first commit
This commit is contained in:
422
scripts/ui/BoardView3D.gd
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422
scripts/ui/BoardView3D.gd
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class_name BoardView3D
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extends Node3D
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## 3D-Arena: 7x8 Hexfelder als Zylinder-Primitive, Einheiten als Box/Kegel/Kugel.
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## Reine Darstellung, die Spiellogik liegt in Combat und PlayerState.
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signal hex_clicked(hex: Vector2i, button: int)
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const COLS := Combat.ARENA_COLS
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const ROWS := Combat.ARENA_ROWS
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const TILE := 1.0
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const TILE_H := 0.18
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const MOVE_LERP := 8.0
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const BENCH_GAP := 1.62 ## Abstand der Bankplätze
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const BENCH_OFFSET := 1.95 ## Abstand der Bank hinter der letzten Reihe
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var game: Game = null
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var camera: Camera3D = null
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var selected_slot := {} ## {"kind": "board"/"bench", ...}
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var hover_slot := {}
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var drag_active := false
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var drag_avatar_id := -1
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var drag_world := Vector3.ZERO
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## Was das 2D-Overlay über die Einheiten zeichnen soll.
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var draw_units: Array = []
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var _tiles := {} ## Vector2i -> MeshInstance3D
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var _tile_mats := {} ## Vector2i -> StandardMaterial3D
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var _bench_tiles := {} ## int -> MeshInstance3D
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var _bench_mats := {}
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var _bench_z := 0.0
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var _units := {} ## key -> Node3D
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var _origin := Vector3.ZERO
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var _tile_mesh: CylinderMesh
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var _ring_mesh: TorusMesh
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func _ready() -> void:
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_tile_mesh = CylinderMesh.new()
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_tile_mesh.radial_segments = 6
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_tile_mesh.rings = 1
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_tile_mesh.top_radius = TILE * 0.92
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_tile_mesh.bottom_radius = TILE * 0.92
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_tile_mesh.height = TILE_H
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_ring_mesh = TorusMesh.new()
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_ring_mesh.inner_radius = 0.50
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_ring_mesh.outer_radius = 0.66
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_ring_mesh.ring_segments = 8
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_ring_mesh.rings = 24
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_build_tiles()
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_build_bench()
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set_process(true)
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# --- Geometrie -------------------------------------------------------------
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func _build_tiles() -> void:
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var lo := Vector2(INF, INF)
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var hi := Vector2(-INF, -INF)
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for r in ROWS:
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for c in COLS:
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var p := Hex.to_pixel(Vector2i(c, r), TILE)
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lo = Vector2(minf(lo.x, p.x), minf(lo.y, p.y))
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hi = Vector2(maxf(hi.x, p.x), maxf(hi.y, p.y))
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var mid := (lo + hi) * 0.5
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_origin = Vector3(mid.x, 0.0, mid.y)
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for r in ROWS:
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for c in COLS:
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var h := Vector2i(c, r)
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var mi := MeshInstance3D.new()
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mi.mesh = _tile_mesh
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mi.position = world_pos(h)
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var m := StandardMaterial3D.new()
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m.roughness = 0.9
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m.metallic = 0.0
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mi.material_override = m
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add_child(mi)
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_tiles[h] = mi
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_tile_mats[h] = m
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func _build_bench() -> void:
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var max_z := -INF
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for key in _tiles:
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max_z = maxf(max_z, world_pos(key).z)
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_bench_z = max_z + TILE * BENCH_OFFSET
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var pad := CylinderMesh.new()
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pad.radial_segments = 6
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pad.rings = 1
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pad.top_radius = 0.62
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pad.bottom_radius = 0.62
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pad.height = 0.12
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for i in Data.BENCH_SLOTS:
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var mi := MeshInstance3D.new()
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mi.mesh = pad
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mi.position = bench_pos(i)
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var m := StandardMaterial3D.new()
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m.roughness = 0.9
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mi.material_override = m
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add_child(mi)
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_bench_tiles[i] = mi
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_bench_mats[i] = m
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func bench_pos(index: int) -> Vector3:
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var half := float(Data.BENCH_SLOTS - 1) * 0.5
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return Vector3((float(index) - half) * BENCH_GAP, 0.0, _bench_z)
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## Feld oder Bankplatz unter einem Weltpunkt.
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func slot_at_world(p: Vector3) -> Dictionary:
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var flat := Vector2(p.x, p.z)
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var best := {}
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var best_d := TILE * 0.98
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for key in _tiles:
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var w := world_pos(key)
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var d := flat.distance_to(Vector2(w.x, w.z))
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if d < best_d:
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best_d = d
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best = {"kind": "board", "hex": to_board(key), "arena": key}
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for i in Data.BENCH_SLOTS:
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var b := bench_pos(i)
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var d2 := flat.distance_to(Vector2(b.x, b.z))
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if d2 < best_d:
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best_d = d2
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best = {"kind": "bench", "index": i}
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return best
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## Bildschirmposition eines Feldes oder Bankplatzes (für Tests und Anzeige).
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func slot_screen(slot: Dictionary) -> Vector2:
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if camera == null:
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return Vector2.ZERO
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return camera.unproject_position(to_global(slot_world(slot)) + Vector3(0.0, TILE_H * 0.5, 0.0))
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func slot_world(slot: Dictionary) -> Vector3:
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if slot.is_empty():
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return Vector3.ZERO
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if slot["kind"] == "bench":
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return bench_pos(slot["index"])
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return world_pos(from_board(slot["hex"]))
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func world_pos(hex: Vector2i) -> Vector3:
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var p := Hex.to_pixel(hex, TILE)
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return Vector3(p.x, 0.0, p.y) - _origin
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## Nächstes Hexfeld zu einem Weltpunkt, oder (-1,-1).
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func hex_at_world(p: Vector3) -> Vector2i:
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var best := Vector2i(-1, -1)
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var best_d := TILE * 0.98
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for key in _tiles:
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var h: Vector2i = key
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var w := world_pos(h)
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var d := Vector2(p.x, p.z).distance_to(Vector2(w.x, w.z))
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if d < best_d:
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best_d = d
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best = h
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return best
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## Bildschirmposition eines Feldes (für Overlay und Tests).
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func screen_pos(hex: Vector2i, height: float = 0.0) -> Vector2:
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if camera == null:
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return Vector2.ZERO
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return camera.unproject_position(world_pos(hex) + Vector3(0.0, height, 0.0))
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## Acht Eckpunkte des Spielfeldes, oben mit Platz für hohe Einheiten.
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func corner_points() -> Array:
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var lo := Vector2(INF, INF)
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var hi := Vector2(-INF, -INF)
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for key in _tiles:
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var w := world_pos(key)
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lo = Vector2(minf(lo.x, w.x), minf(lo.y, w.z))
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hi = Vector2(maxf(hi.x, w.x), maxf(hi.y, w.z))
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for i in Data.BENCH_SLOTS:
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var b := bench_pos(i)
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lo = Vector2(minf(lo.x, b.x), minf(lo.y, b.z))
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hi = Vector2(maxf(hi.x, b.x), maxf(hi.y, b.z))
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lo -= Vector2(TILE, TILE)
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hi += Vector2(TILE, TILE)
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var out := []
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for y in [0.0, 1.5]:
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out.append(Vector3(lo.x, y, lo.y))
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out.append(Vector3(hi.x, y, lo.y))
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out.append(Vector3(lo.x, y, hi.y))
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out.append(Vector3(hi.x, y, hi.y))
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return out
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static func to_board(h: Vector2i) -> Vector2i:
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return Vector2i(h.x, h.y - 4)
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static func from_board(h: Vector2i) -> Vector2i:
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return Vector2i(h.x, h.y + 4)
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func is_own_half(h: Vector2i) -> bool:
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return h.y >= 4 and h.y < ROWS and h.x >= 0 and h.x < COLS
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# --- Bildaufbau ------------------------------------------------------------
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func _process(delta: float) -> void:
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if game == null:
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return
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_update_tiles()
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_update_units(delta)
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func _update_tiles() -> void:
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for key in _tiles:
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var h: Vector2i = key
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var own: bool = h.y >= 4
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var slot := {"kind": "board", "hex": to_board(h)}
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var col := Color(0.20, 0.23, 0.31) if own else Color(0.28, 0.18, 0.20)
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var emit := 0.0
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if own and _is_hover(slot):
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col = Color(0.42, 0.60, 0.82)
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emit = 0.40
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elif own and not drag_active and _same_slot(slot, selected_slot):
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col = Color(0.35, 0.52, 0.75)
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emit = 0.30
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elif own and drag_active:
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col = Color(0.24, 0.42, 0.29)
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emit = 0.16
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_paint(_tile_mats[h], col, emit)
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for i in Data.BENCH_SLOTS:
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var bslot := {"kind": "bench", "index": i}
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var bcol := Color(0.24, 0.24, 0.30)
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var bemit := 0.0
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if _is_hover(bslot):
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bcol = Color(0.48, 0.56, 0.72)
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bemit = 0.40
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elif not drag_active and _same_slot(bslot, selected_slot):
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bcol = Color(0.38, 0.44, 0.60)
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bemit = 0.28
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elif drag_active:
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bcol = Color(0.26, 0.40, 0.32)
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bemit = 0.16
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_paint(_bench_mats[i], bcol, bemit)
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func _paint(m: StandardMaterial3D, col: Color, emit: float) -> void:
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m.albedo_color = col
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m.emission_enabled = emit > 0.0
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m.emission = col
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m.emission_energy_multiplier = emit
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func _is_hover(slot: Dictionary) -> bool:
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return game.phase == Game.Phase.PLANNING and _same_slot(slot, hover_slot)
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static func _same_slot(a: Dictionary, b: Dictionary) -> bool:
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if a.is_empty() or b.is_empty() or a["kind"] != b["kind"]:
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return false
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if a["kind"] == "bench":
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return a["index"] == b["index"]
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return a["hex"] == b["hex"]
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func _update_units(delta: float) -> void:
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var wanted := {}
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draw_units.clear()
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if game.phase == Game.Phase.COMBAT and game.player_combat != null:
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var my_team := game.human_team_in_combat()
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for u in game.player_combat.units:
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if not u.alive:
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continue
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var key := "c%d" % u.get_instance_id()
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wanted[key] = {
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"avatar": u.avatar,
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"world": world_pos(_mirror(u.pos, my_team)),
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"hp": u.hp / u.max_hp,
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"mana": u.mana / u.max_mana,
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"side": 0 if u.team == my_team else 1,
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"cast": u.cast_flash > 0.0,
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"hit": u.hit_flash > 0.0,
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}
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else:
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for bh in game.human.board:
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var a: Avatar = game.human.board[bh]
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wanted["a%d" % a.id] = {
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"avatar": a, "world": world_pos(from_board(bh)), "hp": 1.0, "mana": 0.0,
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"side": 0, "cast": false, "hit": false,
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}
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# Die Bank ist immer sichtbar, auch während des Kampfes.
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for i in game.human.bench.size():
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var ba = game.human.bench[i]
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if ba == null:
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continue
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wanted["a%d" % ba.id] = {
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"avatar": ba, "world": bench_pos(i), "hp": 1.0, "mana": 0.0,
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"side": 0, "cast": false, "hit": false,
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}
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# Der gezogene Avatar folgt dem Zeiger.
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var drag_key := ""
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if drag_active and drag_avatar_id >= 0:
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drag_key = "a%d" % drag_avatar_id
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if wanted.has(drag_key):
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wanted[drag_key]["world"] = drag_world
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wanted[drag_key]["dragged"] = true
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for key in _units.keys():
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if not wanted.has(key):
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_units[key].queue_free()
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_units.erase(key)
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for key in wanted:
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var d: Dictionary = wanted[key]
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var node: Node3D = _units.get(key)
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if node == null:
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node = _make_unit(d["avatar"], d["side"])
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node.position = d["world"]
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add_child(node)
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_units[key] = node
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var target: Vector3 = d["world"]
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if d.get("dragged", false):
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# Beim Ziehen ohne Glättung, sonst schleift der Avatar hinterher
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# und sieht nicht angehoben aus.
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node.position = target
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else:
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node.position = node.position.lerp(target, clampf(delta * MOVE_LERP, 0.0, 1.0))
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var body: MeshInstance3D = node.get_meta("body")
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var mat: StandardMaterial3D = body.material_override
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var base: Color = d["avatar"].color()
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mat.albedo_color = base.lightened(0.5) if d["hit"] else base
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var dragged: bool = d.get("dragged", false)
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mat.emission_energy_multiplier = 1.6 if d["cast"] else (0.45 if dragged else 0.12)
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node.scale = Vector3.ONE * (1.12 if (d["cast"] or dragged) else 1.0)
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draw_units.append({
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"pos": node.position, "avatar": d["avatar"], "hp": d["hp"],
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"mana": d["mana"], "side": d["side"], "cast": d["cast"],
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})
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## Knoten eines Avatars, oder null. Wird von den Tests genutzt.
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func unit_node(avatar_id: int) -> Node3D:
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return _units.get("a%d" % avatar_id)
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func _mirror(p: Vector2i, my_team: int) -> Vector2i:
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if my_team == 0:
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return p
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return Vector2i(COLS - 1 - p.x, ROWS - 1 - p.y)
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func _make_unit(a: Avatar, side: int) -> Node3D:
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var root := Node3D.new()
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var body := MeshInstance3D.new()
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var mat := StandardMaterial3D.new()
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mat.albedo_color = a.color()
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mat.roughness = 0.45
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mat.metallic = 0.15
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mat.emission_enabled = true
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mat.emission = a.color()
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mat.emission_energy_multiplier = 0.12
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body.material_override = mat
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match a.role:
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Data.Role.TANK:
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var box := BoxMesh.new()
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box.size = Vector3(0.78, 0.78, 0.78)
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body.mesh = box
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body.position.y = 0.48
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Data.Role.DPS:
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var cone := CylinderMesh.new()
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cone.top_radius = 0.0
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cone.bottom_radius = 0.46
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cone.height = 1.05
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cone.radial_segments = 12
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body.mesh = cone
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body.position.y = 0.62
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_:
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var sph := SphereMesh.new()
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sph.radius = 0.42
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sph.height = 0.84
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sph.radial_segments = 16
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sph.rings = 10
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body.mesh = sph
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body.position.y = 0.55
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root.add_child(body)
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root.set_meta("body", body)
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# Bodenring: weiss = eigenes Team, rot = Gegner.
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var ring := MeshInstance3D.new()
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ring.mesh = _ring_mesh
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ring.position.y = 0.10
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var rm := StandardMaterial3D.new()
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rm.albedo_color = Color(0.95, 0.95, 1.0) if side == 0 else Color(0.92, 0.32, 0.32)
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rm.emission_enabled = true
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rm.emission = rm.albedo_color
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rm.emission_energy_multiplier = 0.5
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ring.material_override = rm
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root.add_child(ring)
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# Zweit- und Drittelement als schmalere Ringe darüber.
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for i in range(1, a.elements.size()):
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var er := MeshInstance3D.new()
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var em := TorusMesh.new()
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em.inner_radius = 0.30 + 0.10 * float(i)
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em.outer_radius = em.inner_radius + 0.07
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em.ring_segments = 6
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em.rings = 20
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er.mesh = em
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er.position.y = 0.18 + 0.16 * float(i)
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var m2 := StandardMaterial3D.new()
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m2.albedo_color = Data.ELEMENT_COLORS[a.elements[i]]
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m2.emission_enabled = true
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m2.emission = m2.albedo_color
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m2.emission_energy_multiplier = 0.6
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er.material_override = m2
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root.add_child(er)
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return root
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1
scripts/ui/BoardView3D.gd.uid
Normal file
1
scripts/ui/BoardView3D.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://cyxqqwolqywtm
|
||||
53
scripts/ui/HudOverlay.gd
Normal file
53
scripts/ui/HudOverlay.gd
Normal file
@@ -0,0 +1,53 @@
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class_name HudOverlay
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||||
extends Control
|
||||
|
||||
## Zeichnet Lebens- und Manabalken, Rolle und Sterne über die 3D-Einheiten.
|
||||
|
||||
var board: BoardView3D = null
|
||||
var _font: Font
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
_font = ThemeDB.fallback_font
|
||||
mouse_filter = Control.MOUSE_FILTER_IGNORE
|
||||
set_process(true)
|
||||
|
||||
|
||||
func _process(_delta: float) -> void:
|
||||
queue_redraw()
|
||||
|
||||
|
||||
func _draw() -> void:
|
||||
if board == null or board.camera == null:
|
||||
return
|
||||
var cam := board.camera
|
||||
for d in board.draw_units:
|
||||
var world: Vector3 = d["pos"]
|
||||
if cam.is_position_behind(world):
|
||||
continue
|
||||
var head := cam.unproject_position(world + Vector3(0.0, 1.35, 0.0))
|
||||
var foot := cam.unproject_position(world + Vector3(0.0, 0.05, 0.0))
|
||||
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
|
||||
draw_rect(Rect2(bx - 1.0, by - 1.0, bw + 2.0, 8.0), Color(0.05, 0.05, 0.07, 0.85))
|
||||
draw_rect(Rect2(bx, by, bw * clampf(d["hp"], 0.0, 1.0), 6.0),
|
||||
Color(0.35, 0.85, 0.42) if side == 0 else Color(0.92, 0.38, 0.38))
|
||||
if d["mana"] > 0.0:
|
||||
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))
|
||||
|
||||
# Sterne
|
||||
for s in a.star:
|
||||
draw_circle(Vector2(bx + bw * 0.5 - 7.0 + 7.0 * float(s), by - 7.0), 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)
|
||||
1
scripts/ui/HudOverlay.gd.uid
Normal file
1
scripts/ui/HudOverlay.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://bhbduae6n3bp5
|
||||
843
scripts/ui/Main.gd
Normal file
843
scripts/ui/Main.gd
Normal file
@@ -0,0 +1,843 @@
|
||||
extends Node3D
|
||||
|
||||
## Spielszene: 3D-Arena plus Bedienoberfläche.
|
||||
## Alles wird im Code aus primitiven Meshes und Controls gebaut.
|
||||
|
||||
const TOP_H := 46.0
|
||||
const LEFT_W := 290.0 ## links: Elemente, Einheit, Rundenlog
|
||||
const RIGHT_W := 210.0 ## rechts: Spielerliste
|
||||
const BOTTOM_H := 138.0
|
||||
const TEXT_W := 244.0
|
||||
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
|
||||
|
||||
var game := Game.new()
|
||||
var board: BoardView3D
|
||||
var camera: Camera3D
|
||||
var ui_layer: CanvasLayer
|
||||
var ui_root: Control
|
||||
var hud: HudOverlay
|
||||
var combat_speed := 1.0
|
||||
|
||||
# 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
|
||||
|
||||
# Auswahl und Ziehen
|
||||
var sel_slot := {}
|
||||
var drag_src := {}
|
||||
var drag_avatar: Avatar = null
|
||||
var drag_moved := false
|
||||
|
||||
# Element-Auswahl
|
||||
var picker: PopupPanel
|
||||
var picker_grid: GridContainer
|
||||
var picker_title: Label
|
||||
var picker_sub: Label
|
||||
var picker_cb: Callable
|
||||
|
||||
var overlay: Control
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
_build_world()
|
||||
ui_layer = CanvasLayer.new()
|
||||
add_child(ui_layer)
|
||||
hud = HudOverlay.new()
|
||||
hud.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
|
||||
hud.board = board
|
||||
ui_layer.add_child(hud)
|
||||
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_picker()
|
||||
|
||||
game.start()
|
||||
board.game = game
|
||||
_refresh()
|
||||
set_process(true)
|
||||
|
||||
|
||||
func _process(delta: float) -> void:
|
||||
if game.phase == Game.Phase.COMBAT:
|
||||
var before := game.phase
|
||||
game.update_combat(delta * combat_speed)
|
||||
_refresh_header()
|
||||
if game.phase != before:
|
||||
_refresh()
|
||||
|
||||
|
||||
func _unhandled_input(event: InputEvent) -> void:
|
||||
if event is InputEventMouseMotion:
|
||||
_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
|
||||
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_ESCAPE:
|
||||
_cancel_drag()
|
||||
sel_slot = {}
|
||||
_refresh()
|
||||
|
||||
|
||||
func _on_mouse_move(pos: Vector2) -> void:
|
||||
var slot := _pick_slot(pos)
|
||||
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
|
||||
var slot := _pick_slot(pos)
|
||||
var a: Avatar = _avatar_at(slot)
|
||||
if a == null:
|
||||
sel_slot = {}
|
||||
_refresh()
|
||||
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()
|
||||
|
||||
|
||||
func _end_drag(pos: Vector2) -> void:
|
||||
if drag_avatar == null:
|
||||
return
|
||||
var dst := _pick_slot(pos)
|
||||
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 dst["kind"] == "board":
|
||||
_hint("Kaderplätze voll (%d)." % game.human.team_slots(game.round_no))
|
||||
else:
|
||||
sel_slot = dst
|
||||
_refresh()
|
||||
|
||||
|
||||
func _cancel_drag() -> void:
|
||||
drag_avatar = null
|
||||
drag_src = {}
|
||||
board.drag_active = false
|
||||
board.drag_avatar_id = -1
|
||||
|
||||
|
||||
func _on_right_click(pos: Vector2) -> void:
|
||||
if game.phase != Game.Phase.PLANNING:
|
||||
return
|
||||
_cancel_drag()
|
||||
var slot := _pick_slot(pos)
|
||||
if slot.is_empty():
|
||||
return
|
||||
if slot["kind"] == "bench":
|
||||
game.human.sell_bench(slot["index"], game.pool)
|
||||
else:
|
||||
game.human.unplace(slot["hex"])
|
||||
sel_slot = {}
|
||||
_refresh()
|
||||
|
||||
|
||||
func _avatar_at(slot: Dictionary):
|
||||
if slot.is_empty():
|
||||
return null
|
||||
if slot["kind"] == "bench":
|
||||
return game.human.bench[slot["index"]]
|
||||
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())
|
||||
|
||||
|
||||
func _build_world() -> void:
|
||||
var we := WorldEnvironment.new()
|
||||
var env := Environment.new()
|
||||
env.background_mode = Environment.BG_COLOR
|
||||
env.background_color = BG
|
||||
env.ambient_light_source = Environment.AMBIENT_SOURCE_COLOR
|
||||
env.ambient_light_color = Color(0.44, 0.48, 0.62)
|
||||
env.ambient_light_energy = 0.9
|
||||
we.environment = env
|
||||
add_child(we)
|
||||
|
||||
var sun := DirectionalLight3D.new()
|
||||
sun.rotation_degrees = Vector3(-58.0, -35.0, 0.0)
|
||||
sun.light_energy = 1.15
|
||||
sun.shadow_enabled = true
|
||||
add_child(sun)
|
||||
|
||||
var fill := DirectionalLight3D.new()
|
||||
fill.rotation_degrees = Vector3(-22.0, 140.0, 0.0)
|
||||
fill.light_energy = 0.4
|
||||
fill.light_color = Color(0.72, 0.80, 1.0)
|
||||
add_child(fill)
|
||||
|
||||
board = BoardView3D.new()
|
||||
add_child(board)
|
||||
|
||||
camera = Camera3D.new()
|
||||
camera.fov = CAM_FOV
|
||||
camera.look_at_from_position(Vector3(0.0, 16.0, 13.0), Vector3.ZERO, Vector3.UP)
|
||||
add_child(camera)
|
||||
board.camera = camera
|
||||
get_viewport().size_changed.connect(_fit_camera)
|
||||
_fit_camera()
|
||||
|
||||
|
||||
## 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,
|
||||
vp.x - LEFT_W - RIGHT_W - 32.0, vp.y - TOP_H - BOTTOM_H - 32.0)
|
||||
if target.size.x <= 0.0 or target.size.y <= 0.0:
|
||||
return
|
||||
var pts := board.corner_points()
|
||||
var pitch := deg_to_rad(CAM_PITCH)
|
||||
var dir := Vector3(0.0, sin(pitch), cos(pitch))
|
||||
var dist := 20.0
|
||||
var center := Vector3.ZERO
|
||||
for i in 8:
|
||||
camera.look_at_from_position(center + dir * dist, center, Vector3.UP)
|
||||
var r := _project_rect(pts)
|
||||
if r.size.x <= 0.0 or r.size.y <= 0.0:
|
||||
return
|
||||
dist *= maxf(r.size.x / target.size.x, r.size.y / target.size.y)
|
||||
camera.look_at_from_position(center + dir * dist, center, Vector3.UP)
|
||||
r = _project_rect(pts)
|
||||
var err := r.get_center() - target.get_center()
|
||||
var o := camera.unproject_position(center)
|
||||
var kx := camera.unproject_position(center + Vector3(1.0, 0.0, 0.0)).x - o.x
|
||||
var kz := camera.unproject_position(center + Vector3(0.0, 0.0, 1.0)).y - o.y
|
||||
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)
|
||||
|
||||
|
||||
func _project_rect(points: Array) -> Rect2:
|
||||
var lo := Vector2(INF, INF)
|
||||
var hi := Vector2(-INF, -INF)
|
||||
for p in points:
|
||||
if camera.is_position_behind(p):
|
||||
return Rect2()
|
||||
var q := camera.unproject_position(p)
|
||||
lo = Vector2(minf(lo.x, q.x), minf(lo.y, q.y))
|
||||
hi = Vector2(maxf(hi.x, q.x), maxf(hi.y, q.y))
|
||||
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
|
||||
var from := camera.project_ray_origin(screen_pos)
|
||||
var dir := camera.project_ray_normal(screen_pos)
|
||||
if absf(dir.y) < 0.0001:
|
||||
return null
|
||||
var t := (BoardView3D.TILE_H * 0.5 - from.y) / dir.y
|
||||
if t < 0.0:
|
||||
return null
|
||||
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:
|
||||
return board.slot_world(fallback)
|
||||
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:
|
||||
return {}
|
||||
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)))
|
||||
|
||||
|
||||
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 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)))
|
||||
|
||||
shop_row = HBoxContainer.new()
|
||||
shop_row.add_theme_constant_override("separation", 8)
|
||||
v.add_child(shop_row)
|
||||
|
||||
|
||||
func _build_picker() -> void:
|
||||
picker = PopupPanel.new()
|
||||
picker.add_theme_stylebox_override("panel", UiKit.flat(Color(0.16, 0.17, 0.22)))
|
||||
var v := VBoxContainer.new()
|
||||
v.add_theme_constant_override("separation", 8)
|
||||
picker.add_child(v)
|
||||
picker_title = UiKit.label("Element wählen", 16)
|
||||
v.add_child(picker_title)
|
||||
picker_sub = UiKit.label("", 13, Color(0.75, 0.8, 0.95))
|
||||
v.add_child(picker_sub)
|
||||
picker_grid = GridContainer.new()
|
||||
picker_grid.columns = 3
|
||||
picker_grid.add_theme_constant_override("h_separation", 6)
|
||||
picker_grid.add_theme_constant_override("v_separation", 6)
|
||||
v.add_child(picker_grid)
|
||||
ui_root.add_child(picker)
|
||||
|
||||
|
||||
## Element-Auswahl. Mit `previews` steht neben jedem Knopf, was sich ändert.
|
||||
func _open_picker(title: String, options: Array, cb: Callable, previews: Array = [],
|
||||
subtitle: String = "") -> void:
|
||||
picker_title.text = title
|
||||
picker_sub.text = subtitle
|
||||
picker_sub.visible = subtitle != ""
|
||||
for c in picker_grid.get_children():
|
||||
c.queue_free()
|
||||
picker_cb = cb
|
||||
var counts := game.human.trait_counts()
|
||||
var with_preview := not previews.is_empty()
|
||||
picker_grid.columns = 2 if with_preview else 3
|
||||
for i in options.size():
|
||||
var e: int = options[i]
|
||||
var col: Color = Data.ELEMENT_COLORS[e]
|
||||
var b := UiKit.button("%s\n(%d im Team)" % [Data.ELEMENT_NAMES[e], counts.get(e, 0)],
|
||||
col, UiKit.ink(col))
|
||||
b.custom_minimum_size = Vector2(120, 52 if with_preview else 46)
|
||||
b.pressed.connect(func():
|
||||
picker.hide()
|
||||
picker_cb.call(e))
|
||||
picker_grid.add_child(b)
|
||||
if with_preview:
|
||||
var l := UiKit.label(previews[i], 12, Color(0.85, 0.88, 0.95))
|
||||
l.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
|
||||
picker_grid.add_child(l)
|
||||
picker.reset_size()
|
||||
picker.popup_centered()
|
||||
|
||||
|
||||
# --- Aktionen --------------------------------------------------------------
|
||||
|
||||
func _on_ready() -> void:
|
||||
if game.phase == Game.Phase.PLANNING:
|
||||
_cancel_drag()
|
||||
sel_slot = {}
|
||||
game.start_combat()
|
||||
_refresh()
|
||||
elif game.phase == Game.Phase.COMBAT:
|
||||
game.skip_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)
|
||||
|
||||
|
||||
func _on_reroll() -> void:
|
||||
if game.phase != Game.Phase.PLANNING:
|
||||
return
|
||||
game.human.reroll(game.pool, game.rand)
|
||||
_refresh()
|
||||
|
||||
|
||||
func _on_buy(index: int) -> void:
|
||||
if game.phase != Game.Phase.PLANNING:
|
||||
return
|
||||
var p := game.human
|
||||
if index < 0 or index >= p.shop.size():
|
||||
return
|
||||
var entry: ShopEntry = p.shop[index]
|
||||
if entry.sold:
|
||||
return
|
||||
if p.free_bench_slot() < 0:
|
||||
_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).")
|
||||
_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.")
|
||||
return
|
||||
_open_picker("Spezialisierung wählen", free, func(e):
|
||||
if not game.human.buy(index, game.pool, e):
|
||||
_hint("Kauf nicht möglich (Vorrat leer).")
|
||||
_refresh())
|
||||
|
||||
|
||||
func _on_upgrade() -> void:
|
||||
var p := game.human
|
||||
var hex := selected_board_hex()
|
||||
if hex.x < 0 or not p.can_upgrade(hex):
|
||||
return
|
||||
var a: Avatar = p.board[hex]
|
||||
var options := p.available_new_elements(hex)
|
||||
var previews := []
|
||||
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)
|
||||
_refresh(), previews,
|
||||
"Fähigkeit wird zu: " + _star_effect(a.role, a.star + 1))
|
||||
|
||||
|
||||
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"
|
||||
Data.Role.DPS:
|
||||
if star == 2:
|
||||
return "Ziel plus Splash auf Nachbarn"
|
||||
return "Ziel plus Fläche im Radius 2"
|
||||
_:
|
||||
if star == 2:
|
||||
return "heilt 3 Verbündete"
|
||||
return "heilt alle und schildet sie"
|
||||
|
||||
|
||||
func _element_effect(element: int) -> String:
|
||||
match element:
|
||||
Data.Element.FEUER: return "Brand"
|
||||
Data.Element.WASSER: return "Mana und stärkere Heilung"
|
||||
Data.Element.WIND: return "Tempo-Schub"
|
||||
Data.Element.BLITZ: return "Kettenblitz"
|
||||
Data.Element.ERDE: return "Betäubung"
|
||||
_: return "Verlangsamung"
|
||||
|
||||
|
||||
## Gewähltes Board-Feld, oder (-1,-1) wenn nichts oder ein Bankplatz gewählt ist.
|
||||
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 ---------------------------------------------------------------
|
||||
|
||||
func _refresh() -> void:
|
||||
_refresh_header()
|
||||
_refresh_players()
|
||||
_refresh_traits()
|
||||
_refresh_info()
|
||||
_refresh_log()
|
||||
_refresh_fodder()
|
||||
_refresh_shop()
|
||||
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
|
||||
|
||||
|
||||
## 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:
|
||||
if overlay != null:
|
||||
return
|
||||
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)
|
||||
overlay.add_child(v)
|
||||
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,
|
||||
Color(0.6, 0.95, 0.7) if place <= 4 else Color(0.95, 0.6, 0.6)))
|
||||
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
|
||||
game = Game.new()
|
||||
game.start()
|
||||
board.game = game
|
||||
_cancel_drag()
|
||||
sel_slot = {}
|
||||
_refresh())
|
||||
v.add_child(b)
|
||||
1
scripts/ui/Main.gd.uid
Normal file
1
scripts/ui/Main.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://dgtlalmkli5w4
|
||||
56
scripts/ui/UiKit.gd
Normal file
56
scripts/ui/UiKit.gd
Normal file
@@ -0,0 +1,56 @@
|
||||
class_name UiKit
|
||||
extends RefCounted
|
||||
|
||||
## Kleine Helfer für die primitiven UI-Bausteine.
|
||||
|
||||
static func flat(bg: Color, border: Color = Color(0, 0, 0, 0), radius: int = 6) -> StyleBoxFlat:
|
||||
var sb := StyleBoxFlat.new()
|
||||
sb.bg_color = bg
|
||||
sb.corner_radius_top_left = radius
|
||||
sb.corner_radius_top_right = radius
|
||||
sb.corner_radius_bottom_left = radius
|
||||
sb.corner_radius_bottom_right = radius
|
||||
if border.a > 0.0:
|
||||
sb.border_color = border
|
||||
sb.set_border_width_all(2)
|
||||
sb.content_margin_left = 6
|
||||
sb.content_margin_right = 6
|
||||
sb.content_margin_top = 4
|
||||
sb.content_margin_bottom = 4
|
||||
return sb
|
||||
|
||||
|
||||
static func panel(bg: Color) -> PanelContainer:
|
||||
var p := PanelContainer.new()
|
||||
p.add_theme_stylebox_override("panel", flat(bg))
|
||||
return p
|
||||
|
||||
|
||||
static func label(text: String, size: int = 14, col: Color = Color(0.9, 0.9, 0.95)) -> Label:
|
||||
var l := Label.new()
|
||||
l.text = text
|
||||
l.add_theme_font_size_override("font_size", size)
|
||||
l.add_theme_color_override("font_color", col)
|
||||
return l
|
||||
|
||||
|
||||
static func button(text: String, bg: Color, fg: Color = Color(1, 1, 1)) -> Button:
|
||||
var b := Button.new()
|
||||
b.text = text
|
||||
b.add_theme_stylebox_override("normal", flat(bg))
|
||||
b.add_theme_stylebox_override("hover", flat(bg.lightened(0.12)))
|
||||
b.add_theme_stylebox_override("pressed", flat(bg.darkened(0.15)))
|
||||
b.add_theme_stylebox_override("disabled", flat(bg.darkened(0.45)))
|
||||
b.add_theme_color_override("font_color", fg)
|
||||
b.add_theme_color_override("font_hover_color", fg)
|
||||
b.add_theme_color_override("font_disabled_color", Color(fg, 0.45))
|
||||
b.add_theme_font_size_override("font_size", 14)
|
||||
b.clip_text = true
|
||||
# Ohne das würde der zuletzt geklickte Knopf die Leertaste abfangen.
|
||||
b.focus_mode = Control.FOCUS_NONE
|
||||
return b
|
||||
|
||||
|
||||
## Lesbare Textfarbe zu einem Hintergrund.
|
||||
static func ink(bg: Color) -> Color:
|
||||
return Color(0.06, 0.06, 0.08) if bg.get_luminance() > 0.5 else Color(0.96, 0.96, 1.0)
|
||||
1
scripts/ui/UiKit.gd.uid
Normal file
1
scripts/ui/UiKit.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://dguo4u0xtal7d
|
||||
Reference in New Issue
Block a user