbl_hp = UiKit.label("Leben 100", 16, Color(0.5, 0.9, 0.55))
lbl_gold = UiKit.label("Gold 4", 16, Color(1.0, 0.85, 0.35))
lbl_slots = UiKit.label("Kader 0/3", 16)
lbl_streak = UiKit.label("Serie 0", 16, Color(0.85, 0.7, 1.0))
for l in [lbl_round, lbl_phase, lbl_hp, lbl_gold, lbl_slots, lbl_streak]:
h.add_child(l)
var spacer := Control.new()
spacer.custom_minimum_size = Vector2(360, 0)
h.add_child(spacer)
btn_speed = UiKit.button("Tempo 1x", Color(0.25, 0.28, 0.36))
btn_speed.custom_minimum_size = Vector2(96, 28)
btn_speed.pressed.connect(_on_speed)
h.add_child(btn_speed)
btn_ready = UiKit.button("Kampf starten [Leer]", Color(0.24, 0.52, 0.34))
btn_ready.custom_minimum_size = Vector2(190, 28)
btn_ready.pressed.connect(_on_ready)
h.add_child(btn_ready)
## Linke Spalte: Elemente, gewählte Einheit und Rundenlog, scrollbar.
func _build_left() -> void:
var w := LEFT_W - 16.0
var h := 900.0 - TOP_H - BOTTOM_H - 20.0
var p := UiKit.panel(PANEL_BG)
p.position = Vector2(8, TOP_H + 8)
p.size = Vector2(w, h)
p.clip_contents = true
ui_root.add_child(p)
var sc := ScrollContainer.new()
sc.horizontal_scroll_mode = ScrollContainer.SCROLL_MODE_DISABLED
p.add_child(sc)
var col := VBoxContainer.new()
col.add_theme_constant_override("separation", 10)
col.size_flags_horizontal = Control.SIZE_EXPAND_FILL
sc.add_child(col)
traits_box = VBoxContainer.new()
info_box = VBoxContainer.new()
log_box = VBoxContainer.new()
for b in [traits_box, info_box, log_box]:
b.add_theme_constant_override("separation", 3)
b.size_flags_horizontal = Control.SIZE_EXPAND_FILL
col.add_child(b)
col.add_child(HSeparator.new())
# --- Welt und Kamera ---------------------------------------------------------
func _build_world() -> void:
var we := WorldEnvironment.new()
@@ -314,7 +272,6 @@ func _build_world() -> void:
## Legt die Kamera so, dass das Spielfeld genau in die freie Bildmitte passt.
## Links, rechts und unten liegen Bedienpanels darüber.
func _fit_camera() -> void:
var vp := Vector2(get_viewport().get_visible_rect().size)
var target := Rect2(LEFT_W + 16.0, TOP_H + 16.0,
@@ -341,10 +298,26 @@ func _fit_camera() -> void:
if absf(kx) < 0.001 or absf(kz) < 0.001:
break
center += Vector3(err.x / kx, 0.0, err.y / kz)
if err.length() < 1.0 and absf(1.0 - maxf(r.size.x / target.size.x,
r.size.y / target.size.y)) < 0.01:
break
camera.look_at_from_position(center + dir * dist, center, Vector3.UP)
_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:
@@ -359,7 +332,6 @@ func _project_rect(points: Array) -> Rect2:
return Rect2(lo, hi - lo)
## Punkt auf der Feldebene unter einer Bildschirmposition, oder null.
func _ground_point(screen_pos: Vector2):
if camera == null:
return null
@@ -373,7 +345,6 @@ func _ground_point(screen_pos: Vector2):
return board.to_local(from + dir * t)
## Position des gezogenen Avatars: auf Feldhöhe, damit er nicht schwebt.
func _drag_point(screen_pos: Vector2, fallback: Dictionary) -> Vector3:
var hit = _ground_point(screen_pos)
if hit == null:
@@ -381,7 +352,6 @@ func _drag_point(screen_pos: Vector2, fallback: Dictionary) -> Vector3:
return Vector3(hit.x, 0.0, hit.z)
## Feld oder Bankplatz unter einer Bildschirmposition.
func _pick_slot(screen_pos: Vector2) -> Dictionary:
var hit = _ground_point(screen_pos)
if hit == null:
@@ -389,45 +359,35 @@ func _pick_slot(screen_pos: Vector2) -> Dictionary:
return board.slot_at_world(hit)
## Rechte Spalte: die acht Spieler mit Leben und Serie.
func _build_right() -> void:
players_box = _add_panel(Vector2(1600.0 - RIGHT_W + 8.0, TOP_H + 8),
Vector2(RIGHT_W - 16, 900 - TOP_H - BOTTOM_H - 20))
players_box.add_child(UiKit.label("Spieler", 16, Color(0.75, 0.8, 0.95)))
# --- Panels ------------------------------------------------------------------
func _build_panels() -> void:
var vp := Vector2(1600, 900)
top = TopBar.new()
top.build(vp.x, TOP_H)
top.ready_pressed.connect(_on_ready)
top.xp_pressed.connect(_on_buy_xp)
top.speed_pressed.connect(_on_speed)
top.pause_pressed.connect(_toggle_pause)
ui_root.add_child(top)
func _build_bottom() -> void:
var y := 900.0 - BOTTOM_H
var p := UiKit.panel(PANEL_BG)
p.position = Vector2(8, y)
p.size = Vector2(1584, BOTTOM_H - 10)
ui_root.add_child(p)
var v := VBoxContainer.new()
v.add_theme_constant_override("separation", 6)
p.add_child(v)
var col_h := vp.y - TOP_H - BOTTOM_H - 20.0
info = InfoColumn.new()
info.build(8.0, TOP_H + 8.0, LEFT_W - 16.0, col_h)
info.upgrade_pressed.connect(_on_upgrade)
ui_root.add_child(info)
var head := HBoxContainer.new()
head.add_theme_constant_override("separation", 16)
v.add_child(head)
head.add_child(UiKit.label("Shop", 13, Color(0.7, 0.72, 0.8)))
btn_reroll = UiKit.button("Neu würfeln %d Gold [D]" % Data.REROLL_COST, Color(0.30, 0.32, 0.44))
btn_reroll.custom_minimum_size = Vector2(200, 26)
btn_reroll.pressed.connect(_on_reroll)
head.add_child(btn_reroll)
lbl_fodder = UiKit.label("", 13, Color(0.7, 0.72, 0.8))
head.add_child(lbl_fodder)
lbl_hint = UiKit.label("", 13, Color(0.95, 0.85, 0.45))
head.add_child(lbl_hint)
var spacer := Control.new()
spacer.size_flags_horizontal = Control.SIZE_EXPAND_FILL
head.add_child(spacer)
head.add_child(UiKit.label(
"Avatare zwischen Bank und Feld ziehen · Rechtsklick: verkaufen bzw. zurück",
13, Color(0.6, 0.62, 0.7)))
players = PlayersPanel.new()
players.build(vp.x - RIGHT_W + 8.0, TOP_H + 8.0, RIGHT_W - 16.0, col_h)
players.scout_requested.connect(_on_scout)
ui_root.add_child(players)
shop_row = HBoxContainer.new()
shop_row.add_theme_constant_override("separation", 8)
v.add_child(shop_row)
shop = ShopPanel.new()
shop.build(8.0, vp.y - BOTTOM_H, vp.x - 16.0, BOTTOM_H - 10.0)
shop.buy_requested.connect(_on_buy)
shop.reroll_pressed.connect(_on_reroll)
shop.lock_pressed.connect(_on_lock)
ui_root.add_child(shop)
func _build_picker() -> void:
@@ -478,32 +438,56 @@ func _open_picker(title: String, options: Array, cb: Callable, previews: Array =
picker.popup_centered()
# --- Aktionen --------------------------------------------------------------
# --- Aktionen ----------------------------------------------------------------
func _on_ready() -> void:
if game.phase == Game.Phase.PLANNING:
_cancel_drag()
sel_slot = {}
picker.hide()
game.start_combat()
sfx.play("runde")
_refresh()
elif game.phase == Game.Phase.COMBAT:
game.skip_combat()
_after_combat()
_refresh()
func _on_speed() -> void:
combat_speed = 1.0 if combat_speed >= 4.0 else combat_speed * 2.0
btn_speed.text = "Tempo %dx" % int(combat_speed)
top.refresh(game, combat_speed)
func _on_buy_xp() -> void:
if game.phase != Game.Phase.PLANNING:
return
var before := game.human.level
if game.human.buy_xp():
sfx.play("level" if game.human.level > before else "kauf")
else:
shop.hint("Nicht genug Gold für XP." if game.human.level < Data.MAX_LEVEL else "Maximales Level.")
_refresh()
func _on_reroll() -> void:
if game.phase != Game.Phase.PLANNING:
return
game.human.reroll(game.pool, game.rand)
if game.human.reroll(game.pool, game.rand):
sfx.play("wuerfeln")
_refresh()
func _on_buy(index: int) -> void:
func _on_lock() -> void:
if game.phase != Game.Phase.PLANNING:
return
game.human.shop_locked = not game.human.shop_locked
sfx.play("setzen")
_refresh()
## Kauf. `quick` (Rechtsklick) nimmt bei Neutral die zuletzt gewählte Spezialisierung.
func _on_buy(index: int, quick: bool) -> void:
if game.phase != Game.Phase.PLANNING:
return
var p := game.human
@@ -513,26 +497,32 @@ func _on_buy(index: int) -> void:
if entry.sold:
return
if p.free_bench_slot() < 0:
_hint("Bank ist voll. Erst etwas verkaufen.")
shop.hint("Bank ist voll. Erst etwas verkaufen.")
return
if p.gold < entry.price():
return
if entry.element >= 0:
if not p.buy(index, game.pool, entry.element):
_hint("Kauf nicht möglich (Vorrat leer).")
var direct := entry.element
if direct < 0 and quick and p.last_element >= 0 and game.pool.element_left[p.last_element] > 0:
direct = p.last_element
if direct >= 0:
if p.buy(index, game.pool, direct):
sfx.play("kauf")
else:
shop.hint("Kauf nicht möglich (Vorrat leer).")
_refresh()
return
# Neutraler Avatar: Spezialisierung schon beim Kauf wählen.
var free: Array[int] = []
for e in Data.ELEMENT_COUNT:
if game.pool.element_left[e] > 0:
free.append(e)
if free.is_empty():
_hint("Kein Element mehr im Vorrat.")
shop.hint("Kein Element mehr im Vorrat.")
return
_open_picker("Spezialisierung wählen", free, func(e):
if not game.human.buy(index, game.pool, e):
_hint("Kauf nicht möglich (Vorrat leer).")
if game.human.buy(index, game.pool, e):
sfx.play("kauf")
else:
shop.hint("Kauf nicht möglich (Vorrat leer).")
_refresh())
@@ -547,7 +537,8 @@ func _on_upgrade() -> void:
for e in options:
previews.append("+ " + _element_effect(e) + " (halbe Stärke)")
_open_picker("Zweite/dritte Spezialisierung", options, func(e):
game.human.upgrade(hex, e, game.pool)
if game.human.upgrade(hex, e, game.pool):
sfx.play("aufwerten")
_refresh(), previews,
"Fähigkeit wird zu: " + _star_effect(a.role, a.star + 1))
@@ -555,17 +546,11 @@ func _on_upgrade() -> void:
func _star_effect(role: int, star: int) -> String:
match role:
Data.Role.TANK:
if star == 2:
return "Schild und spottet 3 Gegner"
return "Schild, Spott und 25% Reflexion"
return "Schild und spottet 3 Gegner" if star == 2 else "Schild, Spott und 25% Reflexion"
Data.Role.DPS:
if star == 2:
return "Ziel plus Splash auf Nachbarn"
return "Ziel plus Fläche im Radius 2"
return "Ziel plus Splash auf Nachbarn" if star == 2 else "Ziel plus Fläche im Radius 2"
_:
if star == 2:
return "heilt 3 Verbündete"
return "heilt alle und schildet sie"
return "heilt 3 Verbündete" if star == 2 else "heilt alle und schildet sie"
func _element_effect(element: int) -> String:
@@ -578,253 +563,115 @@ func _element_effect(element: int) -> String:
_: return "Verlangsamung"
## Gewähltes Board-Feld, oder (-1,-1) wenn nichts oder ein Bankplatz gewählt ist.
func _on_scout(p: PlayerState) -> void:
scout = null if (p == game.human or p == scout) else p
board.scout_player = scout
_refresh()
func selected_board_hex() -> Vector2i:
if sel_slot.is_empty() or sel_slot["kind"] != "board":
return Vector2i(-1, -1)
return sel_slot["hex"]
func _hint(text: String) -> void:
lbl_hint.text = text
get_tree().create_timer(2.5).timeout.connect(func():
if is_instance_valid(lbl_hint) and lbl_hint.text == text:
lbl_hint.text = "")
# --- Anzeige ---------------------------------------------------------------
# --- Anzeige -----------------------------------------------------------------
func _refresh() -> void:
_refresh_header()
_refresh_players()
_refresh_traits()
_refresh_info()
_refresh_log()
_refresh_fodder()
_refresh_shop()
top.refresh(game, combat_speed)
players.refresh(game, scout)
info.refresh(game, _avatar_at(sel_slot), selected_board_hex())
shop.refresh(game)
board.selected_slot = sel_slot
if game.phase == Game.Phase.GAMEOVER:
_show_gameover()
func _refresh_header() -> void:
var p := game.human
lbl_round.text = "Runde %d" % game.round_no
lbl_hp.text = "Leben %d" % p.hp
var interest := Data.interest(p.gold)
lbl_gold.text = "Gold %d (+%d Zins)" % [p.gold, interest] if interest > 0 else "Gold %d" % p.gold
lbl_slots.text = "Kader %d/%d" % [p.board.size(), p.team_slots(game.round_no)]
var s := p.streak
lbl_streak.text = "Serie %s%d (+%d Gold)" % ["+" if s > 0 else "", s, Data.streak_gold(s)]
match game.phase:
Game.Phase.PLANNING:
lbl_phase.text = "Planung"
btn_ready.text = "Kampf starten [Leer]"
btn_ready.disabled = false
Game.Phase.COMBAT:
var opp := game.human_opponent()
lbl_phase.text = "Kampf gegen %s" % (opp.pname if opp else "?")
btn_ready.text = "Kampf überspringen"
btn_ready.disabled = false
_:
lbl_phase.text = "Spiel vorbei"
btn_ready.disabled = true
# --- Overlays: Start, Pause, Ende --------------------------------------------
## Label für das rechte Panel: bricht um und bleibt in der Panelbreite.
func _wrapped(text: String, size: int, col: Color) -> Label:
var l := UiKit.label(text, size, col)
l.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
l.custom_minimum_size = Vector2(TEXT_W, 0)
l.size_flags_horizontal = Control.SIZE_FILL
return l
func _clear(box: Node, keep: int = 0) -> void:
var kids := box.get_children()
for i in range(keep, kids.size()):
box.remove_child(kids[i])
kids[i].queue_free()
func _refresh_players() -> void:
_clear(players_box, 1)
for p in game.ranking():
var row := VBoxContainer.new()
row.add_theme_constant_override("separation", 1)
var top := HBoxContainer.new()
var col := Color(0.9, 0.9, 0.95) if p.alive else Color(0.5, 0.5, 0.55)
if p == game.human:
col = Color(0.6, 0.9, 1.0)
var nm := UiKit.label(p.pname, 14, col)
nm.custom_minimum_size = Vector2(88, 0)
top.add_child(nm)
top.add_child(UiKit.label("%d" % p.hp, 14, col))
if p.streak != 0:
top.add_child(UiKit.label(" Serie %s%d" % ["+" if p.streak > 0 else "", p.streak], 12,
Color(0.85, 0.7, 1.0)))
row.add_child(top)
var bar := ColorRect.new()
bar.color = Color(0.12, 0.13, 0.16)
bar.custom_minimum_size = Vector2(RIGHT_W - 32, 6)
var fill := ColorRect.new()
fill.color = Color(0.35, 0.8, 0.45) if p.alive else Color(0.4, 0.4, 0.45)
fill.size = Vector2((RIGHT_W - 32) * (float(p.hp) / float(Data.START_HP)), 6)
fill.position = Vector2.ZERO
bar.add_child(fill)
row.add_child(bar)
players_box.add_child(row)
var opp := game.human_opponent()
if opp != null and game.phase == Game.Phase.COMBAT:
players_box.add_child(UiKit.label("\nGegner: " + opp.pname, 13, Color(1.0, 0.6, 0.6)))
func _refresh_traits() -> void:
_clear(traits_box)
traits_box.add_child(UiKit.label("Elemente im Team", 15, Color(0.75, 0.8, 0.95)))
var counts := game.human.trait_counts()
var any := false
for e in Data.ELEMENT_COUNT:
var c: int = counts.get(e, 0)
if c == 0:
continue
any = true
var tier := Data.trait_tier(e, c)
var col: Color = Data.ELEMENT_COLORS[e]
var row := HBoxContainer.new()
var dot := ColorRect.new()
dot.color = col if tier > 0 else col.darkened(0.55)
dot.custom_minimum_size = Vector2(12, 12)
row.add_child(dot)
var txt := " %s %d" % [Data.ELEMENT_NAMES[e], c]
if tier > 0:
txt += " - " + Data.ELEMENT_TRAITS[e]["desc"][tier - 1]
else:
txt += " (ab 2 aktiv)"
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)
row.add_child(el)
traits_box.add_child(row)
if not any:
traits_box.add_child(_wrapped("Noch nichts aufgestellt.", 13, Color(0.55, 0.55, 0.6)))
traits_box.add_child(UiKit.label("\nKombinationen", 15, Color(0.75, 0.8, 0.95)))
var active := game.human.active_combos()
var keys := []
for c in active:
keys.append(c["key"])
for c in Data.COMBO_TRAITS:
var on: bool = keys.has(c["key"])
var t := "%s (%s+%s): %s" % [c["name"], Data.ELEMENT_NAMES[c["a"]],
Data.ELEMENT_NAMES[c["b"]], c["desc"]]
traits_box.add_child(_wrapped(t, 12, Color(0.6, 0.95, 0.7) if on else Color(0.45, 0.45, 0.5)))
func _refresh_info() -> void:
_clear(info_box)
info_box.add_child(UiKit.label("Einheit", 15, Color(0.75, 0.8, 0.95)))
var p := game.human
var a: Avatar = _selected_avatar()
if a == null:
info_box.add_child(_wrapped("Einheit auf dem Feld oder der Bank anklicken.", 13,
Color(0.55, 0.55, 0.6)))
return
var s := a.base_stats()
info_box.add_child(_wrapped("%s %d-Star" % [a.display_name(), a.star], 14, a.color()))
info_box.add_child(_wrapped("Leben %d Angriff %d Rüstung %d%%\nTempo %.2f Reichweite %d"
% [int(s["hp"]), int(s["atk"]), int(s["armor"] * 100.0), s["aspd"], s["range"]], 12,
Color(0.9, 0.9, 0.95)))
info_box.add_child(_wrapped(a.ability_text(), 12, Color(0.8, 0.85, 1.0)))
var hex := selected_board_hex()
if hex.x < 0:
info_box.add_child(_wrapped("Zum Aufwerten aufs Feld ziehen.", 12,
Color(0.85, 0.85, 0.9)))
return
var cost := a.upgrade_cost()
if cost.is_empty():
info_box.add_child(_wrapped("Maximale Stufe.", 12, Color(1.0, 0.85, 0.35)))
return
var missing := p.upgrade_missing(hex)
var need := []
for e in cost:
need.append("%dx %s" % [cost[e], Data.ELEMENT_NAMES[e]])
info_box.add_child(_wrapped("Aufwerten braucht: " + ", ".join(need), 12,
Color(0.85, 0.85, 0.9)))
if missing.is_empty():
var b := UiKit.button("Aufwerten", Color(0.28, 0.55, 0.36))
b.custom_minimum_size = Vector2(140, 26)
b.pressed.connect(_on_upgrade)
info_box.add_child(b)
else:
var miss := []
for e in missing:
miss.append("%dx %s" % [missing[e], Data.ELEMENT_NAMES[e]])
info_box.add_child(_wrapped("Es fehlt: " + ", ".join(miss), 12, Color(0.95, 0.6, 0.5)))
func _selected_avatar():
return _avatar_at(sel_slot)
func _refresh_log() -> void:
_clear(log_box)
log_box.add_child(UiKit.label("Letzte Runde", 15, Color(0.75, 0.8, 0.95)))
if game.last_round_log.is_empty():
log_box.add_child(UiKit.label("-", 12, Color(0.55, 0.55, 0.6)))
for line in game.last_round_log:
log_box.add_child(_wrapped(line, 12, Color(0.8, 0.8, 0.86)))
func _refresh_fodder() -> void:
var fodder := game.human.fodder_counts()
var parts := []
for e in fodder:
parts.append("%dx %s" % [fodder[e], Data.ELEMENT_NAMES[e]])
lbl_fodder.text = "Futter auf der Bank: " + (", ".join(parts) if parts else "-")
func _refresh_shop() -> void:
_clear(shop_row)
var p := game.human
for i in p.shop.size():
var e: ShopEntry = p.shop[i]
var col := e.color()
var txt := "verkauft"
var b: Button
if e.sold:
b = UiKit.button(txt, SLOT_BG.darkened(0.3))
b.disabled = true
else:
var note: String = "Element wählen" if e.element < 0 \
else "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.disabled = p.gold < e.price() or game.phase != Game.Phase.PLANNING
b.pressed.connect(_on_buy.bind(i))
b.custom_minimum_size = Vector2(196, 74)
shop_row.add_child(b)
var mine := []
for el in game.human.shop_elements(game.pool):
mine.append("%s %d" % [Data.ELEMENT_NAMES[el], game.pool.element_left[el]])
shop_row.add_child(UiKit.label(" Dein Shop zeigt Neutral\n und deine Elemente:\n %s"
% [", ".join(mine) if mine else "noch keine aufgestellt"], 12,
Color(0.7, 0.72, 0.8)))
func _show_gameover() -> void:
func _overlay_box(title: String) -> VBoxContainer:
if overlay != null:
return
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(620, 320)
v.add_theme_constant_override("separation", 10)
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
func _close_overlay() -> void:
if overlay != null:
overlay.queue_free()
overlay = null
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
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)
func _start_game() -> void:
started = true
paused = false
_close_overlay()
sfx.play("runde")
func _toggle_pause() -> void:
if not started or game.phase == Game.Phase.GAMEOVER:
return
paused = not paused
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)
else:
_close_overlay()
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("Spiel vorbei", 32))
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,
@@ -832,12 +679,15 @@ func _show_gameover() -> void:
var b := UiKit.button("Neues Spiel", Color(0.28, 0.5, 0.36))
b.custom_minimum_size = Vector2(180, 36)
b.pressed.connect(func():
overlay.queue_free()
overlay = null
_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)

View File

@@ -0,0 +1,76 @@
class_name PlayersPanel
extends Control
## Rechte Spalte: die acht Spieler mit Leben, Serie und Klick zum Ansehen.
signal scout_requested(p: PlayerState)
const PANEL_BG := Color(0.14, 0.15, 0.19)
var box: VBoxContainer
var _w := 0.0
func build(x: float, y: float, w: float, h: float) -> void:
_w = w
position = Vector2(x, y)
size = Vector2(w, h)
mouse_filter = Control.MOUSE_FILTER_IGNORE
var p := UiKit.panel(PANEL_BG)
p.size = size
add_child(p)
box = VBoxContainer.new()
box.add_theme_constant_override("separation", 4)
p.add_child(box)
box.add_child(UiKit.label("Spieler · Klick = ansehen", 15, Color(0.75, 0.8, 0.95)))
func refresh(game: Game, scout: PlayerState) -> void:
var kids := box.get_children()
for i in range(1, kids.size()):
box.remove_child(kids[i])
kids[i].queue_free()
var next_opp := game.human_opponent()
for p in game.ranking():
var row := VBoxContainer.new()
row.add_theme_constant_override("separation", 1)
var top := HBoxContainer.new()
var col := Color(0.9, 0.9, 0.95) if p.alive else Color(0.5, 0.5, 0.55)
if p == game.human:
col = Color(0.6, 0.9, 1.0)
elif p == next_opp:
col = Color(1.0, 0.75, 0.6)
var nm := UiKit.button(p.pname, PANEL_BG if p != scout else Color(0.30, 0.34, 0.48), col)
nm.custom_minimum_size = Vector2(96, 22)
nm.alignment = HORIZONTAL_ALIGNMENT_LEFT
nm.disabled = not p.alive
nm.pressed.connect(func(): scout_requested.emit(p))
top.add_child(nm)
top.add_child(UiKit.label("%d" % p.hp, 14, col))
if p.streak != 0:
top.add_child(UiKit.label(" %s%d" % ["+" if p.streak > 0 else "", p.streak], 12,
Color(0.85, 0.7, 1.0)))
row.add_child(top)
var bar := ColorRect.new()
bar.color = Color(0.12, 0.13, 0.16)
bar.custom_minimum_size = Vector2(_w - 16, 6)
var fill := ColorRect.new()
fill.color = Color(0.35, 0.8, 0.45) if p.alive else Color(0.4, 0.4, 0.45)
fill.size = Vector2((_w - 16) * (float(p.hp) / float(Data.START_HP)), 6)
bar.add_child(fill)
row.add_child(bar)
box.add_child(row)
if next_opp != null and game.phase == Game.Phase.PLANNING:
box.add_child(_note("\nNächster Gegner: %s\nLevel %d, %d Einheiten" %
[next_opp.pname, next_opp.level, next_opp.board.size()], Color(1.0, 0.75, 0.6)))
elif next_opp != null:
box.add_child(_note("\nGegner: " + next_opp.pname, Color(1.0, 0.6, 0.6)))
if scout != null:
box.add_child(_note("Oben: Brett von %s" % scout.pname, Color(0.75, 0.85, 1.0)))
func _note(text: String, col: Color) -> Label:
var l := UiKit.label(text, 13, col)
l.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
l.custom_minimum_size = Vector2(_w - 20, 0)
return l

View File

@@ -0,0 +1 @@
uid://bveden78b8xd1

114
scripts/ui/Sfx.gd Normal file
View File

@@ -0,0 +1,114 @@
class_name Sfx
extends Node
## Primitive Klänge, im Code erzeugt: kurze Töne mit Hüllkurve.
## Keine Audiodateien, passend zu den primitiven Meshes.
const RATE := 22050
const HIT_COOLDOWN := 0.06
var _streams := {}
var _players: Array = []
var _next := 0
var _hit_gate := 0.0
func _ready() -> void:
for i in 8:
var pl := AudioStreamPlayer.new()
pl.volume_db = -8.0
add_child(pl)
_players.append(pl)
_streams["kauf"] = _tone([[660.0, 0.07]], 0.5)
_streams["verkauf"] = _tone([[520.0, 0.05], [330.0, 0.07]], 0.45)
_streams["wuerfeln"] = _noise(0.04, 0.35)
_streams["setzen"] = _tone([[180.0, 0.06]], 0.6, true)
_streams["aufwerten"] = _tone([[523.0, 0.08], [659.0, 0.08], [784.0, 0.12]], 0.55)
_streams["level"] = _tone([[440.0, 0.08], [880.0, 0.14]], 0.5)
_streams["treffer"] = _noise(0.03, 0.22)
_streams["krit"] = _tone([[220.0, 0.05]], 0.55, true)
_streams["heilung"] = _tone([[988.0, 0.06]], 0.3)
_streams["zauber"] = _tone([[880.0, 0.05], [1320.0, 0.09]], 0.45)
_streams["sieg"] = _tone([[523.0, 0.1], [659.0, 0.1], [784.0, 0.1], [1046.0, 0.2]], 0.6)
_streams["niederlage"] = _tone([[392.0, 0.12], [311.0, 0.12], [261.0, 0.24]], 0.6)
_streams["runde"] = _tone([[440.0, 0.06], [440.0, 0.06]], 0.4)
_streams["fehler"] = _tone([[200.0, 0.1]], 0.5, true)
## Lautstärke 0..1, 0 schaltet stumm.
func set_volume(linear: float) -> void:
for pl in _players:
pl.volume_db = linear_to_db(maxf(0.0001, linear)) - 8.0
pl.stream_paused = false
_muted = linear <= 0.001
var _muted := false
func play(name: String) -> void:
if _muted:
return
if not _streams.has(name):
return
if name == "treffer":
var now := Time.get_ticks_msec() / 1000.0
if now < _hit_gate:
return
_hit_gate = now + HIT_COOLDOWN
var pl: AudioStreamPlayer = _players[_next]
_next = (_next + 1) % _players.size()
pl.stream = _streams[name]
pl.play()
## Tonfolge [[frequenz, dauer], ...] mit Ein- und Ausblenden.
func _tone(notes: Array, gain: float, square: bool = false) -> AudioStreamWAV:
var total := 0.0
for n in notes:
total += n[1]
var frames := int(total * RATE)
var data := PackedByteArray()
data.resize(frames * 2)
var idx := 0
for n in notes:
var freq: float = n[0]
var len_frames := int(n[1] * RATE)
for i in len_frames:
var t := float(i) / RATE
var env := minf(1.0, float(i) / (0.005 * RATE)) * minf(1.0, float(len_frames - i) / (0.02 * RATE))
var v := sin(TAU * freq * t)
if square:
v = 1.0 if v >= 0.0 else -1.0
_put(data, idx, v * env * gain)
idx += 1
if idx >= frames:
break
return _wav(data)
## Kurzes Rauschen für Treffer und Würfeln.
func _noise(dur: float, gain: float) -> AudioStreamWAV:
var frames := int(dur * RATE)
var data := PackedByteArray()
data.resize(frames * 2)
var rng := RandomNumberGenerator.new()
rng.seed = 1234
for i in frames:
var env := 1.0 - float(i) / float(frames)
_put(data, i, rng.randf_range(-1.0, 1.0) * env * env * gain)
return _wav(data)
func _put(data: PackedByteArray, index: int, v: float) -> void:
var s := int(clampf(v, -1.0, 1.0) * 32767.0)
data.encode_s16(index * 2, s)
func _wav(data: PackedByteArray) -> AudioStreamWAV:
var w := AudioStreamWAV.new()
w.format = AudioStreamWAV.FORMAT_16_BITS
w.mix_rate = RATE
w.stereo = false
w.data = data
return w

1
scripts/ui/Sfx.gd.uid Normal file
View File

@@ -0,0 +1 @@
uid://ciqf6ibhibuqp

113
scripts/ui/ShopPanel.gd Normal file
View File

@@ -0,0 +1,113 @@
class_name ShopPanel
extends Control
## Unten: Shop, Würfeln, Einfrieren, Futter und Hinweise.
signal buy_requested(index: int, quick: bool)
signal reroll_pressed
signal lock_pressed
const PANEL_BG := Color(0.14, 0.15, 0.19)
const SLOT_BG := Color(0.20, 0.21, 0.26)
var row: HBoxContainer
var btn_reroll: Button
var btn_lock: Button
var lbl_fodder: Label
var lbl_hint: Label
func build(x: float, y: float, w: float, h: float) -> void:
position = Vector2(x, y)
size = Vector2(w, h)
mouse_filter = Control.MOUSE_FILTER_IGNORE
var p := UiKit.panel(PANEL_BG)
p.size = size
add_child(p)
var v := VBoxContainer.new()
v.add_theme_constant_override("separation", 6)
p.add_child(v)
var head := HBoxContainer.new()
head.add_theme_constant_override("separation", 14)
v.add_child(head)
head.add_child(UiKit.label("Shop", 13, Color(0.7, 0.72, 0.8)))
btn_reroll = UiKit.button("Neu würfeln %d Gold [D]" % Data.REROLL_COST, Color(0.30, 0.32, 0.44))
btn_reroll.custom_minimum_size = Vector2(200, 26)
btn_reroll.pressed.connect(func(): reroll_pressed.emit())
head.add_child(btn_reroll)
btn_lock = UiKit.button("Einfrieren [F]", Color(0.30, 0.38, 0.50))
btn_lock.custom_minimum_size = Vector2(150, 26)
btn_lock.pressed.connect(func(): lock_pressed.emit())
head.add_child(btn_lock)
lbl_fodder = UiKit.label("", 13, Color(0.7, 0.72, 0.8))
head.add_child(lbl_fodder)
lbl_hint = UiKit.label("", 13, Color(0.95, 0.85, 0.45))
head.add_child(lbl_hint)
var spacer := Control.new()
spacer.size_flags_horizontal = Control.SIZE_EXPAND_FILL
head.add_child(spacer)
head.add_child(UiKit.label(
"Ziehen: Bank ↔ Feld · Rechtsklick: verkaufen / zurück · Rechtsklick auf Neutral: wie zuletzt",
13, Color(0.6, 0.62, 0.7)))
row = HBoxContainer.new()
row.add_theme_constant_override("separation", 8)
v.add_child(row)
func refresh(game: Game) -> void:
var p := game.human
for c in row.get_children():
row.remove_child(c)
c.queue_free()
for i in p.shop.size():
var e: ShopEntry = p.shop[i]
var b: Button
if e.sold:
b = UiKit.button("verkauft", SLOT_BG.darkened(0.3))
b.disabled = true
else:
var col := e.color()
var note: String
if e.element < 0:
note = "Element wählen"
if p.last_element >= 0:
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.disabled = p.gold < e.price() or game.phase != Game.Phase.PLANNING
b.gui_input.connect(_on_card_input.bind(i))
b.custom_minimum_size = Vector2(196, 88)
row.add_child(b)
var mine := []
for el in p.shop_elements(game.pool):
mine.append("%s %d" % [Data.ELEMENT_NAMES[el], game.pool.element_left[el]])
row.add_child(UiKit.label(" Dein Shop zeigt Neutral\n und deine Elemente:\n %s"
% [", ".join(mine) if mine else "noch keine aufgestellt"], 12, Color(0.7, 0.72, 0.8)))
var fodder := p.fodder_counts()
var parts := []
for e in fodder:
parts.append("%dx %s" % [fodder[e], Data.ELEMENT_NAMES[e]])
lbl_fodder.text = "Futter: " + (", ".join(parts) if parts else "-")
btn_lock.text = "Eingefroren [F]" if p.shop_locked else "Einfrieren [F]"
btn_lock.add_theme_stylebox_override("normal",
UiKit.flat(Color(0.35, 0.55, 0.75) if p.shop_locked else Color(0.30, 0.38, 0.50)))
btn_reroll.disabled = game.phase != Game.Phase.PLANNING or p.gold < Data.REROLL_COST
func _on_card_input(event: InputEvent, index: int) -> void:
if event is InputEventMouseButton and event.pressed:
if event.button_index == MOUSE_BUTTON_LEFT:
buy_requested.emit(index, false)
elif event.button_index == MOUSE_BUTTON_RIGHT:
buy_requested.emit(index, true)
func hint(text: String) -> void:
lbl_hint.text = text
get_tree().create_timer(2.5).timeout.connect(func():
if is_instance_valid(lbl_hint) and lbl_hint.text == text:
lbl_hint.text = "")

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120
scripts/ui/TopBar.gd Normal file
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class_name TopBar
extends Control
## Kopfzeile: Runde, Phase, Uhr, Gold, Kader, Serie, nächster Gegner, Knöpfe.
signal ready_pressed
signal xp_pressed
signal speed_pressed
signal pause_pressed
const PANEL_BG := Color(0.14, 0.15, 0.19)
var lbl_round: Label
var lbl_phase: Label
var lbl_timer: Label
var lbl_hp: Label
var lbl_gold: Label
var lbl_slots: Label
var lbl_streak: Label
var lbl_next: Label
var btn_xp: Button
var btn_speed: Button
var btn_ready: Button
var btn_pause: Button
func build(width: float, height: float) -> void:
position = Vector2.ZERO
size = Vector2(width, height)
mouse_filter = Control.MOUSE_FILTER_IGNORE
var bar := ColorRect.new()
bar.color = PANEL_BG
bar.size = size
bar.mouse_filter = Control.MOUSE_FILTER_IGNORE
add_child(bar)
var h := HBoxContainer.new()
h.position = Vector2(14, 9)
h.size = Vector2(width - 28, 30)
h.add_theme_constant_override("separation", 18)
add_child(h)
lbl_round = UiKit.label("Runde 1", 18)
lbl_phase = UiKit.label("Planung", 16, Color(0.7, 0.85, 1.0))
lbl_timer = UiKit.label("30 s", 16, Color(0.95, 0.85, 0.45))
lbl_hp = UiKit.label("Leben 100", 16, Color(0.5, 0.9, 0.55))
lbl_gold = UiKit.label("Gold 4", 16, Color(1.0, 0.85, 0.35))
lbl_slots = UiKit.label("Kader 0/3", 16)
lbl_streak = UiKit.label("Serie 0", 16, Color(0.85, 0.7, 1.0))
lbl_next = UiKit.label("", 15, Color(1.0, 0.75, 0.6))
for l in [lbl_round, lbl_phase, lbl_timer, lbl_hp, lbl_gold, lbl_slots, lbl_streak, lbl_next]:
h.add_child(l)
btn_xp = UiKit.button("XP kaufen %d Gold [X]" % Data.XP_BUY_COST, Color(0.36, 0.30, 0.50))
btn_xp.custom_minimum_size = Vector2(170, 28)
btn_xp.pressed.connect(func(): xp_pressed.emit())
h.add_child(btn_xp)
var spacer := Control.new()
spacer.size_flags_horizontal = Control.SIZE_EXPAND_FILL
h.add_child(spacer)
btn_pause = UiKit.button("Pause [P]", Color(0.25, 0.28, 0.36))
btn_pause.custom_minimum_size = Vector2(96, 28)
btn_pause.pressed.connect(func(): pause_pressed.emit())
h.add_child(btn_pause)
btn_speed = UiKit.button("Tempo 1x", Color(0.25, 0.28, 0.36))
btn_speed.custom_minimum_size = Vector2(96, 28)
btn_speed.pressed.connect(func(): speed_pressed.emit())
h.add_child(btn_speed)
btn_ready = UiKit.button("Kampf starten [Leer]", Color(0.24, 0.52, 0.34))
btn_ready.custom_minimum_size = Vector2(190, 28)
btn_ready.pressed.connect(func(): ready_pressed.emit())
h.add_child(btn_ready)
func refresh(game: Game, combat_speed: float) -> void:
var p := game.human
lbl_round.text = "Runde %d" % game.round_no
lbl_hp.text = "Leben %d" % p.hp
var interest := Data.interest(p.gold)
lbl_gold.text = "Gold %d (+%d Zins)" % [p.gold, interest] if interest > 0 else "Gold %d" % p.gold
if p.level >= Data.MAX_LEVEL:
lbl_slots.text = "Kader %d/%d (Level max)" % [p.board.size(), p.team_slots()]
else:
lbl_slots.text = "Kader %d/%d Level %d XP %d/%d" % [p.board.size(), p.team_slots(),
p.level, p.xp, Data.xp_needed(p.level)]
var s := p.streak
lbl_streak.text = "Serie %s%d (+%d Gold)" % ["+" if s > 0 else "", s, Data.streak_gold(s)]
btn_speed.text = "Tempo %dx" % int(combat_speed)
btn_xp.disabled = game.phase != Game.Phase.PLANNING or not p.can_buy_xp()
var opp := game.human_opponent()
match game.phase:
Game.Phase.PLANNING:
lbl_phase.text = "Planung"
lbl_next.text = "Nächster Gegner: %s" % opp.pname if opp else ""
btn_ready.text = "Kampf starten [Leer]"
btn_ready.disabled = false
Game.Phase.COMBAT:
lbl_phase.text = "Kampf gegen %s" % (opp.pname if opp else "?")
lbl_next.text = ""
btn_ready.text = "Kampf überspringen"
btn_ready.disabled = false
_:
lbl_phase.text = "Spiel vorbei"
lbl_next.text = ""
btn_ready.disabled = true
refresh_timer(game)
func refresh_timer(game: Game) -> void:
if game.phase == Game.Phase.PLANNING and game.timer_enabled:
lbl_timer.text = "%d s" % int(ceil(game.plan_left))
lbl_timer.add_theme_color_override("font_color",
Color(1.0, 0.45, 0.4) if game.plan_left <= 5.0 else Color(0.95, 0.85, 0.45))
lbl_timer.visible = true
else:
lbl_timer.visible = false

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