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125
scripts/core/Avatar.gd
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125
scripts/core/Avatar.gd
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class_name Avatar
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extends RefCounted
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## Eine Einheit. Elemente sind leer, solange der Avatar elementlos ist.
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static var _next_id := 1
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var id: int
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var role: int = Data.Role.DPS
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var elements: Array[int] = []
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var star: int = 1
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var invested: int = 0 ## bezahltes Gold (für Verkaufswert)
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func _init(p_role: int = Data.Role.DPS, p_elements: Array[int] = [], p_star: int = 1) -> void:
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id = _next_id
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_next_id += 1
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role = p_role
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elements = p_elements.duplicate()
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star = p_star
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func is_elementless() -> bool:
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return elements.is_empty()
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func primary_element() -> int:
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return elements[0] if not elements.is_empty() else -1
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func has_element(e: int) -> bool:
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return elements.has(e)
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func display_name() -> String:
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if elements.is_empty():
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return "Neutral-" + Data.ROLE_NAMES[role]
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var parts := []
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for e in elements:
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parts.append(Data.ELEMENT_NAMES[e])
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return "/".join(parts) + "-" + Data.ROLE_NAMES[role]
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func color() -> Color:
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if elements.is_empty():
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return Data.NONE_COLOR
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return Data.ELEMENT_COLORS[elements[0]]
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func price() -> int:
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return Data.PRICE_NONE if elements.is_empty() else Data.PRICE_ELEMENT
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## Was zum nächsten Stern fehlt: {element: anzahl}. Leer = maximal.
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func upgrade_cost() -> Dictionary:
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if star >= Data.MAX_STAR or elements.is_empty():
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return {}
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var cost := {}
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if star == 1:
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# 3 Avatare gesamt: der Basis-Avatar zählt mit, also 2 weitere.
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cost[elements[0]] = 2
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else:
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# 2-Star -> 3-Star: je 3 Avatare pro vorhandenem Element.
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for e in elements:
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cost[e] = 3
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return cost
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func base_stats() -> Dictionary:
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var b: Dictionary = Data.ROLE_STATS[role]
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var mult: float = Data.STAR_MULT[star - 1]
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var ebonus := 1.0 + Data.ELEMENT_STAT_BONUS * float(maxi(0, elements.size() - 1))
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return {
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"hp": b["hp"] * mult * ebonus,
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"atk": b["atk"] * mult * ebonus,
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"armor": b["armor"],
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"aspd": b["aspd"],
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"range": b["range"],
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"mana": b["mana"],
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}
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func duplicate_avatar() -> Avatar:
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var a := Avatar.new(role, elements, star)
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a.invested = invested
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return a
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## Beschreibung der Fähigkeit, abhängig von Rolle, Stern und Elementen.
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func ability_text() -> String:
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var s := ""
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match role:
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Data.Role.TANK:
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s = "Schild %d für 4s" % int(base_stats()["atk"] * (3.0 + 0.5 * float(star - 1)))
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if star >= 2:
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s += ", spottet 3 Gegner"
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if star >= 3:
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s += ", 25% Reflexion"
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Data.Role.DPS:
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s = "%d Schaden aufs Ziel" % int(base_stats()["atk"] * (3.0 + 0.3 * float(star - 1)))
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if star == 2:
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s += " + Splash auf Nachbarn"
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elif star >= 3:
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s += " + Fläche (Radius 2)"
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Data.Role.HEILER:
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var amount := int(base_stats()["atk"] * (3.0 - 0.25 * float(star - 1)))
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if star == 1:
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s = "heilt schwächsten Verbündeten um %d" % amount
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elif star == 2:
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s = "heilt 3 Verbündete um %d" % amount
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else:
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s = "heilt alle um %d und schildet" % amount
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var extra := []
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for i in elements.size():
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var scale := "" if i == 0 else " (halb)"
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match elements[i]:
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Data.Element.FEUER: extra.append("Brand" + scale)
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Data.Element.WASSER: extra.append("Mana + stärkere Heilung" + scale)
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Data.Element.WIND: extra.append("Tempo-Schub" + scale)
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Data.Element.BLITZ: extra.append("Kettenblitz" + scale)
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Data.Element.ERDE: extra.append("Betäubung" + scale)
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Data.Element.EIS: extra.append("Verlangsamung" + scale)
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if not extra.is_empty():
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s += "\nElemente: " + ", ".join(extra)
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return s
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