update
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@@ -30,11 +30,13 @@ func _shot(n: String) -> void:
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func _run() -> void:
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await _wait(0.5)
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main._start_game()
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main.game.timer_enabled = false
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var p: PlayerState = main.game.human
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# 1) Spezialisierung beim Kauf.
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p.gold = 200
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main._on_buy(0)
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main._on_buy(0, false)
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await _wait(0.4)
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print("Picker sichtbar: ", main.picker.visible)
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await _shot("kauf_spezialisierung")
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@@ -42,8 +44,7 @@ func _run() -> void:
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main.picker_cb.call(Data.Element.FEUER)
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await _wait(0.2)
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print("Gekauft: ", p.bench[0].display_name())
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p.move_slot({"kind": "bench", "index": 0}, {"kind": "board", "hex": Vector2i(3, 1)},
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main.game.round_no)
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p.move_slot({"kind": "bench", "index": 0}, {"kind": "board", "hex": Vector2i(3, 1)})
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main._refresh()
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await _wait(0.2)
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print("Aufgestellt: ", p.board.get(Vector2i(3, 1)).display_name())
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@@ -70,6 +71,7 @@ func _run() -> void:
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# 3) Grosses Team für einen sichtbaren Kampf.
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main.game.round_no = 14
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p.level = 9
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var setup := [
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[Vector2i(2, 0), Data.Role.TANK, Data.Element.ERDE],
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[Vector2i(4, 0), Data.Role.TANK, Data.Element.ERDE],
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@@ -105,7 +107,7 @@ func _run() -> void:
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var ai := BotAI.new()
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ai.setup(main.game.rand)
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if main.game.human.alive:
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ai.take_turn(main.game.human, main.game.pool, main.game.rand, main.game.round_no)
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ai.take_turn(main.game.human, main.game.pool, main.game.rand)
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main._on_ready()
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if main.game.phase == Game.Phase.COMBAT:
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main.game.skip_combat()
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