Files
elements-autochess/scripts/ui/Main.gd
2026-08-29 11:42:54 +02:00

844 lines
25 KiB
GDScript

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)