Files
elements-autochess/scripts/ui/Main.gd
2026-09-16 12:09:33 +02:00

694 lines
19 KiB
GDScript

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 CAM_FOV := 44.0
const CAM_PITCH := 52.0 ## Grad über der Waagerechten
const ZOOM_MIN := 0.6
const ZOOM_MAX := 1.5
const YAW_STEP := 15.0
var game := Game.new()
var board: BoardView3D
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 scout: PlayerState = null ## Spieler, dessen Brett gerade angesehen wird
# Kamera: Einpassung plus Nutzeranteil
var _cam_center := Vector3.ZERO
var _cam_dir := Vector3.ZERO
var _cam_dist := 20.0
var cam_zoom := 1.0
var cam_yaw := 0.0
# 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
var overlay: Control ## Start-, Pause- oder Endbildschirm
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()
game.start()
board.game = game
_refresh()
_show_start()
set_process(true)
func _process(delta: float) -> void:
if not started or paused:
return
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()
func _after_combat() -> void:
match game.human_last_result:
1: sfx.play("sieg")
-1: sfx.play("niederlage")
_: sfx.play("runde")
# --- 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:
cam_yaw += event.relative.x * 0.3
_apply_camera()
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:
_zoom(-0.1)
MOUSE_BUTTON_WHEEL_DOWN:
if event.pressed:
_zoom(0.1)
return
if not (event is InputEventKey and event.pressed and not event.echo):
return
match event.keycode:
KEY_D: _on_reroll()
KEY_X: _on_buy_xp()
KEY_F: _on_lock()
KEY_SPACE: _on_ready()
KEY_P: _toggle_pause()
KEY_Q: _rotate(-YAW_STEP)
KEY_E: _rotate(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)
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")
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)
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.
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)
_cam_center = center
_cam_dir = dir
_cam_dist = dist
_apply_camera()
## Nutzeranteil: Zoom und Drehung um die Brettmitte.
func _apply_camera() -> void:
var dir := _cam_dir.rotated(Vector3.UP, deg_to_rad(cam_yaw))
camera.look_at_from_position(_cam_center + dir * _cam_dist * cam_zoom, _cam_center, Vector3.UP)
func _zoom(delta: float) -> void:
cam_zoom = clampf(cam_zoom + delta, ZOOM_MIN, ZOOM_MAX)
_apply_camera()
func _rotate(deg: float) -> void:
cam_yaw = fmod(cam_yaw + deg, 360.0)
_apply_camera()
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)
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)
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()
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_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):
if game.human.upgrade(hex, e, game.pool):
sfx.play("aufwerten")
_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:
return "Schild und spottet 3 Gegner" if star == 2 else "Schild, Spott und 25% Reflexion"
Data.Role.DPS:
return "Ziel plus Splash auf Nachbarn" if star == 2 else "Ziel plus Fläche im Radius 2"
_:
return "heilt 3 Verbündete" if star == 2 else "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"
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)
board.selected_slot = sel_slot
if game.phase == Game.Phase.GAMEOVER:
_show_gameover()
# --- Overlays: Start, Pause, Ende --------------------------------------------
func _overlay_box(title: String) -> VBoxContainer:
if overlay != null:
overlay.queue_free()
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(600, 280)
v.custom_minimum_size = Vector2(400, 0)
v.add_theme_constant_override("separation", 12)
overlay.add_child(v)
v.add_child(UiKit.label(title, 32))
return v
func _close_overlay() -> void:
if overlay != null:
overlay.queue_free()
overlay = null
func _volume_row() -> HBoxContainer:
var h := HBoxContainer.new()
h.add_theme_constant_override("separation", 10)
h.add_child(UiKit.label("Lautstärke", 14))
var sl := HSlider.new()
sl.min_value = 0.0
sl.max_value = 1.0
sl.step = 0.05
sl.value = 0.8
sl.custom_minimum_size = Vector2(220, 20)
sl.focus_mode = Control.FOCUS_NONE
sl.value_changed.connect(func(v): sfx.set_volume(v))
h.add_child(sl)
return h
func _show_start() -> void:
var v := _overlay_box("Elements Autochess")
v.add_child(UiKit.label("8 Spieler, 100 Leben, Elemente als Traits. Basis wie TFT.", 15,
Color(0.8, 0.85, 0.95)))
v.add_child(UiKit.label(
"Ziehen: Bank ↔ Feld · Rechtsklick: verkaufen · D würfeln · F einfrieren · X Level\nQ/E drehen · Mausrad zoomen · P Pause · Leertaste Kampf",
13, Color(0.7, 0.72, 0.8)))
v.add_child(_volume_row())
var b := UiKit.button("Spiel starten", Color(0.28, 0.5, 0.36))
b.custom_minimum_size = Vector2(200, 38)
b.pressed.connect(_start_game)
v.add_child(b)
func _start_game() -> void:
started = true
paused = false
_close_overlay()
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()
var v := _overlay_box("Pause")
v.add_child(_volume_row())
var b := UiKit.button("Weiter [P]", Color(0.28, 0.5, 0.36))
b.custom_minimum_size = Vector2(200, 36)
b.pressed.connect(_toggle_pause)
v.add_child(b)
else:
_close_overlay()
func _show_gameover() -> void:
if overlay != null and overlay.has_meta("gameover"):
return
var v := _overlay_box("Spiel vorbei")
overlay.set_meta("gameover", true)
var alive := game.alive_players()
var win: String = alive[0].pname if not alive.is_empty() else "-"
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():
_close_overlay()
game = Game.new()
game.start()
board.game = game
board.scout_player = null
scout = null
_cancel_drag()
sel_slot = {}
started = true
paused = false
_refresh())
v.add_child(b)