first commit

This commit is contained in:
team3
2026-08-29 11:42:30 +02:00
commit 9410d18ea5
47 changed files with 4382 additions and 0 deletions

125
scripts/core/Avatar.gd Normal file
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class_name Avatar
extends RefCounted
## Eine Einheit. Elemente sind leer, solange der Avatar elementlos ist.
static var _next_id := 1
var id: int
var role: int = Data.Role.DPS
var elements: Array[int] = []
var star: int = 1
var invested: int = 0 ## bezahltes Gold (für Verkaufswert)
func _init(p_role: int = Data.Role.DPS, p_elements: Array[int] = [], p_star: int = 1) -> void:
id = _next_id
_next_id += 1
role = p_role
elements = p_elements.duplicate()
star = p_star
func is_elementless() -> bool:
return elements.is_empty()
func primary_element() -> int:
return elements[0] if not elements.is_empty() else -1
func has_element(e: int) -> bool:
return elements.has(e)
func display_name() -> String:
if elements.is_empty():
return "Neutral-" + Data.ROLE_NAMES[role]
var parts := []
for e in elements:
parts.append(Data.ELEMENT_NAMES[e])
return "/".join(parts) + "-" + Data.ROLE_NAMES[role]
func color() -> Color:
if elements.is_empty():
return Data.NONE_COLOR
return Data.ELEMENT_COLORS[elements[0]]
func price() -> int:
return Data.PRICE_NONE if elements.is_empty() else Data.PRICE_ELEMENT
## Was zum nächsten Stern fehlt: {element: anzahl}. Leer = maximal.
func upgrade_cost() -> Dictionary:
if star >= Data.MAX_STAR or elements.is_empty():
return {}
var cost := {}
if star == 1:
# 3 Avatare gesamt: der Basis-Avatar zählt mit, also 2 weitere.
cost[elements[0]] = 2
else:
# 2-Star -> 3-Star: je 3 Avatare pro vorhandenem Element.
for e in elements:
cost[e] = 3
return cost
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))
return {
"hp": b["hp"] * mult * ebonus,
"atk": b["atk"] * mult * ebonus,
"armor": b["armor"],
"aspd": b["aspd"],
"range": b["range"],
"mana": b["mana"],
}
func duplicate_avatar() -> Avatar:
var a := Avatar.new(role, elements, star)
a.invested = invested
return a
## Beschreibung der Fähigkeit, abhängig von Rolle, Stern und Elementen.
func ability_text() -> String:
var s := ""
match role:
Data.Role.TANK:
s = "Schild %d für 4s" % int(base_stats()["atk"] * (3.0 + 0.5 * float(star - 1)))
if star >= 2:
s += ", spottet 3 Gegner"
if star >= 3:
s += ", 25% Reflexion"
Data.Role.DPS:
s = "%d Schaden aufs Ziel" % int(base_stats()["atk"] * (3.0 + 0.3 * float(star - 1)))
if star == 2:
s += " + Splash auf Nachbarn"
elif star >= 3:
s += " + Fläche (Radius 2)"
Data.Role.HEILER:
var amount := int(base_stats()["atk"] * (3.0 - 0.25 * float(star - 1)))
if star == 1:
s = "heilt schwächsten Verbündeten um %d" % amount
elif star == 2:
s = "heilt 3 Verbündete um %d" % amount
else:
s = "heilt alle um %d und schildet" % amount
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)
if not extra.is_empty():
s += "\nElemente: " + ", ".join(extra)
return s

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uid://bq5aj8ldpjnqo

155
scripts/core/BotAI.gd Normal file
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class_name BotAI
extends RefCounted
## Einfache Bot-Strategie: bevorzugte Elemente sammeln, Board füllen, aufwerten.
var pref: Array[int] = []
var greed: float = 0.5 ## wie stark der Bot Gold hortet
func setup(rand: RandomNumberGenerator) -> void:
var all: Array[int] = []
for e in Data.ELEMENT_COUNT:
all.append(e)
# Bewusst mit dem Spiel-RNG mischen, nicht mit Array.shuffle(),
# damit ein Seed dieselbe Partie ergibt.
for i in range(all.size() - 1, 0, -1):
var j := rand.randi_range(0, i)
var tmp := all[i]
all[i] = all[j]
all[j] = tmp
pref = [all[0], all[1], all[2]]
greed = rand.randf_range(0.3, 0.8)
func take_turn(p: PlayerState, pool: Pool, rand: RandomNumberGenerator, round_no: int) -> void:
_do_upgrades(p, pool)
_do_buys(p, pool, rand, round_no)
_do_placements(p, pool, round_no)
_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)
_free_bench(p, pool)
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):
return true
# Elemente, die schon auf dem Board sind, sind immer Futter.
return p.trait_counts().has(entry.element)
func _do_buys(p: PlayerState, pool: Pool, rand: RandomNumberGenerator, round_no: int) -> void:
for i in p.shop.size():
var e: ShopEntry = p.shop[i]
if e.sold:
continue
if p.free_bench_slot() < 0:
return
if not _wants(e, p):
continue
if p.gold - e.price() < 0:
continue
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):
var idx := _pick_bench_for_board(p)
if idx < 0:
return
var a: Avatar = p.bench[idx]
var hex := _pick_hex(p, a.role)
if hex.x < 0:
return
if not p.place(idx, hex, round_no):
return
## Zuerst Elemente aufstellen, die noch gar nicht im Team sind.
## Alles Weitere bleibt als Futter auf der Bank.
func _pick_bench_for_board(p: PlayerState) -> int:
var counts := p.trait_counts()
var best := -1
var best_score := -1
for i in p.bench.size():
var a = p.bench[i]
if a == null:
continue
var score := 0
if 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
if score > best_score:
best_score = score
best = i
return best if best_score > 0 else -1
func _pick_element(p: PlayerState) -> int:
var counts := p.trait_counts()
var best := pref[0]
var best_c := -1
for e in pref:
var c: int = counts.get(e, 0)
if c > best_c and c < 6:
best_c = c
best = e
return best
func _pick_hex(p: PlayerState, role: int) -> Vector2i:
var rows: Array
match role:
Data.Role.TANK: rows = [0, 1, 2, 3]
Data.Role.DPS: rows = [2, 1, 3, 0]
_: rows = [3, 2, 1, 0]
var cols := [3, 2, 4, 1, 5, 0, 6]
for r in rows:
for c in cols:
var h := Vector2i(c, r)
if not p.board.has(h):
return h
return Vector2i(-1, -1)
func _do_upgrades(p: PlayerState, pool: Pool) -> void:
var again := true
while again:
again = false
for hex in p.board.keys():
if p.can_upgrade(hex):
var options := p.available_new_elements(hex)
var choice := -1
for e in pref:
if options.has(e):
choice = e
break
if choice < 0 and not options.is_empty():
choice = options[0]
if choice >= 0 and p.upgrade(hex, choice, pool):
again = true
break
## Bank leeren, wenn sie voll ist und nichts mehr gebraucht wird.
func _free_bench(p: PlayerState, pool: Pool) -> void:
if p.free_bench_slot() >= 0:
return
var counts := p.trait_counts()
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]):
p.sell_bench(i, pool)
return
p.sell_bench(0, pool)

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uid://bl3psu7dnb3x2

477
scripts/core/Combat.gd Normal file
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class_name Combat
extends RefCounted
## Auto-Kampf zweier Aufstellungen auf einem 7x8-Hexfeld.
## Rein logisch und schrittweise: Bot-Kämpfe laufen sofort durch,
## der Kampf des Spielers wird pro Frame gesteppt.
const ARENA_COLS := 7
const ARENA_ROWS := 8
const MOVE_TIME := 0.32
const TIME_LIMIT := 35.0
const CRIT_MULT := 1.5
const MANA_PER_ATTACK := 10.0
const MANA_PER_HIT := 5.0
class CUnit extends RefCounted:
var avatar: Avatar
var team: int
var pos: Vector2i
var hp: float
var max_hp: float
var atk: float
var armor: float
var aspd: float
var atk_range: int
var mana: float
var max_mana: float
var mana_mult: float = 1.0
var crit: float = 0.0
var attack_timer: float = 0.0
var move_timer: float = 0.0
var alive: bool = true
var shield: float = 0.0
var shield_timer: float = 0.0
var burn_dps: float = 0.0
var burn_timer: float = 0.0
var slow: float = 0.0
var slow_timer: float = 0.0
var haste: float = 0.0
var haste_timer: float = 0.0
var stun_timer: float = 0.0
var reflect: float = 0.0
var reflect_timer: float = 0.0
var taunt_by = null
var taunt_timer: float = 0.0
var target = null
var cast_flash: float = 0.0
var hit_flash: float = 0.0
func effective_aspd() -> float:
return maxf(0.1, aspd * (1.0 + haste) * (1.0 - slow))
var units: Array = []
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 events: Array = [] ## kurze Textmeldungen für das Log
var _mods := [{}, {}]
var _occ := {}
var _rand := RandomNumberGenerator.new()
func _init(a: PlayerState, b: PlayerState, seed_value: int = 0) -> void:
_rand.seed = seed_value if seed_value != 0 else randi()
_mods[0] = _build_mods(a)
_mods[1] = _build_mods(b)
_spawn(a, 0)
_spawn(b, 1)
_apply_start_effects()
# --- Aufbau ----------------------------------------------------------------
func _build_mods(p: PlayerState) -> Dictionary:
var counts := p.trait_counts()
var m := {
"atk": 1.0, "hp": 1.0, "aspd": 1.0, "mana": 1.0,
"crit": 0.0, "ice": 0.0, "combos": {},
}
for e in counts:
var tier := Data.trait_tier(e, counts[e])
if tier <= 0:
continue
var v: float = Data.ELEMENT_TRAITS[e]["values"][tier - 1]
match e:
Data.Element.FEUER: m["atk"] += v
Data.Element.WASSER: m["mana"] += v
Data.Element.WIND: m["aspd"] += v
Data.Element.BLITZ: m["crit"] += v
Data.Element.ERDE: m["hp"] += v
Data.Element.EIS: m["ice"] = maxf(m["ice"], v)
for c in p.active_combos():
m["combos"][c["key"]] = true
return m
func _spawn(p: PlayerState, team: int) -> void:
var m: Dictionary = _mods[team]
for hex in p.board:
var a: Avatar = p.board[hex]
var s := a.base_stats()
var u := CUnit.new()
u.avatar = a
u.team = team
u.pos = _arena_pos(hex, team)
u.max_hp = s["hp"] * m["hp"]
u.hp = u.max_hp
u.atk = s["atk"] * m["atk"]
u.armor = s["armor"]
u.aspd = s["aspd"] * m["aspd"]
u.atk_range = s["range"]
u.max_mana = s["mana"]
u.mana = 0.0
u.mana_mult = m["mana"]
u.crit = m["crit"]
if _occ.has(u.pos):
u.pos = _free_near(u.pos)
_occ[u.pos] = u
units.append(u)
static func _arena_pos(hex: Vector2i, team: int) -> Vector2i:
if team == 0:
return Vector2i(hex.x, 4 + hex.y)
return Vector2i(ARENA_COLS - 1 - hex.x, 3 - hex.y)
func _free_near(p: Vector2i) -> Vector2i:
for n in Hex.neighbors(p):
if _in_arena(n) and not _occ.has(n):
return n
return p
static func _in_arena(p: Vector2i) -> bool:
return p.x >= 0 and p.x < ARENA_COLS and p.y >= 0 and p.y < ARENA_ROWS
func _apply_start_effects() -> void:
for team in 2:
if _mods[team]["combos"].has("frost"):
for u in units:
if u.team != team:
u.slow = maxf(u.slow, 0.15)
u.slow_timer = 999.0
# --- Simulation ------------------------------------------------------------
func step(dt: float) -> void:
if finished:
return
time += dt
for u in units:
if u.alive:
_tick_status(u, dt)
for u in units:
if u.alive and u.stun_timer <= 0.0:
_act(u, dt)
_check_end()
func run_to_end(dt: float = 0.05) -> void:
var guard := 0
while not finished and guard < 5000:
step(dt)
guard += 1
if not finished:
_resolve_by_hp()
func _tick_status(u: CUnit, dt: float) -> void:
if u.shield_timer > 0.0:
u.shield_timer -= dt
if u.shield_timer <= 0.0:
u.shield = 0.0
if u.burn_timer > 0.0:
u.burn_timer -= dt
_apply_damage(null, u, u.burn_dps * dt, true)
if u.burn_timer <= 0.0:
u.burn_dps = 0.0
if u.slow_timer > 0.0:
u.slow_timer -= dt
if u.slow_timer <= 0.0:
u.slow = 0.0
if u.haste_timer > 0.0:
u.haste_timer -= dt
if u.haste_timer <= 0.0:
u.haste = 0.0
if u.reflect_timer > 0.0:
u.reflect_timer -= dt
if u.reflect_timer <= 0.0:
u.reflect = 0.0
if u.stun_timer > 0.0:
u.stun_timer -= dt
if u.taunt_timer > 0.0:
u.taunt_timer -= dt
if u.taunt_timer <= 0.0:
u.taunt_by = null
u.cast_flash = maxf(0.0, u.cast_flash - dt)
u.hit_flash = maxf(0.0, u.hit_flash - dt)
func _act(u: CUnit, dt: float) -> void:
var t = _pick_target(u)
if t == null:
return
u.target = t
var d := Hex.distance(u.pos, t.pos)
if d <= u.atk_range:
u.attack_timer -= dt * u.effective_aspd()
if u.attack_timer <= 0.0:
u.attack_timer += 1.0
_basic_attack(u, t)
else:
u.move_timer -= dt
if u.move_timer <= 0.0:
u.move_timer = MOVE_TIME
_step_towards(u, t)
func _pick_target(u: CUnit):
if u.taunt_by != null and u.taunt_by.alive and u.taunt_timer > 0.0:
return u.taunt_by
if u.target != null and u.target.alive:
return u.target
return _nearest_enemy(u)
func _nearest_enemy(u: CUnit, exclude = null):
var best = null
var best_d := 999
for o in units:
if not o.alive or o.team == u.team or o == exclude:
continue
var d := Hex.distance(u.pos, o.pos)
if d < best_d:
best_d = d
best = o
return best
func _step_towards(u: CUnit, t: CUnit) -> void:
var best := u.pos
var best_d := Hex.distance(u.pos, t.pos)
for n in Hex.neighbors(u.pos):
if not _in_arena(n) or _occ.has(n):
continue
var d := Hex.distance(n, t.pos)
if d < best_d:
best_d = d
best = n
if best != u.pos:
_occ.erase(u.pos)
u.pos = best
_occ[u.pos] = u
# --- Angriff und Schaden ---------------------------------------------------
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
_apply_damage(u, t, dmg, false)
var ice: float = _mods[u.team]["ice"]
if ice > 0.0:
t.slow = maxf(t.slow, ice)
t.slow_timer = maxf(t.slow_timer, 2.0)
if _mods[u.team]["combos"].has("sturmfront"):
var second = _nearest_enemy(u, t)
if second != null:
_apply_damage(u, second, dmg * 0.5, false)
u.mana += MANA_PER_ATTACK * u.mana_mult
if u.mana >= u.max_mana:
_cast(u)
func _apply_damage(src, tgt: CUnit, amount: float, is_true: bool) -> void:
if not tgt.alive or amount <= 0.0:
return
var dmg := amount if is_true else amount * (1.0 - tgt.armor)
if tgt.shield > 0.0:
var absorbed: float = minf(tgt.shield, dmg)
tgt.shield -= absorbed
dmg -= absorbed
if dmg > 0.0:
tgt.hp -= dmg
tgt.hit_flash = 0.12
tgt.mana += MANA_PER_HIT * tgt.mana_mult
if tgt.mana >= tgt.max_mana and tgt.alive and tgt.hp > 0.0:
_cast(tgt)
if src != null and dmg > 0.0:
if tgt.reflect > 0.0:
src.hp -= dmg * tgt.reflect
if src.hp <= 0.0:
_kill(src)
if _mods[tgt.team]["combos"].has("magma"):
src.hp -= dmg * 0.20
if src.hp <= 0.0:
_kill(src)
if _mods[src.team]["combos"].has("dampf"):
src.hp = minf(src.max_hp, src.hp + dmg * 0.18)
if tgt.hp <= 0.0:
_kill(tgt)
func _kill(u: CUnit) -> void:
if not u.alive:
return
u.alive = false
u.hp = 0.0
_occ.erase(u.pos)
events.append(u.avatar.display_name() + " fällt")
func _heal(u: CUnit, amount: float) -> void:
if u.alive:
u.hp = minf(u.max_hp, u.hp + amount)
# --- Fähigkeiten ----------------------------------------------------------
func _cast(u: CUnit) -> void:
u.mana = 0.0
u.cast_flash = 0.35
var elems: Array = u.avatar.elements
var heal_bonus := 0.0
for i in elems.size():
if elems[i] == Data.Element.WASSER:
heal_bonus += 0.20 * (1.0 if i == 0 else 0.5)
var hit_enemies: Array = []
var main_target = u.target if (u.target != null and u.target.alive) else _nearest_enemy(u)
match u.avatar.role:
Data.Role.TANK:
var sh := u.atk * (3.0 + 0.5 * float(u.avatar.star - 1)) * (1.0 + heal_bonus)
u.shield = maxf(u.shield, sh)
u.shield_timer = 4.0
if u.avatar.star >= 2:
var n := 0
for o in units:
if o.alive and o.team != u.team and Hex.distance(o.pos, u.pos) <= 2 and n < 3:
o.taunt_by = u
o.taunt_timer = 2.0
o.target = u
n += 1
if u.avatar.star >= 3:
u.reflect = 0.25
u.reflect_timer = 4.0
Data.Role.DPS:
if main_target == null:
return
var base := u.atk * (3.0 + 0.3 * float(u.avatar.star - 1))
_apply_damage(u, main_target, base, false)
hit_enemies.append(main_target)
if u.avatar.star == 2:
for n in Hex.neighbors(main_target.pos):
var o = _occ.get(n)
if o != null and o.alive and o.team != u.team:
_apply_damage(u, o, u.atk * 1.5, false)
hit_enemies.append(o)
elif u.avatar.star >= 3:
for o in units:
if o.alive and o.team != u.team and o != main_target \
and Hex.distance(o.pos, main_target.pos) <= 2:
_apply_damage(u, o, u.atk * 2.0, false)
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 count := 1
if u.avatar.star == 2:
count = 3
elif u.avatar.star >= 3:
count = allies.size()
for i in mini(count, allies.size()):
_heal(allies[i], amount)
if u.avatar.star >= 3:
allies[i].shield = maxf(allies[i].shield, u.atk * 1.5 * (1.0 + heal_bonus))
allies[i].shield_timer = 3.0
_apply_element_effects(u, main_target, hit_enemies)
func _apply_element_effects(u: CUnit, main_target, hit_enemies: Array) -> void:
var elems: Array = u.avatar.elements
var combos: Dictionary = _mods[u.team]["combos"]
if combos.has("feuersturm"):
for o in hit_enemies:
o.burn_dps = maxf(o.burn_dps, u.atk * 0.4)
o.burn_timer = maxf(o.burn_timer, 3.0)
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
match elems[i]:
Data.Element.FEUER:
for o in hit_enemies:
if o.alive:
o.burn_dps = maxf(o.burn_dps, u.atk * 0.6 * scale)
o.burn_timer = maxf(o.burn_timer, 3.0)
Data.Element.WASSER:
u.mana += 15.0 * scale
Data.Element.WIND:
u.haste = maxf(u.haste, 0.30 * scale)
u.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 * 0.8 * scale, false)
chained += 1
Data.Element.ERDE:
if main_target != null and main_target.alive:
main_target.stun_timer = maxf(main_target.stun_timer, 0.75 * scale)
Data.Element.EIS:
if main_target != null and main_target.alive:
main_target.slow = maxf(main_target.slow, 0.30 * scale)
main_target.slow_timer = maxf(main_target.slow_timer, 3.0)
func _allies_by_missing_hp(team: int) -> Array:
var list := []
for o in units:
if o.alive and o.team == team:
list.append(o)
list.sort_custom(func(a, b): return (a.hp / a.max_hp) < (b.hp / b.max_hp))
return list
# --- Ende ------------------------------------------------------------------
func alive_count(team: int) -> int:
var n := 0
for u in units:
if u.alive and u.team == team:
n += 1
return n
func _check_end() -> void:
var a := alive_count(0)
var b := alive_count(1)
if a == 0 or b == 0:
finished = true
if a == b:
winner = -1
survivors = 0
else:
winner = 0 if a > b else 1
survivors = maxi(a, b)
return
if time >= TIME_LIMIT:
_resolve_by_hp()
func _resolve_by_hp() -> void:
finished = true
var frac := [0.0, 0.0]
for u in units:
if u.alive:
frac[u.team] += u.hp / u.max_hp
if absf(frac[0] - frac[1]) < 0.25:
winner = -1
survivors = 0
else:
winner = 0 if frac[0] > frac[1] else 1
survivors = alive_count(winner)

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class_name Data
extends RefCounted
## Statische Spieldaten: Elemente, Rollen, Basiswerte, Traits, Preise.
enum Element { FEUER, WASSER, WIND, BLITZ, ERDE, EIS }
enum Role { TANK, DPS, HEILER }
const ELEMENT_COUNT := 6
const ELEMENT_NAMES := ["Feuer", "Wasser", "Wind", "Blitz", "Erde", "Eis"]
const ELEMENT_COLORS := [
Color(0.92, 0.31, 0.16),
Color(0.18, 0.52, 0.90),
Color(0.48, 0.85, 0.60),
Color(0.96, 0.84, 0.22),
Color(0.62, 0.45, 0.24),
Color(0.66, 0.92, 0.98),
]
const NONE_COLOR := Color(0.62, 0.62, 0.66)
const ROLE_NAMES := ["Tank", "DPS", "Heiler"]
const ROLE_SHORT := ["T", "D", "H"]
# Basiswerte auf 1-Star.
const ROLE_STATS := {
Role.TANK: {"hp": 700.0, "atk": 45.0, "armor": 0.40, "aspd": 0.60, "range": 1, "mana": 80.0},
Role.DPS: {"hp": 450.0, "atk": 65.0, "armor": 0.18, "aspd": 0.80, "range": 3, "mana": 100.0},
Role.HEILER: {"hp": 520.0, "atk": 38.0, "armor": 0.22, "aspd": 0.70, "range": 3, "mana": 90.0},
}
# Multiplikator pro Sternstufe (Index = star - 1).
const STAR_MULT := [1.0, 1.8, 3.24]
const MAX_STAR := 3
# Jedes zusätzliche Element gibt einen kleinen Grundwert-Bonus.
const ELEMENT_STAT_BONUS := 0.06
# --- Oekonomie -------------------------------------------------------------
const START_HP := 100
const BASE_INCOME := 5
const WIN_GOLD := 1
const REROLL_COST := 2
const PRICE_NONE := 1
const PRICE_ELEMENT := 2
## Zinsen: je 10 Gold ein Gold dazu, gedeckelt bei 50 Gold.
const INTEREST_STEP := 10
const INTEREST_MAX := 5
const SHOP_SLOTS := 5
## Je aufgestelltem Element wird ein Shop-Platz zu 25% seltener neutral.
## Multiplikativ, damit Neutral nie ganz verschwindet.
const NEUTRAL_FALLOFF := 0.75
const BENCH_SLOTS := 9
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
# --- Board -----------------------------------------------------------------
const BOARD_COLS := 7
const BOARD_ROWS := 4
const MAX_TEAM_SLOTS := 9
# --- Element-Traits --------------------------------------------------------
# steps = Anzahl aufgestellter Einheiten mit diesem Element.
const ELEMENT_TRAITS := {
Element.FEUER: {
"steps": [2, 4, 6],
"desc": ["+12% Angriff", "+26% Angriff", "+48% Angriff"],
"values": [0.12, 0.26, 0.48],
},
Element.WASSER: {
"steps": [2, 4, 6],
"desc": ["+20% Mana", "+40% Mana", "+70% Mana"],
"values": [0.20, 0.40, 0.70],
},
Element.WIND: {
"steps": [2, 4, 6],
"desc": ["+10% Tempo", "+22% Tempo", "+40% Tempo"],
"values": [0.10, 0.22, 0.40],
},
Element.BLITZ: {
"steps": [2, 4, 6],
"desc": ["+15% Krit", "+30% Krit", "+55% Krit"],
"values": [0.15, 0.30, 0.55],
},
Element.ERDE: {
"steps": [2, 4, 6],
"desc": ["+12% Leben", "+26% Leben", "+48% Leben"],
"values": [0.12, 0.26, 0.48],
},
Element.EIS: {
"steps": [2, 4, 6],
"desc": ["Treffer -12% Tempo", "Treffer -22% Tempo", "Treffer -35% Tempo"],
"values": [0.12, 0.22, 0.35],
},
}
# --- Kombi-Traits ----------------------------------------------------------
# Aktiv, wenn beide Elemente mindestens COMBO_MIN Einheiten haben.
const COMBO_MIN := 2
const COMBO_TRAITS := [
{"a": Element.FEUER, "b": Element.WIND, "key": "feuersturm", "name": "Feuersturm", "desc": "Fähigkeiten setzen in Brand"},
{"a": Element.WASSER, "b": Element.EIS, "key": "frost", "name": "Frost", "desc": "Gegner starten 15% langsamer"},
{"a": Element.BLITZ, "b": Element.ERDE, "key": "magnetsturm","name": "Magnetsturm", "desc": "Fähigkeiten betäuben 0.6s"},
{"a": Element.FEUER, "b": Element.ERDE, "key": "magma", "name": "Magma", "desc": "20% Schaden reflektiert"},
{"a": Element.WIND, "b": Element.BLITZ, "key": "sturmfront", "name": "Sturmfront", "desc": "Angriffe springen auf ein 2. Ziel"},
{"a": Element.WASSER, "b": Element.FEUER, "key": "dampf", "name": "Dampf", "desc": "18% Lebensraub"},
]
static func element_name(e: int) -> String:
return ELEMENT_NAMES[e]
static func element_color(e: int) -> Color:
return ELEMENT_COLORS[e]
static func role_name(r: int) -> String:
return ROLE_NAMES[r]
## Aktive Stufe eines Element-Traits (0 = inaktiv, sonst 1..3).
static func trait_tier(element: int, count: int) -> int:
var steps: Array = ELEMENT_TRAITS[element]["steps"]
var tier := 0
for i in steps.size():
if count >= steps[i]:
tier = i + 1
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)
## Wahrscheinlichkeit, dass ein Shop-Platz einen neutralen Avatar zeigt.
## Ohne eigene Elemente gibt es nur Neutral.
static func neutral_chance(unlocked_count: int) -> float:
return pow(NEUTRAL_FALLOFF, float(unlocked_count))
## Zinsen auf das gehaltene Gold.
static func interest(gold: int) -> int:
return mini(INTEREST_MAX, int(float(gold) / float(INTEREST_STEP)))
## Streak-Bonusgold (Sieg- oder Niederlagenserie).
static func streak_gold(streak: int) -> int:
var s := absi(streak)
if s >= 5:
return 3
if s == 4:
return 2
if s == 3:
return 1
return 0

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class_name Game
extends RefCounted
## Rundenlogik: 8 Spieler (1 Mensch, 7 Bots), geteilter Pool, Paarungen, Kämpfe.
enum Phase { PLANNING, COMBAT, RESULT, GAMEOVER }
const BOT_NAMES := [
"Ignis", "Nerea", "Zephyr", "Volt", "Terra", "Frost", "Umbra",
]
var players: Array = []
var pool: Pool
var rand := RandomNumberGenerator.new()
var round_no: int = 0
var phase: int = Phase.PLANNING
var human: PlayerState
var bots := {} ## pid -> BotAI
var pairings: Array = [] ## [{a, b, ghost}]
var player_combat: Combat = null
var pending: Array = [] ## Ergebnisse der Bot-Kämpfe
var last_round_log: Array = []
func start(seed_value: int = 0) -> void:
rand.seed = seed_value if seed_value != 0 else randi()
pool = Pool.new()
players.clear()
human = PlayerState.new(0, "Du", false)
players.append(human)
for i in BOT_NAMES.size():
var b := PlayerState.new(i + 1, BOT_NAMES[i], true)
players.append(b)
var ai := BotAI.new()
ai.setup(rand)
bots[b.pid] = ai
round_no = 1
for p in players:
p.roll_shop(pool, rand)
_run_bot_turns()
phase = Phase.PLANNING
func alive_players() -> Array:
var out := []
for p in players:
if p.alive:
out.append(p)
return out
# --- Planungsphase ---------------------------------------------------------
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)
# --- Kampfphase ------------------------------------------------------------
func start_combat() -> void:
if phase != Phase.PLANNING:
return
pairings = _make_pairings()
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())
pending.append({"pair": pr, "combat": player_combat})
else:
var c := Combat.new(pr["a"], pr["b"], rand.randi())
c.run_to_end()
pending.append({"pair": pr, "combat": c})
phase = Phase.COMBAT
if player_combat == null:
resolve_round()
func update_combat(dt: float) -> void:
if phase != Phase.COMBAT or player_combat == null:
return
player_combat.step(dt)
if player_combat.finished:
resolve_round()
func skip_combat() -> void:
if phase == Phase.COMBAT and player_combat != null:
player_combat.run_to_end()
resolve_round()
func _make_pairings() -> Array:
var alive := alive_players()
alive.shuffle()
var out := []
var i := 0
while i + 1 < alive.size():
out.append({"a": alive[i], "b": alive[i + 1], "ghost": false})
i += 2
if i < alive.size():
# Ungerade Anzahl: der Rest kämpft gegen ein Abbild eines Gegners.
var lone: PlayerState = alive[i]
var others := alive.filter(func(p): return p != lone)
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})
return out
func _make_ghost(src: PlayerState) -> PlayerState:
var g := PlayerState.new(-1, src.pname + " (Abbild)", true)
for hex in src.board:
g.board[hex] = src.board[hex]
return g
# --- Auswertung ------------------------------------------------------------
func resolve_round() -> void:
last_round_log.clear()
for item in pending:
var pr: Dictionary = item["pair"]
var c: Combat = item["combat"]
if not c.finished:
c.run_to_end()
var a: PlayerState = pr["a"]
var b: PlayerState = pr["b"]
var dmg := 3 + c.survivors
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)
if not pr["ghost"]:
b.register_result(false)
b.take_damage(3)
last_round_log.append("%s vs %s: unentschieden" % [a.pname, b.pname])
pending.clear()
player_combat = null
_check_eliminations()
if alive_players().size() <= 1:
phase = Phase.GAMEOVER
for p in alive_players():
p.placement = 1
return
_next_round()
func _apply_result(winner: PlayerState, loser: PlayerState, dmg: int, ghost: bool) -> void:
winner.register_result(true)
if loser.pid >= 0:
loser.register_result(false)
loser.take_damage(dmg)
last_round_log.append("%s schlägt %s (-%d Leben)" % [winner.pname, loser.pname, dmg])
func _check_eliminations() -> void:
var still := alive_players().size()
for p in players:
if p.hp <= 0 and p.alive:
p.alive = false
p.placement = still
still -= 1
last_round_log.append(p.pname + " ist ausgeschieden")
func _next_round() -> void:
round_no += 1
for p in players:
if not p.alive:
continue
p.gold += p.round_income()
p.roll_shop(pool, rand)
_run_bot_turns()
phase = Phase.PLANNING
# --- Hilfen für die UI ----------------------------------------------------
func human_opponent() -> PlayerState:
for pr in pairings:
if pr["a"] == human:
return pr["b"]
if pr["b"] == human:
return pr["a"]
return null
func human_team_in_combat() -> int:
for pr in pairings:
if pr["a"] == human:
return 0
if pr["b"] == human:
return 1
return 0
func ranking() -> Array:
var sorted := players.duplicate()
sorted.sort_custom(func(a, b):
if a.alive != b.alive:
return a.alive
return a.hp > b.hp)
return sorted

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class_name Hex
extends RefCounted
## Hex-Helfer für "odd-r" Offset-Koordinaten (spitze Hexes, ungerade Zeilen versetzt).
const NEIGHBORS_EVEN := [
Vector2i(1, 0), Vector2i(0, -1), Vector2i(-1, -1),
Vector2i(-1, 0), Vector2i(-1, 1), Vector2i(0, 1),
]
const NEIGHBORS_ODD := [
Vector2i(1, 0), Vector2i(1, -1), Vector2i(0, -1),
Vector2i(-1, 0), Vector2i(0, 1), Vector2i(1, 1),
]
static func to_cube(p: Vector2i) -> Vector3i:
var x := p.x - int((p.y - (p.y & 1)) / 2.0)
var z := p.y
return Vector3i(x, -x - z, z)
static func distance(a: Vector2i, b: Vector2i) -> int:
var ca := to_cube(a)
var cb := to_cube(b)
return int((absi(ca.x - cb.x) + absi(ca.y - cb.y) + absi(ca.z - cb.z)) / 2.0)
static func neighbors(p: Vector2i) -> Array:
var offs: Array = NEIGHBORS_ODD if (p.y & 1) == 1 else NEIGHBORS_EVEN
var out := []
for o in offs:
out.append(p + o)
return out
## Pixelmittelpunkt eines Hex-Feldes.
static func to_pixel(p: Vector2i, size: float) -> Vector2:
var w := sqrt(3.0) * size
var h := 1.5 * size
var x := w * (float(p.x) + 0.5 * float(p.y & 1))
var y := h * float(p.y)
return Vector2(x, y)
## Eckpunkte eines spitzen Hex um (0,0).
static func corners(size: float) -> PackedVector2Array:
var pts := PackedVector2Array()
for i in 6:
var ang := deg_to_rad(60.0 * float(i) - 30.0)
pts.append(Vector2(size * cos(ang), size * sin(ang)))
return pts

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class_name PlayerState
extends RefCounted
## Zustand eines Spielers oder Bots: Gold, Leben, Bank, Board, Shop.
var pid: int = 0
var pname: String = "Spieler"
var is_bot: bool = false
var gold: int = Data.START_GOLD
var hp: int = Data.START_HP
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 bench: Array = [] ## Avatar oder null
var board: Dictionary = {} ## Vector2i -> Avatar
var shop: Array = [] ## ShopEntry
## Elemente, die dieser Spieler aufgestellt hat. Nur die zeigt sein Shop.
var unlocked: Array[bool] = []
func _init(p_pid: int = 0, p_name: String = "Spieler", p_bot: bool = false) -> void:
pid = p_pid
pname = p_name
is_bot = p_bot
for i in Data.BENCH_SLOTS:
bench.append(null)
for i in Data.ELEMENT_COUNT:
unlocked.append(false)
func unlock(element: int) -> void:
if element >= 0:
unlocked[element] = true
## Anzahl der Elemente, die dieser Spieler aufgestellt hat.
func unlocked_count() -> int:
var n := 0
for e in Data.ELEMENT_COUNT:
if unlocked[e]:
n += 1
return n
## Elemente, die im eigenen Shop erscheinen können: selbst aufgestellt und
## im geteilten Vorrat noch verfügbar.
func shop_elements(pool: Pool) -> Array[int]:
var out: Array[int] = []
for e in Data.ELEMENT_COUNT:
if unlocked[e] and pool.element_left[e] > 0:
out.append(e)
return out
# --- Shop ------------------------------------------------------------------
func roll_shop(pool: Pool, rng: RandomNumberGenerator) -> void:
shop.clear()
var active := shop_elements(pool)
# Je mehr eigene Elemente aufgestellt sind, desto seltener kommt Neutral.
var neutral := Data.neutral_chance(unlocked_count())
for i in Data.SHOP_SLOTS:
var element := -1
if not active.is_empty() and rng.randf() >= neutral:
element = active[rng.randi_range(0, active.size() - 1)]
shop.append(ShopEntry.new(rng.randi_range(0, 2), element))
func reroll(pool: Pool, rng: RandomNumberGenerator) -> bool:
if gold < Data.REROLL_COST:
return false
gold -= Data.REROLL_COST
roll_shop(pool, rng)
return true
func free_bench_slot() -> int:
for i in bench.size():
if bench[i] == null:
return i
return -1
## Kauft einen Avatar. Neutrale brauchen die beim Kauf gewählte Spezialisierung.
func buy(index: int, pool: Pool, chosen_element: int = -1) -> bool:
if index < 0 or index >= shop.size():
return false
var entry: ShopEntry = shop[index]
if entry.sold or gold < entry.price():
return false
var element := entry.element if entry.element >= 0 else chosen_element
if element < 0 or element >= Data.ELEMENT_COUNT:
return false
var slot := free_bench_slot()
if slot < 0:
return false
if not pool.take(element):
return false
gold -= entry.price()
bench[slot] = entry.to_avatar(element)
entry.sold = true
return true
func sell_bench(index: int, pool: Pool) -> bool:
if index < 0 or index >= bench.size() or bench[index] == null:
return false
var a: Avatar = bench[index]
pool.return_avatar(a)
gold += maxi(1, a.invested)
bench[index] = null
return true
func sell_board(hex: Vector2i, pool: Pool) -> bool:
if not board.has(hex):
return false
var a: Avatar = board[hex]
pool.return_avatar(a)
gold += maxi(1, a.invested)
board.erase(hex)
return true
# --- Aufstellen ------------------------------------------------------------
func team_slots(round_no: int) -> int:
return Data.team_slots(round_no)
func can_place(round_no: int) -> bool:
return board.size() < team_slots(round_no)
## Setzt einen Avatar von der Bank aufs Board.
func place(bench_index: int, hex: Vector2i, round_no: int) -> 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):
return false
var a: Avatar = bench[bench_index]
board[hex] = a
bench[bench_index] = null
unlock(a.elements[0])
return true
func unplace(hex: Vector2i) -> bool:
if not board.has(hex):
return false
var slot := free_bench_slot()
if slot < 0:
return false
bench[slot] = board[hex]
board.erase(hex)
return true
func move_on_board(from_hex: Vector2i, to_hex: Vector2i) -> bool:
if not board.has(from_hex) or not _valid_hex(to_hex):
return false
var a: Avatar = board[from_hex]
if board.has(to_hex):
board[from_hex] = board[to_hex]
else:
board.erase(from_hex)
board[to_hex] = a
return true
## 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:
if src.is_empty() or dst.is_empty() or src == dst:
return false
var sk: String = src["kind"]
var dk: String = dst["kind"]
if sk == "board" and dk == "board":
return move_on_board(src["hex"], dst["hex"])
if sk == "bench" and dk == "bench":
var i: int = src["index"]
var j: int = dst["index"]
if bench[i] == null:
return false
var tmp = bench[j]
bench[j] = bench[i]
bench[i] = tmp
return true
if sk == "board" and dk == "bench":
var hex: Vector2i = src["hex"]
var j2: int = dst["index"]
if not board.has(hex):
return false
var unit: Avatar = board[hex]
if bench[j2] == null:
board.erase(hex)
else:
board[hex] = bench[j2]
bench[j2] = unit
return true
# bench -> board
var i3: int = src["index"]
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):
return false
var unit3: Avatar = bench[i3]
if board.has(hex3):
bench[i3] = board[hex3]
else:
bench[i3] = null
board[hex3] = unit3
unlock(unit3.elements[0])
return true
func _valid_hex(h: Vector2i) -> bool:
return h.x >= 0 and h.x < Data.BOARD_COLS and h.y >= 0 and h.y < Data.BOARD_ROWS
# --- Aufwerten -------------------------------------------------------------
## Wie viel Futter pro Element auf der Bank liegt.
func fodder_counts() -> Dictionary:
var counts := {}
for a in bench:
if a == null or a.is_elementless() or a.star != 1:
continue
var e: int = a.elements[0]
counts[e] = counts.get(e, 0) + 1
return counts
func can_upgrade(hex: Vector2i) -> bool:
if not board.has(hex):
return false
var a: Avatar = board[hex]
var cost := a.upgrade_cost()
if cost.is_empty():
return false
var have := fodder_counts()
for e in cost:
if have.get(e, 0) < cost[e]:
return false
return true
## Fehlende Futter-Avatare pro Element (für die Anzeige).
func upgrade_missing(hex: Vector2i) -> Dictionary:
if not board.has(hex):
return {}
var a: Avatar = board[hex]
var cost := a.upgrade_cost()
var have := fodder_counts()
var miss := {}
for e in cost:
var m: int = cost[e] - have.get(e, 0)
if m > 0:
miss[e] = m
return miss
func available_new_elements(hex: Vector2i) -> Array[int]:
var out: Array[int] = []
if not board.has(hex):
return out
var a: Avatar = board[hex]
for e in Data.ELEMENT_COUNT:
if not a.has_element(e):
out.append(e)
return out
func upgrade(hex: Vector2i, new_element: int, pool: Pool) -> bool:
if not can_upgrade(hex):
return false
var a: Avatar = board[hex]
if a.has_element(new_element) or new_element < 0 or new_element >= Data.ELEMENT_COUNT:
return false
var cost := a.upgrade_cost()
var spent := 0
for e in cost:
var need: int = cost[e]
for i in bench.size():
if need <= 0:
break
var f = bench[i]
if f != null and f.star == 1 and not f.is_elementless() and f.elements[0] == e:
spent += f.invested
bench[i] = null
need -= 1
a.invested += spent
a.star += 1
a.elements.append(new_element)
unlock(new_element)
return true
# --- Traits ----------------------------------------------------------------
## Zählt aufgestellte Einheiten pro Element.
func trait_counts() -> Dictionary:
var counts := {}
for hex in board:
var a: Avatar = board[hex]
for e in a.elements:
counts[e] = counts.get(e, 0) + 1
return counts
func active_combos() -> Array:
var counts := trait_counts()
var out := []
for c in Data.COMBO_TRAITS:
if counts.get(c["a"], 0) >= Data.COMBO_MIN and counts.get(c["b"], 0) >= Data.COMBO_MIN:
out.append(c)
return out
# --- Runde -----------------------------------------------------------------
func round_income() -> int:
var g := Data.BASE_INCOME
if last_won:
g += Data.WIN_GOLD
g += Data.streak_gold(streak)
g += Data.interest(gold)
return g
func register_result(won: bool) -> void:
last_won = won
if won:
streak = maxi(1, streak + 1)
else:
streak = mini(-1, streak - 1)
## Nur Leben abziehen. Das Ausscheiden setzt Game._check_eliminations,
## damit die Platzierung stimmt.
func take_damage(dmg: int) -> void:
hp = maxi(0, hp - dmg)
func board_units() -> Array:
var out := []
for hex in board:
out.append(board[hex])
return out

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48
scripts/core/Pool.gd Normal file
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class_name Pool
extends RefCounted
## Geteilter Avatar-Pool. Alle 8 Spieler kaufen aus demselben Vorrat.
## Welche Elemente ein Spieler im Shop sieht, steht in PlayerState.unlocked.
var element_left: Array[int] = []
func _init() -> void:
for i in Data.ELEMENT_COUNT:
element_left.append(Data.POOL_PER_ELEMENT)
func available(element: int) -> bool:
return element < 0 or element_left[element] > 0
func take(element: int) -> bool:
if element < 0:
# Der neutrale Standard-Avatar ist unbegrenzt, nur Elemente sind knapp.
return true
if element_left[element] <= 0:
return false
element_left[element] -= 1
return true
func give_back(element: int, amount: int = 1) -> void:
if element < 0:
return
else:
element_left[element] = mini(Data.POOL_PER_ELEMENT, element_left[element] + amount)
## Gibt alle Bausteine eines Avatars zurück in den Pool.
func return_avatar(a: Avatar) -> void:
if a.is_elementless():
give_back(-1)
return
# Basis-Avatar plus verbrauchtes Futter.
give_back(a.elements[0])
if a.star >= 2:
give_back(a.elements[0], 2)
if a.star >= 3:
for e in a.elements:
give_back(e, 3)
# Zusätzlich gewählte Elemente kosten keinen Pool-Slot.

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scripts/core/ShopEntry.gd Normal file
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class_name ShopEntry
extends RefCounted
var role: int
var element: int = -1 ## -1 = elementlos
var sold: bool = false
func _init(p_role: int = 0, p_element: int = -1) -> void:
role = p_role
element = p_element
func price() -> int:
return Data.PRICE_NONE if element < 0 else Data.PRICE_ELEMENT
func color() -> Color:
return Data.NONE_COLOR if element < 0 else Data.ELEMENT_COLORS[element]
func label() -> String:
var e: String = "Neutral" if element < 0 else Data.ELEMENT_NAMES[element]
return e + "\n" + Data.ROLE_NAMES[role]
## Neutrale Avatare bekommen die beim Kauf gewählte Spezialisierung.
func to_avatar(chosen_element: int) -> Avatar:
var e := element if element >= 0 else chosen_element
var a := Avatar.new(role, [e] as Array[int], 1)
a.invested = price()
return a

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