This commit is contained in:
Team3
2026-09-07 04:29:23 +02:00
parent e299f9d088
commit 6478559252
8 changed files with 708 additions and 197 deletions

View File

@@ -57,10 +57,12 @@ static func choose_action(values: Array, total_dice: int, bid: Dictionary,
if raise_.is_empty():
if must_bid:
# Notgebot: minimal erhöhen, auch wenn unwahrscheinlich
var c: int = bid.count + maxi(1, min_raise)
if c > total_dice:
return {"type": "challenge"} if not must_bid else {"type": "bid", "count": total_dice, "face": bid.face}
return {"type": "bid", "count": c, "face": bid.face}
var c: int = int(bid.count) + maxi(1, min_raise)
if c <= total_dice:
return {"type": "bid", "count": c, "face": bid.face}
if min_raise <= 1 and int(bid.face) < 6:
return {"type": "bid", "count": int(bid.count), "face": int(bid.face) + 1}
# Es gibt kein gültiges Gebot mehr - dann bleibt nur die Anfechtung.
return {"type": "challenge"}
return {"type": "bid", "count": raise_.count, "face": raise_.face}

View File

@@ -194,13 +194,21 @@ func snap_to_value(value: int, rng: RandomNumberGenerator) -> void:
var t := global_transform
t.basis = Basis(wb, wa, wc) * Basis(b, a, c).transposed()
global_transform = t
place(t)
if not freeze:
sleeping = false
linear_velocity = Vector3.ZERO
angular_velocity = Vector3.ZERO
## Setzt die Lage und schiebt sie sofort in den Physikserver nach. Ohne das
## schreibt der Server im nächsten Schritt noch einmal die alte Lage zurück -
## der Würfel zeigt dann einen Frame lang die falsche Augenzahl.
func place(t: Transform3D) -> void:
global_transform = t
PhysicsServer3D.body_set_state(get_rid(), PhysicsServer3D.BODY_STATE_TRANSFORM, t)
func set_kinematic(on: bool) -> void:
freeze_mode = RigidBody3D.FREEZE_MODE_KINEMATIC
freeze_mode = RigidBody3D.FREEZE_MODE_STATIC
freeze = on

View File

@@ -4,6 +4,7 @@ extends Node3D
const START_DICE := 5
const BOOST_TIMEOUT := 30.0
const BID_TIMEOUT := 30.0
const REVEAL_PAUSE := 5.0 ## Anzeigedauer des Rundenergebnisses
var table: GameTable
var hud: CanvasLayer
@@ -18,11 +19,13 @@ var my_values: Array = [] ## Client-Sicht (-1 = vernebelt)
var bid: Dictionary = {}
var turn := 0
var starter := 0
var fogged: Dictionary = {} ## seat -> int index
var fogged: Dictionary = {} ## seat -> Array[int] verdeckter Würfel
var peeked: Dictionary = {} ## viewer -> {target_seat: [idx, value]}
var min_raise: Dictionary = {} ## seat -> int
var must_bid: Dictionary = {} ## seat -> bool
var chosen_boost: Dictionary = {}
var offers: Dictionary = {} ## seat -> die drei angebotenen Booster
var last_bids: Dictionary = {} ## seat -> letzte Ansage dieser Runde
var log_lines: Array = []
var phase := "lobby"
var banner := ""
@@ -33,6 +36,8 @@ var _stream_acc := 0.0
var _last_phase := ""
var deadline := 0.0 ## Sekunden-Zeitstempel, 0 = keine Frist
var _pause_left := 0.0
var _quitting := false ## beim Verlassen: laufende Spielschleife sauber abbrechen
var reveal_total := 0 ## beim Aufdecken: wie viele der angesagten Augenzahl wirklich da waren
func _ready() -> void:
@@ -108,17 +113,25 @@ func _refresh_labels() -> void:
func _host_loop() -> void:
_log("Spiel gestartet - %d Spieler, je %d Würfel." % [seats.size(), START_DICE])
starter = 0
while _alive_count() > 1:
while _alive() and _alive_count() > 1:
await _phase_roll()
# Zwischen den Phasen prüfen: wer während des Wurfs verlässt, darf nicht
# noch in die Boosterphase laufen - dort ist das Netzwerk schon weg.
if not _alive():
return
await _phase_boost()
if not _alive():
return
var result: Dictionary = await _phase_bid()
if not _alive():
return
await _phase_reveal(result)
phase = "over"
var winner := ""
for s in seats:
if s.alive:
winner = s.name
banner = "%s gewinnt!" % winner
banner = "%s gewinnt" % winner
_log(banner)
_push_state()
@@ -156,6 +169,18 @@ func _total_dice() -> int:
return n
## Solange falsch, darf die Spielschleife nicht weiterlaufen - beim Verlassen
## ist der Knoten sonst schon aus dem Baum und jeder Zugriff schlägt fehl.
func _alive() -> bool:
return not _quitting and is_inside_tree()
## Ein gerade getrennter Peer steht noch in `seats`, bis das Signal ankommt -
## ein RPC dorthin wäre ein Fehler in der Konsole.
func _peer_live(peer: int) -> bool:
return peer > 1 and multiplayer.get_peers().has(peer)
func _now() -> float:
return Time.get_ticks_msec() / 1000.0
@@ -163,8 +188,10 @@ func _now() -> float:
func _phase_roll() -> void:
phase = "roll"
deadline = 0.0
reveal_total = 0
bid = {}
fogged.clear()
last_bids.clear()
peeked.clear()
min_raise.clear()
must_bid.clear()
@@ -183,6 +210,8 @@ func _phase_roll() -> void:
table.throw_dice(i, rng)
await _await_settled(_alive_seats())
_stream = false
if not _alive():
return
for i in _alive_seats():
host_values[i] = []
@@ -197,7 +226,13 @@ func _await_settled(list: Array, timeout := 7.0) -> void:
var step := 1.0 / float(Engine.physics_ticks_per_second)
var t := 0.0
while t < timeout:
if not _alive():
return
await get_tree().physics_frame
if not _alive():
return
if get_tree().paused:
continue
t += step
if t < 0.7:
continue
@@ -218,7 +253,7 @@ func _await_settled(list: Array, timeout := 7.0) -> void:
func _phase_boost() -> void:
phase = "boost"
_answered.clear()
var offers := {}
offers.clear()
for i in _alive_seats():
offers[i] = BoosterDB.draw_offer(rng)
if seats[i].ai:
@@ -231,12 +266,16 @@ func _phase_boost() -> void:
_push_state()
await _wait_until(_all_boosts_in, BOOST_TIMEOUT)
if not _alive():
return
for i in _alive_seats():
if not chosen_boost.has(i):
var fallback: String = offers[i][rng.randi_range(0, offers[i].size() - 1)]
chosen_boost[i] = {"id": fallback, "target": 0}
await _apply_boosters()
if not _alive():
return
_snapshot_all()
_push_state()
@@ -290,6 +329,8 @@ func _apply_boosters() -> void:
_throw_subset(seat, rerolls[seat])
await _await_settled(rerolls.keys())
_stream = false
if not _alive():
return
for seat: int in rerolls:
var dl: Array = table.dice_of(seat)
for k: int in rerolls[seat]:
@@ -327,7 +368,11 @@ func _apply_boosters() -> void:
"fog":
for o in order:
if o != seat and host_values[o].size() > 0:
fogged[o] = rng.randi_range(0, host_values[o].size() - 1)
var k := rng.randi_range(0, host_values[o].size() - 1)
var liste: Array = fogged.get(o, [])
if not liste.has(k):
liste.append(k)
fogged[o] = liste
func _merge(a: Array, b: Array) -> Array:
@@ -343,7 +388,7 @@ func _set_die(seat: int, idx: int, value: int) -> void:
return
host_values[seat][idx] = value
var dl: Array = table.dice_of(seat)
if idx < dl.size():
if idx < dl.size() and dl[idx].is_inside_tree():
dl[idx].snap_to_value(value, rng)
@@ -353,14 +398,16 @@ func _throw_subset(seat: int, idxs: Array) -> void:
for k: int in idxs:
if k >= dl.size():
continue
var off := Vector3(rng.randf_range(-0.1, 0.1), 0.42, rng.randf_range(-0.22, 0.22))
var ang := rng.randf() * TAU
var rad := GameTable.ZONE_RAD * rng.randf_range(0.25, 0.45)
var off := Vector3(cos(ang) * rad, 0.42, sin(ang) * rad)
dl[k].throw_from(zone.global_transform * off, rng)
func _phase_bid() -> Dictionary:
phase = "bid"
turn = starter if seats[starter].alive else _next_alive(starter)
while true:
while _alive():
_answered.clear()
deadline = 0.0 if seats[turn].ai else _now() + BID_TIMEOUT
_push_state()
@@ -392,16 +439,38 @@ func _phase_bid() -> Dictionary:
## Gibt {} zurück wenn das Spiel weitergeht, sonst das Anfechtungs-Ergebnis.
func _apply_action(seat: int, a: Dictionary) -> Dictionary:
if a.type == "bid" and not _valid_bid(seat, int(a.count), int(a.face)):
a = {"type": "challenge"} if not bid.is_empty() else {"type": "bid", "count": 1, "face": 1}
# Wer einen Maulkorb hat, darf sich nicht über ein ungültiges Gebot in
# die Anfechtung retten - dann wird auf das kleinste gültige korrigiert.
var low := _lowest_legal_bid(seat)
if not low.is_empty() and (bid.is_empty() or must_bid.get(seat, false)):
a = {"type": "bid", "count": low.count, "face": low.face}
elif not bid.is_empty():
a = {"type": "challenge"}
else:
a = {"type": "bid", "count": 1, "face": 1}
if a.type == "challenge":
_log("%s fechtet an!" % seats[seat].name)
return {"challenger": seat, "bid": bid.duplicate()}
bid = {"seat": seat, "count": int(a.count), "face": int(a.face)}
last_bids[seat] = {"count": bid.count, "face": bid.face}
must_bid.erase(seat)
_log("%s sagt %d x %d an." % [seats[seat].name, bid.count, bid.face])
return {}
## Kleinstes Gebot, das dieser Platz noch ansagen darf ({} = gar keins mehr).
func _lowest_legal_bid(seat: int) -> Dictionary:
if bid.is_empty():
return {"count": 1, "face": 1}
var mr: int = min_raise.get(seat, 1)
if mr == 1 and int(bid.face) < 6:
return {"count": int(bid.count), "face": int(bid.face) + 1}
var c: int = int(bid.count) + mr
if c <= _total_dice():
return {"count": c, "face": 1}
return {}
func _valid_bid(seat: int, count: int, face: int) -> bool:
if face < 1 or face > 6 or count < 1 or count > _total_dice():
return false
@@ -426,18 +495,26 @@ func _phase_reveal(result: Dictionary) -> void:
if v == b.face:
total += 1
reveal_total = total
var loser := challenger if total >= b.count else int(b.seat)
banner = "%d x %d angesagt - tatsächlich %d. %s verliert einen Würfel." % [
b.count, b.face, total, seats[loser].name]
_log(banner)
_log("%d x %d angesagt - tatsächlich %d. %s verliert einen Würfel." % [
b.count, b.face, total, seats[loser].name])
banner = "%s verliert" % seats[loser].name
for i in _alive_seats():
table.arrange_and_show(i, host_values[i], rng)
table.set_cup_down(i, false)
if not multiplayer.get_peers().is_empty():
_reveal.rpc(_all_values(), banner)
# Gezielt an die Mitspieler am Tisch: ein Peer, der nur in der Lobby sitzt,
# hat keinen Spielknoten und würde das Paket ins Leere laufen lassen.
var values := _all_values()
for i in seats.size():
var peer: int = seats[i].peer
if _peer_live(peer):
_reveal.rpc_id(peer, values, banner)
_push_state()
await _sleep(4.5)
await _sleep(REVEAL_PAUSE)
if not _alive():
return
seats[loser].count -= 1
if seats[loser].count <= 0:
@@ -461,18 +538,28 @@ func _all_values() -> Array:
return out
## process_always = false: eine offene Pause hält den Timer wirklich an.
func _sleep(sec: float) -> void:
await get_tree().create_timer(sec).timeout
if not _alive():
return
await get_tree().create_timer(sec, false).timeout
func _wait_until(cond: Callable, timeout: float) -> bool:
var t := 0.0
while t < timeout:
if not _alive():
return false
if cond.call():
return true
await get_tree().process_frame
t += get_process_delta_time()
return cond.call()
if not _alive():
return false
# Im Einzelspieler hält das Pausenmenü den Baum an - dann darf auch die
# Frist nicht weiterlaufen, sonst ist der Zug nach dem Fortsetzen weg.
if not get_tree().paused:
t += get_process_delta_time()
return _alive() and cond.call()
func _log(line: String) -> void:
@@ -484,7 +571,7 @@ func _log(line: String) -> void:
# ---------------------------------------------------------------- Sync
func _physics_process(delta: float) -> void:
if not multiplayer.is_server() or not _stream:
if not _alive() or not _stream or not multiplayer.is_server():
return
_stream_acc += delta
if _stream_acc < 1.0 / 30.0:
@@ -492,7 +579,7 @@ func _physics_process(delta: float) -> void:
_stream_acc = 0.0
for i in seats.size():
var peer: int = seats[i].peer
if peer <= 1:
if not _peer_live(peer):
continue
_dice_stream.rpc_id(peer, _pack(i))
@@ -500,7 +587,7 @@ func _physics_process(delta: float) -> void:
func _snapshot_all() -> void:
for i in seats.size():
var peer: int = seats[i].peer
if peer > 1:
if _peer_live(peer):
_dice_snapshot.rpc_id(peer, _pack(i))
@@ -521,7 +608,7 @@ func _unpack(data: PackedFloat32Array) -> void:
var t := Transform3D(Basis(Quaternion(data[o + 3], data[o + 4], data[o + 5], data[o + 6])),
Vector3(data[o], data[o + 1], data[o + 2]))
dl[i].set_kinematic(true)
dl[i].global_transform = t
dl[i].place(t)
@rpc("authority", "unreliable_ordered")
@@ -536,9 +623,11 @@ func _dice_snapshot(data: PackedFloat32Array) -> void:
@rpc("authority", "reliable")
func _reveal(all_values: Array, text: String) -> void:
# Auch die eigenen Würfel in den Bogen legen - sonst liegen sie als einzige
# noch verstreut da, wo die Physik sie fallen liess. Dafür die Werte des
# Hosts nehmen: my_values ist hier noch vernebelt, ein vernebelter Würfel
# würde sonst mit beliebiger Seite nach oben liegen bleiben.
for i in seats.size():
if i == local_seat:
continue
if i < all_values.size() and not all_values[i].is_empty():
table.arrange_and_show(i, all_values[i], rng)
table.set_cup_down(i, false)
@@ -547,14 +636,34 @@ func _reveal(all_values: Array, text: String) -> void:
func _push_state() -> void:
if not _alive():
return
_refresh_labels()
for i in seats.size():
var peer: int = seats[i].peer
var st := _state_for(i)
if peer == multiplayer.get_unique_id():
_apply_state(st)
elif peer > 1:
_state.rpc_id(peer, st)
_apply_state(_state_for(i))
elif _peer_live(peer):
_state.rpc_id(peer, _state_for(i))
## Erst nach der Wahl offenlegen, sonst verrät die Anzeige während der
## Boosterphase, wer schon gewählt hat.
func _round_boosters() -> Array:
var out: Array = []
if phase == "boost" or phase == "roll":
return out
for i in seats.size():
out.append(String(chosen_boost.get(i, {}).get("id", "")))
return out
## Was jeder Platz in dieser Runde zuletzt angesagt hat.
func _seat_bids() -> Array:
var out: Array = []
for i in seats.size():
out.append(last_bids.get(i, {}))
return out
func _state_for(seat: int) -> Dictionary:
@@ -565,18 +674,22 @@ func _state_for(seat: int) -> Dictionary:
elif phase == "reveal":
vis = host_values[seat].duplicate() # aufgedeckt wird ohne Nebel
else:
var fg: Array = fogged.get(seat, [])
for k in host_values[seat].size():
vis.append(-1 if fogged.get(seat, -1) == k else host_values[seat][k])
vis.append(-1 if fg.has(k) else host_values[seat][k])
var pub: Array = []
for s in seats:
pub.append({"name": s.name, "count": s.count, "alive": s.alive, "ai": s.ai})
return {
"phase": phase, "turn": turn, "bid": bid, "seats": pub, "values": vis,
"log": log_lines.duplicate(), "banner": banner,
"banner": banner,
"peek": peeked.get(seat, {}), "min_raise": min_raise.get(seat, 1),
"must_bid": must_bid.get(seat, false), "total": _total_dice(),
"time_left": 0.0 if deadline <= 0.0 else maxf(0.0, deadline - _now()),
"open": _all_values() if phase == "reveal" else [],
"boosts": _round_boosters(),
"actual": reveal_total if phase == "reveal" else 0,
"bids": _seat_bids(),
"boost": chosen_boost.get(seat, {}).get("id", ""),
}
@@ -608,6 +721,13 @@ func _apply_state(st: Dictionary) -> void:
table.set_dice_visible(local_seat, true)
_refresh_labels()
_apply_fog_to_table()
var bids: Array = st.get("bids", [])
for i in mini(seats.size(), bids.size()):
var b: Dictionary = bids[i]
if b.is_empty():
table.set_bid(i, 0, 0)
else:
table.set_bid(i, int(b.count), int(b.face))
hud.update_state(st, local_seat)
@@ -659,7 +779,13 @@ func _on_pause_changed(on: bool) -> void:
func _on_quit() -> void:
if _quitting:
return
_quitting = true
get_tree().paused = false
# Sofort ausblenden, damit das Verlassen unmittelbar wirkt.
table.visible = false
hud.visible = false
Net.leave()
get_tree().change_scene_to_file("res://scenes/main.tscn")
@@ -680,6 +806,8 @@ func _req_boost(id: String, target: int) -> void:
func _seat_of(peer: int) -> int:
if peer <= 0: # 0 steht für einen KI-Platz, das ist nie ein Absender
return -1
for i in seats.size():
if seats[i].peer == peer:
return i
@@ -697,15 +825,21 @@ func _do_bid(seat: int, count: int, face: int) -> void:
func _do_challenge(seat: int) -> void:
if seat < 0 or phase != "bid" or seat != turn or _answered.has(seat):
return
if bid.is_empty() or must_bid.get(seat, false):
if bid.is_empty():
return
# Der Maulkorb sperrt die Anfechtung nur, solange es überhaupt noch ein
# gültiges Gebot gibt - sonst bliebe der Platz ohne jede Handlung.
if must_bid.get(seat, false) and not _lowest_legal_bid(seat).is_empty():
return
_answered[seat] = _apply_action(seat, {"type": "challenge"})
func _do_boost(seat: int, id: String, target: int) -> void:
if seat < 0 or phase != "boost" or chosen_boost.has(seat):
if seat < 0 or phase != "boost" or chosen_boost.has(seat) or not seats[seat].alive:
return
if BoosterDB.get_booster(id).is_empty():
# Nur aus dem eigenen Angebot: sonst könnte ein veränderter Client sich
# jede Runde den stärksten Booster aus dem Katalog nehmen.
if not (offers.get(seat, []) as Array).has(id):
return
chosen_boost[seat] = {"id": id, "target": target}
_answered[seat] = true

View File

@@ -9,16 +9,31 @@ signal pause_changed(paused: bool)
const ACCENT := Color(1.0, 0.82, 0.32)
const DIM := Color(0.62, 0.64, 0.70)
const PLAYERS_W := 300.0 ## feste Breite der Übersicht oben rechts
## Freie Fläche in der Tischmitte zwischen den Plätzen. Die Würfel der letzten
## Wette werden so gross gewählt, dass sie dort hineinpassen.
const BID_BOX := Vector2(200.0, 150.0)
const TIMER_W := 52.0 ## Breite der Zeitanzeige in der Ansage-Leiste
const GRUEN := Color(0.55, 0.84, 0.55) ## vorhandener Würfel beim Aufdecken
const ROT := Color(0.94, 0.55, 0.52) ## fehlender Würfel beim Aufdecken
var root: Control
var players_box: VBoxContainer
var bid_row: HBoxContainer
var hint_label: Label
var bid_box: VBoxContainer
var bid_name: Label
var bid_row: HFlowContainer
var boosts_box: VBoxContainer
var banner_label: Label
var log_label: Label
var count_spin: SpinBox
var count_label: Label
var minus_btn: Button
var plus_btn: Button
var _count := 1
var _count_min := 1
var _count_max := 30
var _bid_count := 0 ## aktuelles Gebot, 0 = noch keins
var _bid_face := 0
var _min_raise := 1
var _actual := 0 ## beim Aufdecken: tatsächlich gefundene Würfel
var face_buttons: Array[Button] = []
var bid_btn: Button
var challenge_btn: Button
@@ -53,14 +68,17 @@ class DieIcon extends Control:
var value := 0
var _box := StyleBoxFlat.new()
func _init(v: int, px: float = 0.0) -> void:
func _init(v: int, px: float = 0.0, bg := Color.TRANSPARENT) -> void:
value = v
mouse_filter = Control.MOUSE_FILTER_IGNORE
if px > 0.0:
custom_minimum_size = Vector2(px, px)
# sonst zieht der Container das Symbol in die Höhe und es wird unrund
size_flags_vertical = Control.SIZE_SHRINK_CENTER
_box.bg_color = Color(0.93, 0.92, 0.88) if v > 0 else Color(0.26, 0.28, 0.34)
if bg.a > 0.0:
_box.bg_color = bg
else:
_box.bg_color = Color(0.93, 0.92, 0.88) if v > 0 else Color(0.26, 0.28, 0.34)
_box.set_corner_radius_all(4)
_box.border_color = Color(0, 0, 0, 0.35)
_box.set_border_width_all(1)
@@ -141,81 +159,95 @@ func _slot(al: float, at: float, ar: float, ab: float,
func _build() -> void:
# --- Spielerliste oben rechts
var pl := _panel()
_place(pl, 1, 0, 1, 0, -16 - PLAYERS_W, 16, -16, 16)
_place(pl, 1, 0, 1, 0, -16, 16, -16, 16)
pl.grow_horizontal = Control.GROW_DIRECTION_BEGIN
pl.custom_minimum_size = Vector2(PLAYERS_W, 0)
root.add_child(pl)
players_box = VBoxContainer.new()
players_box.add_theme_constant_override("separation", 4)
players_box.add_theme_constant_override("separation", 6)
pl.add_child(players_box)
# --- Aktuelles Gebot oben mittig
var bp := _panel()
_slot(0, 0, 1, 0, 300, 12, -300, 120).add_child(bp)
var bv := VBoxContainer.new()
bp.add_child(bv)
bid_row = HBoxContainer.new()
bid_row.alignment = BoxContainer.ALIGNMENT_CENTER
bid_row.add_theme_constant_override("separation", 8)
bv.add_child(bid_row)
hint_label = _label("", 14, DIM)
hint_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
bv.add_child(hint_label)
# --- Aktive Booster oben links, Breite richtet sich nach dem Inhalt
var bo := _panel()
_place(bo, 0, 0, 0, 0, 16, 16, 16, 16)
root.add_child(bo)
boosts_box = VBoxContainer.new()
boosts_box.add_theme_constant_override("separation", 3)
bo.add_child(boosts_box)
# --- Banner in der Bildmitte
var banner_slot := _slot(0, 0, 1, 0, 140, 126, -140, 210)
# --- Letzte Wette in der Tischmitte, als so viele Würfel wie angesagt
var bid_slot := _slot(0, 0, 1, 1, 0, 0, 0, 0)
bid_box = VBoxContainer.new()
bid_box.add_theme_constant_override("separation", 8)
bid_slot.add_child(bid_box)
bid_name = _label("", 30, ACCENT)
bid_name.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
# Auf die freie Mitte begrenzen, sonst läuft der Text über die Nachbarplätze.
bid_name.custom_minimum_size = Vector2(BID_BOX.x, 0)
bid_name.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
bid_box.add_child(bid_name)
bid_row = HFlowContainer.new()
bid_row.alignment = FlowContainer.ALIGNMENT_CENTER
bid_row.custom_minimum_size = Vector2(BID_BOX.x, 0)
bid_row.add_theme_constant_override("h_separation", 5)
bid_row.add_theme_constant_override("v_separation", 5)
bid_box.add_child(bid_row)
# --- Banner oben, im freien Band zwischen den beiden Seitenpanels
banner_label = _label("", 28, ACCENT)
banner_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
banner_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
banner_label.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
banner_label.custom_minimum_size = Vector2(1000, 0)
banner_slot.add_child(banner_label)
banner_label.mouse_filter = Control.MOUSE_FILTER_IGNORE
var edge := 240.0
_place(banner_label, 0, 0, 1, 0, edge, 20, -edge, 150)
root.add_child(banner_label)
# --- Verlauf unten links
var lp := _panel()
_place(lp, 0, 1, 0, 1, 16, -252, 376, -16)
root.add_child(lp)
log_label = _label("", 13, Color(0.82, 0.84, 0.9))
log_label.vertical_alignment = VERTICAL_ALIGNMENT_BOTTOM
log_label.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
lp.add_child(log_label)
# --- Aktionen unten rechts
# --- Ansage: kompakte Leiste unten in der Mitte
action_panel = _panel()
_place(action_panel, 1, 1, 1, 1, -296, -282, -16, -16)
action_panel.grow_vertical = Control.GROW_DIRECTION_BEGIN
root.add_child(action_panel)
var av := VBoxContainer.new()
av.add_theme_constant_override("separation", 6)
_slot(0, 1, 1, 1, 16, -110, -16, -16).add_child(action_panel)
var av := HBoxContainer.new()
av.add_theme_constant_override("separation", 16)
action_panel.add_child(av)
var head := HBoxContainer.new()
av.add_child(head)
var head_title := _label("Deine Ansage", 18, ACCENT)
head_title.size_flags_horizontal = Control.SIZE_EXPAND_FILL
head.add_child(head_title)
timer_bid = _label("", 18, DIM)
head.add_child(timer_bid)
# Gegenstück zur Zeitanzeige am rechten Ende, damit die Leiste symmetrisch
# bleibt, auch wenn dort gerade keine Zeit läuft.
var spacer := Control.new()
spacer.custom_minimum_size = Vector2(TIMER_W, 0)
spacer.mouse_filter = Control.MOUSE_FILTER_IGNORE
av.add_child(spacer)
var row := HBoxContainer.new()
av.add_child(row)
var cl := _label("Anzahl", 15)
cl.custom_minimum_size = Vector2(80, 0)
row.add_child(cl)
count_spin = SpinBox.new()
count_spin.min_value = 1
count_spin.max_value = 30
count_spin.value = 1
count_spin.size_flags_horizontal = Control.SIZE_EXPAND_FILL
row.add_child(count_spin)
av.add_child(_label("Anzahl", 15))
minus_btn = Button.new()
minus_btn.text = "−"
minus_btn.custom_minimum_size = Vector2(42, 42)
minus_btn.pressed.connect(_step_count.bind(-1))
av.add_child(minus_btn)
count_label = _label("1", 22)
count_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
count_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
count_label.custom_minimum_size = Vector2(38, 0)
av.add_child(count_label)
plus_btn = Button.new()
plus_btn.text = "+"
plus_btn.custom_minimum_size = Vector2(42, 42)
plus_btn.pressed.connect(_step_count.bind(1))
av.add_child(plus_btn)
av.add_child(_label("Augenzahl", 15))
var frow := HBoxContainer.new()
frow.add_theme_constant_override("separation", 4)
av.add_child(frow)
# Die Auswahl hebt sich sonst kaum vom unbenutzten Knopf ab.
var gewaehlt := StyleBoxFlat.new()
gewaehlt.bg_color = Color(0.32, 0.26, 0.08)
gewaehlt.set_corner_radius_all(6)
gewaehlt.border_color = ACCENT
gewaehlt.set_border_width_all(2)
for f in range(1, 7):
var b := Button.new()
b.toggle_mode = true
b.custom_minimum_size = Vector2(40, 40)
b.custom_minimum_size = Vector2(42, 42)
b.add_theme_stylebox_override("pressed", gewaehlt)
b.add_theme_stylebox_override("hover_pressed", gewaehlt)
b.pressed.connect(_on_face.bind(f))
var ic := DieIcon.new(f)
ic.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
@@ -230,16 +262,22 @@ func _build() -> void:
bid_btn = Button.new()
bid_btn.text = "Ansagen"
bid_btn.custom_minimum_size = Vector2(0, 36)
bid_btn.custom_minimum_size = Vector2(120, 42)
bid_btn.pressed.connect(_on_bid)
av.add_child(bid_btn)
challenge_btn = Button.new()
challenge_btn.text = "Anfechten"
challenge_btn.custom_minimum_size = Vector2(0, 36)
challenge_btn.custom_minimum_size = Vector2(120, 42)
challenge_btn.pressed.connect(_on_challenge)
av.add_child(challenge_btn)
timer_bid = _label("", 18, DIM)
timer_bid.custom_minimum_size = Vector2(TIMER_W, 0)
timer_bid.horizontal_alignment = HORIZONTAL_ALIGNMENT_RIGHT
timer_bid.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
av.add_child(timer_bid)
# --- Booster-Overlay
boost_slot = _slot(0, 0, 1, 1, 0, 0, 0, 0)
boost_slot.visible = false
@@ -303,8 +341,58 @@ func _on_quit() -> void:
quit_pressed.emit()
## Ein Gebot muss höher sein als das vorige. Bei gleicher Anzahl geht das nur
## über eine höhere Augenzahl - die kleineren werden deshalb ausgeblendet.
func _face_allowed(f: int) -> bool:
if _bid_count <= 0 or _count >= _bid_count + _min_raise:
return true
if _min_raise > 1:
return false
return _count == _bid_count and f > _bid_face
func _refresh_faces() -> void:
var first_ok := 0
for i in face_buttons.size():
var ok := _my_turn and _face_allowed(i + 1)
face_buttons[i].disabled = not ok
face_buttons[i].modulate = Color(1, 1, 1, 1.0 if ok else 0.3)
if ok and first_ok == 0:
first_ok = i + 1
# Steht die gewählte Augenzahl nicht mehr zur Wahl, auf die kleinste mögliche
if _my_turn and first_ok > 0 and not _face_allowed(_face):
_on_face(first_ok)
## Beim Drankommen auf das kleinstmögliche Gebot stellen - von dort aus ist es
## am wenigsten Klickarbeit bis zur gewünschten Ansage.
func _lowest_bid() -> void:
if _bid_count <= 0:
_set_count(1)
_on_face(1)
elif _min_raise == 1 and _bid_face < 6:
# Gleiche Anzahl reicht, wenn die Augenzahl steigt.
_set_count(_bid_count)
_on_face(_bid_face + 1)
else:
_set_count(_bid_count + _min_raise)
_on_face(1)
func _step_count(delta: int) -> void:
_set_count(_count + delta)
func _set_count(v: int) -> void:
_count = clampi(v, _count_min, _count_max)
count_label.text = str(_count)
minus_btn.disabled = not _my_turn or _count <= _count_min
plus_btn.disabled = not _my_turn or _count >= _count_max
_refresh_faces()
func _on_bid() -> void:
bid_pressed.emit(int(count_spin.value), _face)
bid_pressed.emit(_count, _face)
func _on_challenge() -> void:
@@ -326,6 +414,14 @@ func _set_paused(on: bool) -> void:
pause_changed.emit(on)
## queue_free() nimmt den Knoten erst am Frameende aus dem Baum - bis dahin
## lägen alte und neue Einträge nebeneinander im Container.
func _clear(box: Node) -> void:
for c in box.get_children():
box.remove_child(c)
c.queue_free()
func _on_face(f: int) -> void:
_face = f
for i in face_buttons.size():
@@ -338,64 +434,96 @@ func update_state(st: Dictionary, my_seat: int) -> void:
_my_seat = my_seat
_my_values = st.values
_phase = st.phase
_actual = int(st.get("actual", 0))
var left := float(st.get("time_left", 0.0))
_deadline = 0.0 if left <= 0.0 else Time.get_ticks_msec() / 1000.0 + left
for c in players_box.get_children():
c.queue_free()
_clear(players_box)
for i in st.seats.size():
var s: Dictionary = st.seats[i]
var turn: bool = st.phase == "bid" and i == st.turn
var col := ACCENT if turn else (Color.WHITE if s.alive else DIM)
var row := HBoxContainer.new()
row.add_theme_constant_override("separation", 4)
players_box.add_child(row)
var nm := _label(("▸ " if turn else " ") + s.name + (" (KI)" if s.ai else ""), 15, col)
# Der Name teilt sich den Rest der festen Panelbreite und wird
# notfalls mit Auslassungspunkten gekürzt.
nm.size_flags_horizontal = Control.SIZE_EXPAND_FILL
var entry := VBoxContainer.new()
entry.add_theme_constant_override("separation", 2)
players_box.add_child(entry)
var nm := _label(("▸ " if turn else "") + _short(String(s.name)) + (" (KI)" if s.ai else ""), 14, col)
nm.clip_text = true
nm.text_overrun_behavior = TextServer.OVERRUN_TRIM_ELLIPSIS
row.add_child(nm)
entry.add_child(nm)
if not s.alive:
row.add_child(_label("ausgeschieden", 14, DIM))
entry.add_child(_label(" ausgeschieden", 13, DIM))
continue
var row := HBoxContainer.new()
row.add_theme_constant_override("separation", 4)
entry.add_child(row)
for v: int in _seat_dice(st, i, my_seat):
row.add_child(DieIcon.new(v, 22.0))
row.add_child(DieIcon.new(v, 21.0))
for c in bid_row.get_children():
c.queue_free()
_clear(bid_row)
if st.bid.is_empty():
bid_row.add_child(_label("Noch kein Gebot", 26, ACCENT))
bid_name.text = "Kein Gebot"
bid_name.add_theme_color_override("font_color", Color(1, 1, 1, 0.5))
else:
bid_row.add_child(_label("%s: %d ×" % [st.seats[st.bid.seat].name, st.bid.count], 26, ACCENT))
bid_row.add_child(DieIcon.new(int(st.bid.face), 30.0))
bid_name.text = String(st.seats[st.bid.seat].name)
bid_name.add_theme_color_override("font_color", ACCENT)
var px := _fit_dice(int(st.bid.count))
# Beim Aufdecken zeigen die Farben, wie viele der angesagten Würfel es
# wirklich gab: grün die vorhandenen, rot die fehlenden.
var faerben: bool = st.phase == "reveal"
for i in int(st.bid.count):
var bg := Color.TRANSPARENT
if faerben:
bg = GRUEN if i < _actual else ROT
bid_row.add_child(DieIcon.new(int(st.bid.face), px, bg))
var hints: Array = []
hints.append("Würfel im Spiel: %d" % st.total)
if st.boost != "":
hints.append("Dein Booster: %s" % BoosterDB.get_booster(st.boost).get("name", ""))
_clear(boosts_box)
var boosts: Array = st.get("boosts", [])
var any := false
for i in mini(boosts.size(), st.seats.size()):
if String(boosts[i]) == "":
continue
any = true
var b: Dictionary = BoosterDB.get_booster(String(boosts[i]))
var line := HBoxContainer.new()
line.add_theme_constant_override("separation", 5)
boosts_box.add_child(line)
line.add_child(_label(_short(String(st.seats[i].name)) + ":", 14,
ACCENT if i == my_seat else Color(0.78, 0.80, 0.86)))
var kind := Color(0.5, 0.9, 0.6) if b.kind == BoosterDB.Kind.BUFF else Color(0.95, 0.5, 0.5)
line.add_child(_label(String(b.get("name", "")), 14, kind))
if int(st.min_raise) > 1:
hints.append("Störfeuer: du musst um mind. %d erhöhen" % st.min_raise)
boosts_box.add_child(_label("Störfeuer: mind. %d erhöhen" % st.min_raise, 14, ACCENT))
any = true
if st.must_bid:
hints.append("Maulkorb: du musst bieten")
hint_label.text = " | ".join(hints)
boosts_box.add_child(_label("Maulkorb: du musst bieten", 14, ACCENT))
any = true
if not any:
boosts_box.add_child(_label("Keine Booster aktiv", 14, DIM))
log_label.text = "\n".join(st.log)
banner_label.text = st.banner
var my_turn: bool = st.phase == "bid" and st.turn == my_seat and st.seats[my_seat].alive
var kam_dran := my_turn and not _my_turn
_my_turn = my_turn
action_panel.modulate = Color(1, 1, 1, 1.0 if my_turn else 0.45)
bid_btn.disabled = not my_turn
challenge_btn.disabled = not my_turn or st.bid.is_empty() or st.must_bid
count_spin.max_value = maxi(1, int(st.total))
_count_max = maxi(1, int(st.total))
_min_raise = maxi(1, int(st.min_raise))
_bid_count = 0 if st.bid.is_empty() else int(st.bid.count)
_bid_face = 0 if st.bid.is_empty() else int(st.bid.face)
# Ein Maulkorb sperrt das Anfechten - ausser es gäbe gar kein gültiges
# Gebot mehr, dann bliebe sonst kein einziger Knopf übrig.
var gebot_moeglich: bool = _bid_count + _min_raise <= _count_max \
or (_min_raise == 1 and _bid_face < 6)
challenge_btn.disabled = not my_turn or st.bid.is_empty() \
or (st.must_bid and gebot_moeglich)
var low := 1
if not st.bid.is_empty():
low = int(st.bid.count) + (int(st.min_raise) if int(st.min_raise) > 1 else 0)
count_spin.min_value = clampi(low, 1, int(count_spin.max_value))
if count_spin.value < count_spin.min_value:
count_spin.value = count_spin.min_value
if _bid_count > 0:
low = _bid_count + (_min_raise if _min_raise > 1 else 0)
_count_min = clampi(low, 1, _count_max)
_set_count(_count)
if kam_dran:
_lowest_bid()
if st.phase != "boost":
boost_slot.visible = false
@@ -423,6 +551,22 @@ func _process(_delta: float) -> void:
## Eigene Würfel sind bekannt, gegnerische nicht - ausser sie wurden gespäht
## oder es wird gerade aufgedeckt.
## Lange Namen kürzen, damit die Panels nicht in die Breite laufen.
func _short(name: String) -> String:
return name if name.length() <= 12 else name.substr(0, 11) + "…"
## Grösste Würfelgrösse, bei der `n` Würfel noch in die freie Mitte passen.
func _fit_dice(n: int) -> float:
const GAP := 4.0
for px: float in [34.0, 30.0, 26.0, 22.0, 18.0, 15.0, 12.0]:
var per_row := maxi(1, int((BID_BOX.x + GAP) / (px + GAP)))
var rows := ceili(float(n) / per_row)
if rows * (px + GAP) - GAP <= BID_BOX.y:
return px
return 12.0
func _seat_dice(st: Dictionary, seat: int, my_seat: int) -> Array:
if seat == my_seat:
return st.values
@@ -451,8 +595,7 @@ func show_booster_offer(ids: Array, values: Array) -> void:
_pending_boost = ""
target_row.visible = false
boost_title.text = "Wähle einen Booster"
for c in boost_cards.get_children():
c.queue_free()
_clear(boost_cards)
for id: String in ids:
var b: Dictionary = BoosterDB.get_booster(id)
var card := _panel(Color(0.10, 0.12, 0.17, 0.98))
@@ -482,10 +625,8 @@ func _pick(id: String) -> void:
return
_pending_boost = id
boost_title.text = "%s - welchen Würfel?" % BoosterDB.get_booster(id).name
for c in boost_cards.get_children():
c.queue_free()
for c in target_row.get_children():
c.queue_free()
_clear(boost_cards)
_clear(target_row)
for i in _my_values.size():
var b := Button.new()
b.custom_minimum_size = Vector2(56, 56)

View File

@@ -24,8 +24,9 @@ func _unhandled_key_input(event: InputEvent) -> void:
func _start_game(cfg: Dictionary) -> void:
if game != null:
return
menu.queue_free()
menu = null
if menu != null:
menu.queue_free()
menu = null
game = Node3D.new()
game.set_script(preload("res://scripts/game.gd"))
game.name = "Game" # fester Pfad, sonst findet das RPC-Routing den Knoten nicht

View File

@@ -6,12 +6,12 @@ const BOT_NAMES_MAX := 7
var screens: Dictionary = {}
# Einzelspieler
var solo_bots: SpinBox
var solo_bots: NumberRow
# Mehrspieler
var name_edit: LineEdit
var ip_edit: LineEdit
var multi_bots: SpinBox
var multi_bots: NumberRow
var lobby_list: Label
var status: Label
var host_btn: Button
@@ -94,9 +94,46 @@ func _button(text: String, parent: Control, action: Callable) -> Button:
return b
## Eine Reihe anklickbarer Zahlen - bei so wenigen Werten schneller als eine
## Spinbox mit ihren winzigen Pfeilen.
class NumberRow extends HBoxContainer:
var value := 0
var _buttons: Array[Button] = []
var _lo := 0
func _init(lo: int, hi: int, start: int) -> void:
_lo = lo
alignment = BoxContainer.ALIGNMENT_CENTER
add_theme_constant_override("separation", 6)
for n in range(lo, hi + 1):
var b := Button.new()
b.text = str(n)
b.toggle_mode = true
b.custom_minimum_size = Vector2(40, 38)
b.pressed.connect(pick.bind(n))
add_child(b)
_buttons.append(b)
pick(start)
func pick(n: int) -> void:
value = n
for i in _buttons.size():
_buttons[i].button_pressed = _lo + i == n
## Werte oberhalb von `hi` sperren (im Mehrspieler sind die Plätze begrenzt).
func set_limit(hi: int) -> void:
for i in _buttons.size():
_buttons[i].disabled = _lo + i > hi
if value > hi:
pick(maxi(_lo, hi))
func set_enabled(on: bool) -> void:
for b in _buttons:
b.disabled = not on
func _title(box: VBoxContainer) -> void:
box.add_child(_text("LIAR'S DICE 3D", 40))
box.add_child(_text("Würfeln - Bluffen - Boostern", 16, Color(0.6, 0.63, 0.7)))
box.add_child(HSeparator.new())
@@ -113,12 +150,9 @@ func _build_single() -> Control:
var box := _box(400)
_title(box)
box.add_child(_text("Einzelspieler", 22, Color(1.0, 0.82, 0.32)))
solo_bots = SpinBox.new()
solo_bots.min_value = 1
solo_bots.max_value = BOT_NAMES_MAX
solo_bots.value = 3
box.add_child(_row("Bots", solo_bots))
box.add_child(_text("Ohne Netzwerk - du spielst allein gegen die Bots.", 13, Color(0.55, 0.58, 0.65)))
box.add_child(_text("Bots", 15))
solo_bots = NumberRow.new(1, BOT_NAMES_MAX, 3)
box.add_child(solo_bots)
box.add_child(HSeparator.new())
var row := HBoxContainer.new()
row.add_theme_constant_override("separation", 8)
@@ -142,11 +176,9 @@ func _build_multi() -> Control:
ip_edit.text = "127.0.0.1"
box.add_child(_row("Server-IP", ip_edit))
multi_bots = SpinBox.new()
multi_bots.min_value = 0
multi_bots.max_value = BOT_NAMES_MAX
multi_bots.value = 1
box.add_child(_row("Bots (nur Host)", multi_bots))
box.add_child(_text("Bots (nur Host)", 15))
multi_bots = NumberRow.new(0, BOT_NAMES_MAX, 1)
box.add_child(multi_bots)
var brow := HBoxContainer.new()
brow.add_theme_constant_override("separation", 8)
@@ -174,18 +206,26 @@ func _build_multi() -> Control:
# ------------------------------------------------------------ Aktionen
func _on_solo_start() -> void:
Net.start_singleplayer("Spieler", int(solo_bots.value))
Net.start_singleplayer("Spieler", solo_bots.value)
## Ein leeres Namensfeld ergäbe einen namenlosen Platz am Tisch.
func _spielername() -> String:
var n := name_edit.text.strip_edges()
return n if n != "" else "Spieler"
func _on_host() -> void:
status.text = ""
if Net.host_game(name_edit.text.strip_edges()):
if Net.host_game(_spielername()):
status.text = "Server läuft auf Port %d. Warte auf Mitspieler." % Net.PORT
_refresh()
func _on_join() -> void:
status.text = "Verbinde..."
Net.join_game(ip_edit.text.strip_edges(), name_edit.text.strip_edges())
Net.join_game(ip_edit.text.strip_edges(), _spielername())
_refresh()
func _on_leave() -> void:
@@ -202,7 +242,7 @@ func _on_back() -> void:
func _on_start() -> void:
var humans: int = Net.lobby.size()
var ai: int = mini(int(multi_bots.value), Net.MAX_HUMANS - humans)
var ai: int = mini(multi_bots.value, Net.MAX_HUMANS - humans)
if humans + ai < 2:
status.text = "Mindestens 2 Spieler nötig (Mitspieler oder Bots)."
return
@@ -227,7 +267,11 @@ func _refresh() -> void:
join_btn.disabled = connected
leave_btn.disabled = not connected
start_btn.disabled = not (connected and Net.is_host)
multi_bots.editable = not connected or Net.is_host
if not connected or not Net.is_host:
multi_bots.set_enabled(not connected)
else:
multi_bots.set_enabled(true)
multi_bots.set_limit(Net.MAX_HUMANS - Net.lobby.size())
if Net.lobby.is_empty():
lobby_list.text = "- nicht verbunden -"
else:

View File

@@ -3,14 +3,14 @@ class_name GameTable
## Baut den 3D-Tisch mit Würfelzonen, Bechern, Licht und Kamera.
const TABLE_H := 0.95
const ZONE_W := 1.5 ## Breite der Würfelzone (tangential)
const ZONE_D := 0.95 ## Tiefe der Würfelzone (radial)
const ZONE_RAD := 0.68 ## Radius der runden Würfelzone
const WALL_SEGS := 20 ## Bandensegmente - Godot kennt keinen hohlen Zylinder
const WALL_H := 0.55 ## unsichtbare Begrenzung, damit nichts herausspringt
const SEAT_ARC := ZONE_W + 0.85 ## Bogenlänge, die ein Platz am Tischrand braucht
const SEAT_ARC := ZONE_RAD * 2.0 + 0.85 ## Bogenlänge, die ein Platz am Tischrand braucht
const MIN_ZONE_R := 1.15
const TILT_DEG := 15.0 ## Neigung der Kamera gegen die Senkrechte
const HUD_TOP := 0.13 ## Bildanteil oben für die Gebotsanzeige
const HUD_BOTTOM := 0.07 ## Bildanteil unten als Rand
const HUD_BOTTOM := 0.17 ## Bildanteil unten für die Ansage-Leiste
## Tisch und Zonenradius wachsen mit der Spielerzahl.
var table_r := 2.0
@@ -23,6 +23,10 @@ var zones: Array[Node3D] = []
var cups: Array[Node3D] = []
var labels: Array[Label3D] = []
var cup_tweens: Array = []
var bid_counts: Array[Label3D] = []
var bid_icons: Array[Sprite3D] = []
var _bid_anchor: Array[Vector3] = []
var plates: Array[Sprite3D] = []
var dice: Array = [] ## seat -> Array[Die]
var camera: Camera3D
@@ -32,7 +36,7 @@ func build(count: int, local_index: int) -> void:
seat_count = count
local_seat = local_index
zone_r = maxf(MIN_ZONE_R, count * SEAT_ARC / TAU)
table_r = zone_r + ZONE_D * 0.5 + 0.45
table_r = zone_r + ZONE_RAD + 0.45
_build_room()
seat_dir.clear()
for i in count:
@@ -131,40 +135,46 @@ func _build_seat(i: int) -> void:
add_child(zone)
zones.append(zone)
# Runde Bande aus Segmenten - ein hohler Zylinder ist als Kollisionsform
# nicht vorgesehen. Nur Kollision, kein Mesh: der sichtbare Rand ist ein Torus.
var walls := StaticBody3D.new()
zone.add_child(walls)
# lokale x = radial (Tiefe), lokale z = tangential (Breite)
var specs := [
[Vector3(ZONE_D * 0.5, WALL_H * 0.5, 0), Vector3(0.12, WALL_H, ZONE_W)],
[Vector3(-ZONE_D * 0.5, WALL_H * 0.5, 0), Vector3(0.12, WALL_H, ZONE_W)],
[Vector3(0, WALL_H * 0.5, ZONE_W * 0.5), Vector3(ZONE_D, WALL_H, 0.12)],
[Vector3(0, WALL_H * 0.5, -ZONE_W * 0.5), Vector3(ZONE_D, WALL_H, 0.12)],
]
var rim_mat := _mat(Color(0.22, 0.15, 0.09), 0.6)
for s in specs:
var seg_w := TAU * ZONE_RAD / WALL_SEGS * 1.25 # Überlappung, damit keine Lücke bleibt
for k in WALL_SEGS:
var ang := TAU * k / WALL_SEGS
var c := CollisionShape3D.new()
var b := BoxShape3D.new()
b.size = s[1]
b.size = Vector3(0.12, WALL_H, seg_w)
c.shape = b
c.position = s[0]
c.position = Vector3(cos(ang), 0.0, sin(ang)) * (ZONE_RAD + 0.06) \
+ Vector3(0, WALL_H * 0.5, 0)
c.rotation.y = -ang
walls.add_child(c)
var m := MeshInstance3D.new()
var bm := BoxMesh.new()
bm.size = Vector3(s[1].x, 0.05, s[1].z)
m.mesh = bm
m.position = Vector3(s[0].x, 0.025, s[0].z)
m.material_override = rim_mat
walls.add_child(m)
# Filzfläche
var felt := MeshInstance3D.new()
var fm := BoxMesh.new()
fm.size = Vector3(ZONE_D, 0.01, ZONE_W)
var fm := CylinderMesh.new()
fm.top_radius = ZONE_RAD
fm.bottom_radius = ZONE_RAD
fm.height = 0.012
fm.radial_segments = 32
felt.mesh = fm
felt.position = Vector3(0, 0.006, 0)
felt.material_override = _mat(Color(0.07, 0.20, 0.13), 0.95)
zone.add_child(felt)
# Sichtbarer Rand
var rim := MeshInstance3D.new()
var tm := TorusMesh.new()
tm.inner_radius = ZONE_RAD
tm.outer_radius = ZONE_RAD + 0.07
tm.rings = 32
tm.ring_segments = 8
rim.mesh = tm
rim.position = Vector3(0, 0.02, 0)
rim.material_override = _mat(Color(0.22, 0.15, 0.09), 0.6)
zone.add_child(rim)
# Becher
var cup := Node3D.new()
cup.position = Vector3(0, 0.02, 0)
@@ -196,6 +206,42 @@ func _build_seat(i: int) -> void:
add_child(lbl)
labels.append(lbl)
# Unterlage hinter Name und Ansage
_build_plate_texture()
var pl := Sprite3D.new()
pl.texture = _plate_tex
pl.billboard = BaseMaterial3D.BILLBOARD_ENABLED
pl.no_depth_test = true
pl.pixel_size = 1.0 / 128.0 # Grundgrösse 1 x 1 Welteinheit
pl.render_priority = -1 # immer hinter Schrift und Würfelbild
pl.visible = i != local_seat
add_child(pl)
plates.append(pl)
# Ansagezeile darunter: Anzahl als Text, Augenzahl als Würfelbild
_build_face_textures()
var unten := lbl.position + Vector3(0, -0.001, 0)
var cnt := Label3D.new()
cnt.billboard = BaseMaterial3D.BILLBOARD_ENABLED
cnt.font_size = 64
cnt.pixel_size = 0.0019
cnt.outline_size = 12
cnt.no_depth_test = true
cnt.modulate = Color(1.0, 0.88, 0.52)
cnt.visible = false
add_child(cnt)
bid_counts.append(cnt)
var ic := Sprite3D.new()
ic.billboard = BaseMaterial3D.BILLBOARD_ENABLED
ic.no_depth_test = true
ic.pixel_size = 0.0016
ic.texture = _face_tex[0]
ic.visible = false
add_child(ic)
bid_icons.append(ic)
_bid_anchor.append(unten)
## Fast senkrechte Aufsicht mit leichter Neigung, damit die Würfel noch
## plastisch wirken. Der eigene Platz liegt unten im Bild.
@@ -229,6 +275,113 @@ func _frame_camera() -> void:
var target := dir * shift + Vector3(0, TABLE_H, 0)
var pos := target + (Vector3.UP * cos(tilt) + dir * sin(tilt)) * dist
camera.look_at_from_position(pos, target, Vector3.UP)
_place_bid_lines()
## Setzt Name, Ansage und Unterlage eines Platzes. Alles wird entlang der
## Bildachsen ausgerichtet, sonst stünde bei der Aufsicht eines hinter dem
## anderen statt darunter.
func _layout_seat(i: int) -> void:
if camera == null or i >= plates.size():
return
var rechts: Vector3 = camera.global_transform.basis.x
var hoch: Vector3 = camera.global_transform.basis.y
var p: Vector3 = _bid_anchor[i]
var zeigt_ansage: bool = bid_icons[i].visible
var name_w := _label_width(labels[i])
labels[i].position = p + hoch * (0.10 if zeigt_ansage else 0.0)
var icon_w: float = 96.0 * bid_icons[i].pixel_size
var cnt_w := _label_width(bid_counts[i])
var zeile_w := cnt_w + 0.03 + icon_w
var mitte: Vector3 = p - hoch * 0.10
bid_counts[i].position = mitte - rechts * (zeile_w - cnt_w) * 0.5
bid_icons[i].position = mitte + rechts * (zeile_w - icon_w) * 0.5
var breite := maxf(name_w, zeile_w if zeigt_ansage else 0.0) + 0.14
var hoehe := 0.40 if zeigt_ansage else 0.22
plates[i].scale = Vector3(breite, hoehe, 1.0)
plates[i].position = p
plates[i].visible = labels[i].visible or zeigt_ansage
func _label_width(l: Label3D) -> float:
if l.text == "":
return 0.0
var f := ThemeDB.fallback_font
return f.get_string_size(l.text, HORIZONTAL_ALIGNMENT_LEFT, -1, l.font_size).x * l.pixel_size
func _place_bid_lines() -> void:
for i in plates.size():
_layout_seat(i)
## Würfelbilder für die Ansagen am Tisch. Einmal gezeichnet, von allen genutzt.
static var _face_tex: Array[ImageTexture] = []
static var _plate_tex: ImageTexture
## Fast deckende, abgerundete Unterlage. Halbtransparent ginge sie auf dem
## dunkelroten Becher unter.
static func _build_plate_texture() -> void:
if _plate_tex != null:
return
const S := 128
var img := Image.create(S, S, false, Image.FORMAT_RGBA8)
img.fill(Color(0, 0, 0, 0))
var r := S * 0.22
for y in S:
for x in S:
var dx := maxf(maxf(r - x, x - (S - r)), 0.0)
var dy := maxf(maxf(r - y, y - (S - r)), 0.0)
if Vector2(dx, dy).length() <= r:
img.set_pixel(x, y, Color(0.04, 0.05, 0.07, 0.90))
_plate_tex = ImageTexture.create_from_image(img)
static func _build_face_textures() -> void:
if not _face_tex.is_empty():
return
const S := 192 # doppelt gezeichnet und verkleinert = weiche Kanten
const OUT := 96
for v in range(1, 7):
var img := Image.create(S, S, false, Image.FORMAT_RGBA8)
img.fill(Color(0, 0, 0, 0))
var r := S * 0.18
for y in S:
for x in S:
var dx := maxf(maxf(r - x, x - (S - r)), 0.0)
var dy := maxf(maxf(r - y, y - (S - r)), 0.0)
if Vector2(dx, dy).length() <= r:
img.set_pixel(x, y, Color(0.95, 0.94, 0.90))
var mid := S * 0.5
var spread := S * 0.24
var pr := S * 0.105
for p: Vector2 in Die.PIPS[v]:
var cx := mid + p.x * spread
var cy := mid + p.y * spread
for y in S:
for x in S:
if Vector2(x + 0.5 - cx, y + 0.5 - cy).length() <= pr:
img.set_pixel(x, y, Color(0.09, 0.08, 0.1))
img.resize(OUT, OUT, Image.INTERPOLATE_LANCZOS)
_face_tex.append(ImageTexture.create_from_image(img))
## Zeigt unter dem Namen, was der Platz zuletzt angesagt hat (0 = nichts).
func set_bid(seat: int, count: int, face: int) -> void:
if seat >= bid_counts.size():
return
# Am eigenen Platz steht kein Name, dort läge die Zeile in den Würfeln.
var zeige := seat != local_seat and count > 0 and face >= 1 and face <= 6
bid_counts[seat].visible = zeige
bid_icons[seat].visible = zeige
if zeige:
bid_counts[seat].text = "%d ×" % count
bid_icons[seat].texture = _face_tex[face - 1]
_layout_seat(seat)
func _mat(col: Color, rough: float) -> StandardMaterial3D:
@@ -262,12 +415,13 @@ func throw_dice(seat: int, rng: RandomNumberGenerator) -> void:
var arr: Array = dice[seat]
var n := arr.size()
for i in n:
# eigene Spur je Würfel, damit sie nicht übereinander fallen
var lane := ((float(i) + 0.5) / n * 2.0 - 1.0) * ZONE_W * 0.34
# gleichmässig auf einem Kreis verteilt, damit nichts übereinander fällt
var ang := TAU * i / maxi(n, 1) + rng.randf_range(-0.15, 0.15)
var rad := ZONE_RAD * rng.randf_range(0.30, 0.46)
var off := Vector3(
rng.randf_range(-ZONE_D * 0.14, ZONE_D * 0.14),
cos(ang) * rad,
0.48 + rng.randf_range(0.0, 0.10),
lane + rng.randf_range(-0.03, 0.03)
sin(ang) * rad
)
arr[i].throw_from(zone.global_transform * off, rng)
@@ -276,12 +430,18 @@ func throw_dice(seat: int, rng: RandomNumberGenerator) -> void:
func _layout_idle(seat: int) -> void:
var zone: Node3D = zones[seat]
var arr: Array = dice[seat]
# Bogen auf einem Kreis um die Zonenmitte - passt zur runden Bande.
# Der Schrittwinkel folgt aus dem gewünschten Abstand: Diagonale eines
# Würfels plus Luft, sonst überlappen die Bilder beim Aufdecken.
const BOGEN_R := 0.48 # etwas weiter aussen, damit das Namensschild frei bleibt
var schritt: float = (Die.SIZE * 1.7) / BOGEN_R
for i in arr.size():
var x := (float(i) - (arr.size() - 1) * 0.5) * 0.24
var ang := PI + (float(i) - (arr.size() - 1) * 0.5) * schritt
var t := zone.global_transform
t.origin = zone.global_transform * Vector3(0.0, Die.HALF + 0.01, x)
t.origin = zone.global_transform * Vector3(
cos(ang) * BOGEN_R, Die.HALF + 0.01, sin(ang) * BOGEN_R)
arr[i].set_kinematic(true)
arr[i].global_transform = t
arr[i].place(t)
func arrange_and_show(seat: int, values: Array, rng: RandomNumberGenerator) -> void:
@@ -321,3 +481,4 @@ func set_cup_down(seat: int, down: bool) -> void:
func set_label(seat: int, text: String, col: Color) -> void:
labels[seat].text = text
labels[seat].modulate = col
_layout_seat(seat)