extends Node3D ## Spielszene: 3D-Arena, Kamera, Eingabe, Overlays. Die Panels sind eigene ## Klassen (TopBar, InfoColumn, PlayersPanel, ShopPanel) und melden sich ## über Signale. const TOP_H := 46.0 const LEFT_W := 290.0 ## links: Elemente, Einheit, Rückblick const RIGHT_W := 210.0 ## rechts: Spielerliste const BOTTOM_H := 152.0 const BG := Color(0.09, 0.10, 0.13) const YAW_STEP := 15.0 var game := Game.new() var board: BoardView3D var rig: CameraRig var camera: Camera3D var ui_layer: CanvasLayer var ui_root: Control var hud: HudOverlay var sfx: Sfx var top: TopBar var info: InfoColumn var players: PlayersPanel var shop: ShopPanel var combat_speed := 1.0 var started := false var paused := false var spectating := false ## nach dem Ausscheiden zuschauen var eliminated_shown := false var scout: PlayerState = null ## Spieler, dessen Brett gerade angesehen wird var settings := Settings.new() var overlays: Overlays var _prev_combos: Array = [] ## für die Meldung neuer Kombinationen var _prev_tiers := {} ## Element -> Trait-Stufe # Auswahl und Ziehen var sel_slot := {} var drag_src := {} var drag_avatar: Avatar = null # Element-Auswahl var picker: PopupPanel var picker_grid: GridContainer var picker_title: Label var picker_sub: Label var picker_cb: Callable 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) sfx = Sfx.new() add_child(sfx) hud.sfx = sfx 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_panels() _build_picker() var tip := TooltipView.new() tip.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT) tip.hud = hud ui_layer.add_child(tip) shop.card_hovered.connect(_on_card_hovered) shop.card_left.connect(_on_card_left) shop.undo_pressed.connect(_on_undo) settings.load_from_disk() sfx.set_volume(settings.volume) overlays = Overlays.new() overlays.volume = settings.volume overlays.difficulty = settings.difficulty overlays.start_pressed.connect(_start_game) overlays.difficulty_changed.connect(_on_difficulty) overlays.volume_changed.connect(func(v): settings.volume = v sfx.set_volume(v) settings.save_to_disk()) overlays.resume_pressed.connect(_toggle_pause) overlays.restart_pressed.connect(_restart) overlays.spectate_pressed.connect(_spectate) ui_layer.add_child(overlays) game.start(0, settings.difficulty) board.game = game _refresh() overlays.show_start(Game.has_save()) set_process(true) func _process(delta: float) -> void: if not started or paused: return if spectating and game.phase == Game.Phase.PLANNING and game.plan_left > 3.0: game.plan_left = 3.0 if game.phase == Game.Phase.PLANNING: if game.tick_planning(delta): _cancel_drag() sel_slot = {} picker.hide() sfx.play("runde") _refresh() else: top.refresh_timer(game) elif game.phase == Game.Phase.COMBAT: var before := game.phase game.update_combat(delta * combat_speed) top.refresh(game, combat_speed) if game.phase != before: _after_combat() _refresh() if game.phase == Game.Phase.PLANNING and game.human.alive: game.save() func _after_combat() -> void: match game.human_last_result: 1: sfx.play("sieg") -1: sfx.play("niederlage") _: sfx.play("runde") if not game.human.alive and not eliminated_shown and game.phase != Game.Phase.GAMEOVER: _show_eliminated() # --- Eingabe ----------------------------------------------------------------- func _unhandled_input(event: InputEvent) -> void: if not started or paused: if event is InputEventKey and event.pressed and event.keycode == KEY_P and started: _toggle_pause() return if event is InputEventMouseMotion: if event.button_mask & MOUSE_BUTTON_MASK_MIDDLE: rig.rotate_by(event.relative.x * 0.3) return _on_mouse_move(event.position) return if event is InputEventMouseButton: match event.button_index: MOUSE_BUTTON_LEFT: if event.pressed: _begin_drag(event.position) else: _end_drag(event.position) MOUSE_BUTTON_RIGHT: if event.pressed: _on_right_click(event.position) MOUSE_BUTTON_WHEEL_UP: if event.pressed: rig.zoom_by(-0.1) MOUSE_BUTTON_WHEEL_DOWN: if event.pressed: rig.zoom_by(0.1) return if not (event is InputEventKey and event.pressed and not event.echo): return match event.keycode: KEY_1, KEY_2, KEY_3, KEY_4, KEY_5: _on_buy(event.keycode - KEY_1, false) KEY_Z: _on_undo() KEY_D: _on_reroll() KEY_X: _on_buy_xp() KEY_F: _on_lock() KEY_SPACE: _on_ready() KEY_P: _toggle_pause() KEY_Q: rig.rotate_by(-YAW_STEP) KEY_E: rig.rotate_by(YAW_STEP) 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) hud.tooltip_avatar = null return _hover_unit(pos) ## Einheit unter der Maus, egal ob eigene, Gegner im Kampf oder angesehenes Brett. func _hover_unit(pos: Vector2) -> void: var best: Avatar = null var best_d := 34.0 for d in board.draw_units: var world: Vector3 = d["pos"] if camera.is_position_behind(world): continue var sp := camera.unproject_position(world + Vector3(0.0, 0.6, 0.0)) var dist := sp.distance_to(pos) if dist < best_d: best_d = dist best = d["avatar"] hud.tooltip_avatar = best hud.tooltip_pos = pos hud.tooltip_note = "" func _on_card_hovered(index: int, screen_pos: Vector2) -> void: var p := game.human if index < 0 or index >= p.shop.size() or p.shop[index].sold: return var e: ShopEntry = p.shop[index] var element := e.element if e.element >= 0 else (p.last_element if p.last_element >= 0 else Data.Element.FEUER) hud.tooltip_avatar = e.to_avatar(element) hud.tooltip_note = "Werte als %s, Element wählst du beim Kauf" % Data.ELEMENT_NAMES[element] \ if e.element < 0 else "%d Gold" % e.price() hud.tooltip_pos = screen_pos - Vector2(0.0, 120.0) func _on_card_left() -> void: hud.tooltip_avatar = null 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 board.drag_active = true board.drag_avatar_id = a.id board.drag_world = _drag_point(pos, slot) 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): 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): if dst["kind"] == "board": shop.hint("Kaderplätze voll (%d). XP kaufen für mehr." % game.human.team_slots()) sfx.play("fehler") else: sel_slot = dst sfx.play("setzen") _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": if game.human.sell_bench(slot["index"], game.pool): sfx.play("verkauf") shop.show_undo() elif game.human.unplace(slot["hex"]): sfx.play("setzen") 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"]) # --- Welt und Kamera --------------------------------------------------------- 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) rig = CameraRig.new() add_child(rig) camera = rig.camera board.camera = camera get_viewport().size_changed.connect(_fit_camera) _fit_camera() ## Das Spielfeld muss in die freie Bildmitte passen: Panels liegen links, rechts, unten. func _fit_camera() -> void: var vp := Vector2(get_viewport().get_visible_rect().size) rig.fit(board.corner_points(), 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)) func _ground_point(screen_pos: Vector2): var hit = rig.ground_point(screen_pos, BoardView3D.TILE_H * 0.5) return null if hit == null else board.to_local(hit) 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) func _pick_slot(screen_pos: Vector2) -> Dictionary: var hit = _ground_point(screen_pos) if hit == null: return {} return board.slot_at_world(hit) # --- Panels ------------------------------------------------------------------ func _build_panels() -> void: var vp := Vector2(1600, 900) top = TopBar.new() top.build(vp.x, TOP_H) top.ready_pressed.connect(_on_ready) top.xp_pressed.connect(_on_buy_xp) top.speed_pressed.connect(_on_speed) top.pause_pressed.connect(_toggle_pause) ui_root.add_child(top) var col_h := vp.y - TOP_H - BOTTOM_H - 20.0 info = InfoColumn.new() info.build(8.0, TOP_H + 8.0, LEFT_W - 16.0, col_h) info.upgrade_pressed.connect(_on_upgrade) ui_root.add_child(info) players = PlayersPanel.new() players.build(vp.x - RIGHT_W + 8.0, TOP_H + 8.0, RIGHT_W - 16.0, col_h) players.scout_requested.connect(_on_scout) ui_root.add_child(players) shop = ShopPanel.new() shop.build(8.0, vp.y - BOTTOM_H, vp.x - 16.0, BOTTOM_H - 10.0) shop.buy_requested.connect(_on_buy) shop.reroll_pressed.connect(_on_reroll) shop.lock_pressed.connect(_on_lock) ui_root.add_child(shop) 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 = {} picker.hide() game.start_combat() sfx.play("runde") _refresh() elif game.phase == Game.Phase.COMBAT: game.skip_combat() _after_combat() _refresh() if game.phase == Game.Phase.PLANNING and game.human.alive: game.save() func _on_speed() -> void: combat_speed = 1.0 if combat_speed >= 4.0 else combat_speed * 2.0 top.refresh(game, combat_speed) func _on_buy_xp() -> void: if game.phase != Game.Phase.PLANNING: return var before := game.human.level if game.human.buy_xp(): sfx.play("level" if game.human.level > before else "kauf") else: shop.hint("Nicht genug Gold für XP." if game.human.level < Data.MAX_LEVEL else "Maximales Level.") _refresh() func _on_reroll() -> void: if game.phase != Game.Phase.PLANNING: return if game.human.reroll(game.pool, game.rand): sfx.play("wuerfeln") _refresh() func _on_lock() -> void: if game.phase != Game.Phase.PLANNING: return game.human.shop_locked = not game.human.shop_locked sfx.play("setzen") _refresh() ## Kauf. `quick` (Rechtsklick) nimmt bei Neutral die zuletzt gewählte Spezialisierung. func _on_buy(index: int, quick: bool) -> 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: shop.hint("Bank ist voll. Erst etwas verkaufen.") return if p.gold < entry.price(): return var direct := entry.element if direct < 0 and quick and p.last_element >= 0 and game.pool.element_left[p.last_element] > 0: direct = p.last_element if direct >= 0: if p.buy(index, game.pool, direct): sfx.play("kauf") else: shop.hint("Kauf nicht möglich (Vorrat leer).") _refresh() return var free: Array[int] = [] for e in Data.ELEMENT_COUNT: if game.pool.element_left[e] > 0: free.append(e) if free.is_empty(): shop.hint("Kein Element mehr im Vorrat.") return _open_picker("Spezialisierung wählen", free, func(e): if game.human.buy(index, game.pool, e): sfx.play("kauf") else: shop.hint("Kauf nicht möglich (Vorrat leer).") _refresh()) func _on_undo() -> void: if game.phase != Game.Phase.PLANNING: return if game.human.undo_sell(game.pool): sfx.play("kauf") shop.hide_undo() else: shop.hint("Rückgängig geht nicht mehr.") _refresh() func _on_difficulty(d: int) -> void: settings.difficulty = d settings.save_to_disk() game = Game.new() game.start(0, d) board.game = game _refresh() overlays.show_start(Game.has_save()) 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("+ " + Data.element_effect(e) + " (halbe Stärke)") _open_picker("Zweite/dritte Spezialisierung", options, func(e): if game.human.upgrade(hex, e, game.pool): sfx.play("aufwerten") _refresh(), previews, "Fähigkeit wird zu: " + Data.star_effect(a.role, a.star + 1)) func _on_scout(p: PlayerState) -> void: scout = null if (p == game.human or p == scout) else p board.scout_player = scout _refresh() func selected_board_hex() -> Vector2i: if sel_slot.is_empty() or sel_slot["kind"] != "board": return Vector2i(-1, -1) return sel_slot["hex"] # --- Anzeige ----------------------------------------------------------------- func _refresh() -> void: top.refresh(game, combat_speed) players.refresh(game, scout) info.refresh(game, _avatar_at(sel_slot), selected_board_hex()) shop.refresh(game) shop.lbl_tip.text = _tutorial_tip() board.selected_slot = sel_slot _refresh_range() _announce_synergies() if game.phase == Game.Phase.GAMEOVER: Game.delete_save() if overlays.kind() != "gameover": overlays.show_gameover(game) ## Reichweite der gewählten Board-Einheit auf den Feldern zeigen. func _refresh_range() -> void: var hex := selected_board_hex() var a: Avatar = _avatar_at(sel_slot) if hex.x < 0 or a == null or game.phase != Game.Phase.PLANNING: board.range_radius = 0 return board.range_center = BoardView3D.from_board(hex) if a.role == Data.Role.HEILER: board.range_radius = Data.HEAL_RANGE board.range_color = Color(0.45, 0.95, 0.55) else: board.range_radius = int(a.base_stats()["range"]) board.range_color = Color(1.0, 0.65, 0.3) ## Meldet neu aktive Kombinationen und Trait-Stufen. func _announce_synergies() -> void: var p := game.human var combos := [] for c in p.active_combos(): combos.append(c["name"]) var tiers := {} var counts := p.trait_counts() for e in counts: tiers[e] = Data.trait_tier(e, counts[e]) if game.phase == Game.Phase.PLANNING: var msgs := [] for name in combos: if not _prev_combos.has(name): msgs.append("Kombination aktiv: %s" % name) for e in tiers: if tiers[e] > _prev_tiers.get(e, 0) and tiers[e] > 0: msgs.append("%s-Trait Stufe %d: %s" % [Data.ELEMENT_NAMES[e], tiers[e], Data.ELEMENT_TRAITS[e]["desc"][tiers[e] - 1]]) if not msgs.is_empty(): shop.hint(" · ".join(msgs)) sfx.play("level" if msgs[0].begins_with("Kombination") else "aufwerten") _prev_combos = combos _prev_tiers = tiers ## Erstrunden-Hilfe: sagt in den ersten zwei Runden, was als Nächstes dran ist. func _tutorial_tip() -> String: if game.round_no > 2 or game.phase != Game.Phase.PLANNING or not game.human.alive: return "" var p := game.human var on_bench := 0 for a in p.bench: if a != null: on_bench += 1 if p.board.is_empty() and on_bench == 0: return "Tipp: Kauf unten einen neutralen Avatar und wähl sein Element." if p.board.is_empty(): return "Tipp: Zieh den Avatar von der Bank auf dein Feld (untere Hälfte)." if p.board.size() < p.team_slots() and p.gold >= Data.PRICE_NONE: return "Tipp: Du hast noch %d freie Kaderplätze. Tanks nach vorn." % (p.team_slots() - p.board.size()) if game.round_no == 1: return "Tipp: Leertaste startet den Kampf. Gleiche Elemente ab 2 geben einen Trait." return "Tipp: 3 gleiche Elemente machen einen 2-Star. Futter liegt auf der Bank." # --- Start, Pause, Ausscheiden, Neustart ------------------------------------ func _start_game(continue_save: bool) -> void: if continue_save: var loaded := Game.load_from() if loaded != null: game = loaded board.game = game board.scout_player = null scout = null _refresh() started = true paused = false overlays.close() sfx.play("runde") func _toggle_pause() -> void: if not started or game.phase == Game.Phase.GAMEOVER: return paused = not paused if paused: _cancel_drag() picker.hide() game.save() overlays.show_pause() else: overlays.close() func _show_eliminated() -> void: eliminated_shown = true _cancel_drag() picker.hide() Game.delete_save() overlays.show_eliminated(game.human.placement, game.round_no) func _spectate() -> void: spectating = true overlays.close() var best := game.ranking() if not best.is_empty() and best[0].alive: _on_scout(best[0]) func _restart() -> void: overlays.close() Game.delete_save() game = Game.new() game.start(0, settings.difficulty) board.game = game board.scout_player = null scout = null spectating = false eliminated_shown = false _prev_combos = [] _prev_tiers = {} _cancel_drag() sel_slot = {} started = true paused = false _refresh()