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

View File

@@ -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: