844 lines
25 KiB
GDScript
844 lines
25 KiB
GDScript
extends Node3D
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## Spielszene: 3D-Arena plus Bedienoberfläche.
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## Alles wird im Code aus primitiven Meshes und Controls gebaut.
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const TOP_H := 46.0
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const LEFT_W := 290.0 ## links: Elemente, Einheit, Rundenlog
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const RIGHT_W := 210.0 ## rechts: Spielerliste
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const BOTTOM_H := 138.0
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const TEXT_W := 244.0
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const BG := Color(0.09, 0.10, 0.13)
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const PANEL_BG := Color(0.14, 0.15, 0.19)
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const SLOT_BG := Color(0.20, 0.21, 0.26)
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const CAM_FOV := 44.0
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const CAM_PITCH := 52.0 ## Grad über der Waagerechten
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var game := Game.new()
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var board: BoardView3D
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var camera: Camera3D
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var ui_layer: CanvasLayer
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var ui_root: Control
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var hud: HudOverlay
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var combat_speed := 1.0
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# Kopfzeile
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var lbl_round: Label
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var lbl_gold: Label
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var lbl_hp: Label
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var lbl_slots: Label
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var lbl_streak: Label
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var lbl_phase: Label
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var btn_ready: Button
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var btn_speed: Button
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# Panels
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var players_box: VBoxContainer
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var traits_box: VBoxContainer
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var info_box: VBoxContainer
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var log_box: VBoxContainer
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var shop_row: HBoxContainer
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var lbl_fodder: Label
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var btn_reroll: Button
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var lbl_hint: Label
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# Auswahl und Ziehen
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var sel_slot := {}
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var drag_src := {}
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var drag_avatar: Avatar = null
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var drag_moved := false
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# Element-Auswahl
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var picker: PopupPanel
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var picker_grid: GridContainer
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var picker_title: Label
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var picker_sub: Label
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var picker_cb: Callable
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var overlay: Control
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func _ready() -> void:
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_build_world()
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ui_layer = CanvasLayer.new()
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add_child(ui_layer)
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hud = HudOverlay.new()
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hud.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
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hud.board = board
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ui_layer.add_child(hud)
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ui_root = Control.new()
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ui_root.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
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ui_root.mouse_filter = Control.MOUSE_FILTER_IGNORE
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ui_layer.add_child(ui_root)
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_build_top()
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_build_left()
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_build_right()
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_build_bottom()
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_build_picker()
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game.start()
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board.game = game
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_refresh()
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set_process(true)
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func _process(delta: float) -> void:
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if game.phase == Game.Phase.COMBAT:
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var before := game.phase
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game.update_combat(delta * combat_speed)
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_refresh_header()
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if game.phase != before:
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_refresh()
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func _unhandled_input(event: InputEvent) -> void:
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if event is InputEventMouseMotion:
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_on_mouse_move(event.position)
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return
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if event is InputEventMouseButton:
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if event.button_index == MOUSE_BUTTON_LEFT:
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if event.pressed:
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_begin_drag(event.position)
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else:
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_end_drag(event.position)
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return
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if event.button_index == MOUSE_BUTTON_RIGHT and event.pressed:
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_on_right_click(event.position)
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return
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return
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if not (event is InputEventKey and event.pressed and not event.echo):
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return
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match event.keycode:
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KEY_D:
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_on_reroll()
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KEY_SPACE, KEY_F:
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_on_ready()
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KEY_ESCAPE:
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_cancel_drag()
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sel_slot = {}
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_refresh()
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func _on_mouse_move(pos: Vector2) -> void:
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var slot := _pick_slot(pos)
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board.hover_slot = slot
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if drag_avatar != null:
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board.drag_world = _drag_point(pos, slot)
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drag_moved = true
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## Hebt einen Avatar an, wenn unter dem Zeiger einer liegt.
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func _begin_drag(pos: Vector2) -> void:
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if game.phase != Game.Phase.PLANNING:
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return
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var slot := _pick_slot(pos)
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var a: Avatar = _avatar_at(slot)
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if a == null:
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sel_slot = {}
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_refresh()
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return
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drag_src = slot
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drag_avatar = a
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drag_moved = false
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board.drag_active = true
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board.drag_avatar_id = a.id
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board.drag_world = _drag_point(pos, slot)
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# Während des Ziehens zeigt das Info-Panel den Avatar in der Hand.
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sel_slot = slot
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_refresh()
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func _end_drag(pos: Vector2) -> void:
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if drag_avatar == null:
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return
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var dst := _pick_slot(pos)
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var src := drag_src
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_cancel_drag()
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if dst.is_empty() or BoardView3D._same_slot(src, dst):
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# Kein Weg zurückgelegt: das war eine Auswahl.
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sel_slot = src
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_refresh()
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return
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if dst["kind"] == "board" and not board.is_own_half(BoardView3D.from_board(dst["hex"])):
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_refresh()
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return
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if not game.human.move_slot(src, dst, game.round_no):
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if dst["kind"] == "board":
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_hint("Kaderplätze voll (%d)." % game.human.team_slots(game.round_no))
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else:
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sel_slot = dst
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_refresh()
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func _cancel_drag() -> void:
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drag_avatar = null
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drag_src = {}
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board.drag_active = false
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board.drag_avatar_id = -1
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func _on_right_click(pos: Vector2) -> void:
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if game.phase != Game.Phase.PLANNING:
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return
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_cancel_drag()
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var slot := _pick_slot(pos)
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if slot.is_empty():
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return
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if slot["kind"] == "bench":
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game.human.sell_bench(slot["index"], game.pool)
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else:
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game.human.unplace(slot["hex"])
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sel_slot = {}
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_refresh()
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func _avatar_at(slot: Dictionary):
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if slot.is_empty():
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return null
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if slot["kind"] == "bench":
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return game.human.bench[slot["index"]]
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return game.human.board.get(slot["hex"])
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# --- Aufbau ----------------------------------------------------------------
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func _add_panel(pos: Vector2, sz: Vector2) -> VBoxContainer:
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var p := UiKit.panel(PANEL_BG)
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p.position = pos
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p.size = sz
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ui_root.add_child(p)
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var v := VBoxContainer.new()
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v.add_theme_constant_override("separation", 4)
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p.add_child(v)
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return v
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func _build_top() -> void:
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var bar := ColorRect.new()
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bar.color = PANEL_BG
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bar.position = Vector2.ZERO
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bar.size = Vector2(1600, TOP_H)
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bar.mouse_filter = Control.MOUSE_FILTER_IGNORE
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ui_root.add_child(bar)
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var h := HBoxContainer.new()
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h.position = Vector2(14, 9)
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h.size = Vector2(1570, 30)
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h.add_theme_constant_override("separation", 22)
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ui_root.add_child(h)
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lbl_round = UiKit.label("Runde 1", 18)
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lbl_phase = UiKit.label("Planung", 16, Color(0.7, 0.85, 1.0))
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lbl_hp = UiKit.label("Leben 100", 16, Color(0.5, 0.9, 0.55))
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lbl_gold = UiKit.label("Gold 4", 16, Color(1.0, 0.85, 0.35))
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lbl_slots = UiKit.label("Kader 0/3", 16)
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lbl_streak = UiKit.label("Serie 0", 16, Color(0.85, 0.7, 1.0))
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for l in [lbl_round, lbl_phase, lbl_hp, lbl_gold, lbl_slots, lbl_streak]:
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h.add_child(l)
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var spacer := Control.new()
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spacer.custom_minimum_size = Vector2(360, 0)
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h.add_child(spacer)
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btn_speed = UiKit.button("Tempo 1x", Color(0.25, 0.28, 0.36))
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btn_speed.custom_minimum_size = Vector2(96, 28)
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btn_speed.pressed.connect(_on_speed)
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h.add_child(btn_speed)
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btn_ready = UiKit.button("Kampf starten [Leer]", Color(0.24, 0.52, 0.34))
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btn_ready.custom_minimum_size = Vector2(190, 28)
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btn_ready.pressed.connect(_on_ready)
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h.add_child(btn_ready)
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## Linke Spalte: Elemente, gewählte Einheit und Rundenlog, scrollbar.
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func _build_left() -> void:
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var w := LEFT_W - 16.0
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var h := 900.0 - TOP_H - BOTTOM_H - 20.0
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var p := UiKit.panel(PANEL_BG)
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p.position = Vector2(8, TOP_H + 8)
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p.size = Vector2(w, h)
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p.clip_contents = true
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ui_root.add_child(p)
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var sc := ScrollContainer.new()
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sc.horizontal_scroll_mode = ScrollContainer.SCROLL_MODE_DISABLED
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p.add_child(sc)
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var col := VBoxContainer.new()
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col.add_theme_constant_override("separation", 10)
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col.size_flags_horizontal = Control.SIZE_EXPAND_FILL
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sc.add_child(col)
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traits_box = VBoxContainer.new()
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info_box = VBoxContainer.new()
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log_box = VBoxContainer.new()
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for b in [traits_box, info_box, log_box]:
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b.add_theme_constant_override("separation", 3)
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b.size_flags_horizontal = Control.SIZE_EXPAND_FILL
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col.add_child(b)
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col.add_child(HSeparator.new())
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func _build_world() -> void:
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var we := WorldEnvironment.new()
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var env := Environment.new()
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env.background_mode = Environment.BG_COLOR
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env.background_color = BG
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env.ambient_light_source = Environment.AMBIENT_SOURCE_COLOR
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env.ambient_light_color = Color(0.44, 0.48, 0.62)
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env.ambient_light_energy = 0.9
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we.environment = env
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add_child(we)
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var sun := DirectionalLight3D.new()
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sun.rotation_degrees = Vector3(-58.0, -35.0, 0.0)
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sun.light_energy = 1.15
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sun.shadow_enabled = true
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add_child(sun)
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var fill := DirectionalLight3D.new()
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fill.rotation_degrees = Vector3(-22.0, 140.0, 0.0)
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fill.light_energy = 0.4
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fill.light_color = Color(0.72, 0.80, 1.0)
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add_child(fill)
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board = BoardView3D.new()
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add_child(board)
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camera = Camera3D.new()
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camera.fov = CAM_FOV
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camera.look_at_from_position(Vector3(0.0, 16.0, 13.0), Vector3.ZERO, Vector3.UP)
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add_child(camera)
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board.camera = camera
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get_viewport().size_changed.connect(_fit_camera)
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_fit_camera()
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## Legt die Kamera so, dass das Spielfeld genau in die freie Bildmitte passt.
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## Links, rechts und unten liegen Bedienpanels darüber.
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func _fit_camera() -> void:
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var vp := Vector2(get_viewport().get_visible_rect().size)
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var target := Rect2(LEFT_W + 16.0, TOP_H + 16.0,
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vp.x - LEFT_W - RIGHT_W - 32.0, vp.y - TOP_H - BOTTOM_H - 32.0)
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if target.size.x <= 0.0 or target.size.y <= 0.0:
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return
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var pts := board.corner_points()
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var pitch := deg_to_rad(CAM_PITCH)
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var dir := Vector3(0.0, sin(pitch), cos(pitch))
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var dist := 20.0
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var center := Vector3.ZERO
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for i in 8:
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camera.look_at_from_position(center + dir * dist, center, Vector3.UP)
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var r := _project_rect(pts)
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if r.size.x <= 0.0 or r.size.y <= 0.0:
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return
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dist *= maxf(r.size.x / target.size.x, r.size.y / target.size.y)
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camera.look_at_from_position(center + dir * dist, center, Vector3.UP)
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r = _project_rect(pts)
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var err := r.get_center() - target.get_center()
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var o := camera.unproject_position(center)
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var kx := camera.unproject_position(center + Vector3(1.0, 0.0, 0.0)).x - o.x
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var kz := camera.unproject_position(center + Vector3(0.0, 0.0, 1.0)).y - o.y
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if absf(kx) < 0.001 or absf(kz) < 0.001:
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break
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center += Vector3(err.x / kx, 0.0, err.y / kz)
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if err.length() < 1.0 and absf(1.0 - maxf(r.size.x / target.size.x,
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r.size.y / target.size.y)) < 0.01:
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break
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camera.look_at_from_position(center + dir * dist, center, Vector3.UP)
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func _project_rect(points: Array) -> Rect2:
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var lo := Vector2(INF, INF)
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var hi := Vector2(-INF, -INF)
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for p in points:
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if camera.is_position_behind(p):
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return Rect2()
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var q := camera.unproject_position(p)
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lo = Vector2(minf(lo.x, q.x), minf(lo.y, q.y))
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hi = Vector2(maxf(hi.x, q.x), maxf(hi.y, q.y))
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return Rect2(lo, hi - lo)
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## Punkt auf der Feldebene unter einer Bildschirmposition, oder null.
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func _ground_point(screen_pos: Vector2):
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if camera == null:
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return null
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var from := camera.project_ray_origin(screen_pos)
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var dir := camera.project_ray_normal(screen_pos)
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if absf(dir.y) < 0.0001:
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return null
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var t := (BoardView3D.TILE_H * 0.5 - from.y) / dir.y
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if t < 0.0:
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return null
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return board.to_local(from + dir * t)
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## Position des gezogenen Avatars: auf Feldhöhe, damit er nicht schwebt.
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func _drag_point(screen_pos: Vector2, fallback: Dictionary) -> Vector3:
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var hit = _ground_point(screen_pos)
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if hit == null:
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return board.slot_world(fallback)
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return Vector3(hit.x, 0.0, hit.z)
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## Feld oder Bankplatz unter einer Bildschirmposition.
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func _pick_slot(screen_pos: Vector2) -> Dictionary:
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var hit = _ground_point(screen_pos)
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if hit == null:
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return {}
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return board.slot_at_world(hit)
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## Rechte Spalte: die acht Spieler mit Leben und Serie.
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func _build_right() -> void:
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players_box = _add_panel(Vector2(1600.0 - RIGHT_W + 8.0, TOP_H + 8),
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Vector2(RIGHT_W - 16, 900 - TOP_H - BOTTOM_H - 20))
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players_box.add_child(UiKit.label("Spieler", 16, Color(0.75, 0.8, 0.95)))
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func _build_bottom() -> void:
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var y := 900.0 - BOTTOM_H
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var p := UiKit.panel(PANEL_BG)
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p.position = Vector2(8, y)
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p.size = Vector2(1584, BOTTOM_H - 10)
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ui_root.add_child(p)
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var v := VBoxContainer.new()
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v.add_theme_constant_override("separation", 6)
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p.add_child(v)
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var head := HBoxContainer.new()
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head.add_theme_constant_override("separation", 16)
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v.add_child(head)
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head.add_child(UiKit.label("Shop", 13, Color(0.7, 0.72, 0.8)))
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btn_reroll = UiKit.button("Neu würfeln %d Gold [D]" % Data.REROLL_COST, Color(0.30, 0.32, 0.44))
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btn_reroll.custom_minimum_size = Vector2(200, 26)
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btn_reroll.pressed.connect(_on_reroll)
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head.add_child(btn_reroll)
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lbl_fodder = UiKit.label("", 13, Color(0.7, 0.72, 0.8))
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head.add_child(lbl_fodder)
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lbl_hint = UiKit.label("", 13, Color(0.95, 0.85, 0.45))
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head.add_child(lbl_hint)
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var spacer := Control.new()
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spacer.size_flags_horizontal = Control.SIZE_EXPAND_FILL
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head.add_child(spacer)
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head.add_child(UiKit.label(
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"Avatare zwischen Bank und Feld ziehen · Rechtsklick: verkaufen bzw. zurück",
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13, Color(0.6, 0.62, 0.7)))
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shop_row = HBoxContainer.new()
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shop_row.add_theme_constant_override("separation", 8)
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v.add_child(shop_row)
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func _build_picker() -> void:
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picker = PopupPanel.new()
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picker.add_theme_stylebox_override("panel", UiKit.flat(Color(0.16, 0.17, 0.22)))
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var v := VBoxContainer.new()
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v.add_theme_constant_override("separation", 8)
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picker.add_child(v)
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picker_title = UiKit.label("Element wählen", 16)
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v.add_child(picker_title)
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picker_sub = UiKit.label("", 13, Color(0.75, 0.8, 0.95))
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v.add_child(picker_sub)
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picker_grid = GridContainer.new()
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picker_grid.columns = 3
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picker_grid.add_theme_constant_override("h_separation", 6)
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picker_grid.add_theme_constant_override("v_separation", 6)
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v.add_child(picker_grid)
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ui_root.add_child(picker)
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## Element-Auswahl. Mit `previews` steht neben jedem Knopf, was sich ändert.
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func _open_picker(title: String, options: Array, cb: Callable, previews: Array = [],
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subtitle: String = "") -> void:
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picker_title.text = title
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picker_sub.text = subtitle
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picker_sub.visible = subtitle != ""
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for c in picker_grid.get_children():
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c.queue_free()
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picker_cb = cb
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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)
|