Auto-Carousel, Standings mit Spieler, Runden-Tracker, Item-Rail links, sinnvoller Item-Pool

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
team3
2026-07-23 06:18:07 +02:00
parent 885bf28fd4
commit 76acd026ec
9 changed files with 169 additions and 51 deletions

View File

@@ -20,7 +20,7 @@ def client(monkeypatch):
def test_full_game_via_api(client): def test_full_game_via_api(client):
state = client.post("/api/game", params={"seed": 3}).json() state = client.post("/api/game", params={"seed": 3}).json()
game_id = state["game_id"] game_id = state["game_id"]
assert state["round"]["label"] == "1-1" assert state["round"]["label"] == "1-2" # 1-1-Carousel läuft automatisch ab
assert state["player"]["hp"] == 100 assert state["player"]["hp"] == 100
assert len(state["opponents"]) == 7 assert len(state["opponents"]) == 7

View File

@@ -78,7 +78,7 @@ def test_invalid_actions_raise(art, cfg):
with pytest.raises(InvalidAction): with pytest.raises(InvalidAction):
game.buy_xp() game.buy_xp()
with pytest.raises(InvalidAction): with pytest.raises(InvalidAction):
game.sell("bench", 0) game.sell("bench", 99)
def test_shop_lock_survives_step(art, cfg): def test_shop_lock_survives_step(art, cfg):
@@ -87,3 +87,19 @@ def test_shop_lock_survives_step(art, cfg):
before = list(game.shop) before = list(game.shop)
game.step() game.step()
assert game.shop == before assert game.shop == before
def test_carousel_never_a_planning_round(art, cfg):
game = Game(art, cfg, seed=5)
seen = []
while not game.over:
seen.append(game.round["kind"])
game.step()
assert "carousel" not in seen
assert seen[0] == "pve" # Spiel startet bei 1-2
def test_carousel_grants_unit_and_loot(art, cfg):
game = Game(art, cfg, seed=5)
assert len(game.bench) == 1 # Unit vom 1-1-Carousel
assert len(game.items) == 1 # Item-Komponente vom Carousel

View File

@@ -74,3 +74,15 @@ def test_spearman():
assert spearman([1, 2, 3, 4], [10, 20, 30, 40]) == pytest.approx(1.0) assert spearman([1, 2, 3, 4], [10, 20, 30, 40]) == pytest.approx(1.0)
assert spearman([1, 2, 3, 4], [40, 30, 20, 10]) == pytest.approx(-1.0) assert spearman([1, 2, 3, 4], [40, 30, 20, 10]) == pytest.approx(-1.0)
assert spearman([1, 2, 3, 4], [10, 10, 10, 10]) == 0.0 assert spearman([1, 2, 3, 4], [10, 10, 10, 10]) == 0.0
def test_craftable_item_pool():
from tft.model.artifact import craftable_items
items = {
"TFT_Item_InfinityEdge": {"composition": ["TFT_Item_BFSword", "TFT_Item_SparringGloves"]},
"TFT_Item_BFSword": {"composition": []},
"TFT_Item_Emblem": {"composition": ["TFT_Item_Spatula", "TFT_Item_BFSword"]},
"TFT17_Item_Weird": {"composition": ["TFT_Item_BFSword", "TFT_Item_BFSword"]},
"TFT_Item_Radiant": {"composition": None},
}
assert craftable_items(items) == ["TFT_Item_InfinityEdge"]

View File

@@ -143,6 +143,11 @@ def serialize(game: Game) -> dict:
return { return {
"round": {"label": game.round["label"], "stage": stage, "round": {"label": game.round["label"], "stage": stage,
"kind": game.round["kind"]}, "kind": game.round["kind"]},
"stage_rounds": [
{"label": r["label"], "kind": r["kind"], "augment": r["augment"],
"done": i < game.idx, "current": i == game.idx}
for i, r in enumerate(game.rounds) if r["stage"] == stage
],
"player": { "player": {
"hp": game.hp, "gold": game.gold, "level": game.level, "xp": game.xp, "hp": game.hp, "gold": game.gold, "level": game.level, "xp": game.xp,
"xp_needed": game.cfg["xp"]["to_next"][game.level - 1] "xp_needed": game.cfg["xp"]["to_next"][game.level - 1]

View File

@@ -8,6 +8,23 @@ from tft.model import baseline
SCHEMA_VERSION = 1 SCHEMA_VERSION = 1
# Spatula/Pfanne-Rezepte (Embleme) fallen aus dem normalen Loot raus.
SPATULA_COMPONENTS = {"TFT_Item_Spatula", "TFT_Item_FryingPan"}
def craftable_items(static_items: dict) -> list[str]:
"""Standard-kombinierbare Items — der Pool für Loot und Bot-Boards."""
pool = []
for api, item in static_items.items():
comp = item.get("composition") or []
if (
len(comp) == 2
and api.startswith("TFT_Item_")
and not set(comp) & SPATULA_COMPONENTS
):
pool.append(api)
return sorted(pool)
def build(static: dict, learned: dict | None = None, extra_meta: dict | None = None) -> dict: def build(static: dict, learned: dict | None = None, extra_meta: dict | None = None) -> dict:
roles = { roles = {
@@ -28,6 +45,7 @@ def build(static: dict, learned: dict | None = None, extra_meta: dict | None = N
"augments": static["augments"], "augments": static["augments"],
}, },
"roles": roles, "roles": roles,
"item_pool": craftable_items(static["items"]),
"learned": learned or {}, "learned": learned or {},
} }

View File

@@ -50,7 +50,7 @@ class Bot:
level = self.level(stage) level = self.level(stage)
odds = cfg["shop"]["odds"][min(level, len(cfg["shop"]["odds"])) - 1] odds = cfg["shop"]["odds"][min(level, len(cfg["shop"]["odds"])) - 1]
p_2star = min(0.08 * stage, 0.55) p_2star = min(0.08 * stage, 0.55)
items = list(artifact["static"]["items"]) items = artifact.get("item_pool") or list(artifact["static"]["items"])
n_items = max(stage - 1, 0) n_items = max(stage - 1, 0)
for _ in range(level): for _ in range(level):

View File

@@ -46,6 +46,10 @@ class Game:
self.bots = [ self.bots = [
Bot(names[i], archetypes[i % len(archetypes)], self.hp) for i in range(7) Bot(names[i], archetypes[i % len(archetypes)], self.hp) for i in range(7)
] ]
# 1-1-Carousel läuft automatisch ab: Unit + Loot, dann startet 1-2.
if self.round["kind"] == "carousel":
self._resolve(self.round)
self.idx += 1
self._refresh_bots() self._refresh_bots()
self._reroll_shop() self._reroll_shop()
self._maybe_offer_augment() self._maybe_offer_augment()
@@ -84,7 +88,7 @@ class Game:
self.augment_offer = self.rng.sample(augments, min(3, len(augments))) self.augment_offer = self.rng.sample(augments, min(3, len(augments)))
def _grant_loot(self, components: int, gold: int) -> None: def _grant_loot(self, components: int, gold: int) -> None:
items = list(self.artifact["static"]["items"]) items = self.artifact.get("item_pool") or list(self.artifact["static"]["items"])
for _ in range(components): for _ in range(components):
self.items.append(self.rng.choice(items)) self.items.append(self.rng.choice(items))
self.gold += gold self.gold += gold
@@ -207,13 +211,27 @@ class Game:
self.level, self.xp, self.cfg["xp"]["passive_per_round"], self.cfg self.level, self.xp, self.cfg["xp"]["passive_per_round"], self.cfg
) )
if self.idx + 1 >= len(self.rounds): self._advance()
self._finish_by_hp()
return def _advance(self) -> None:
prev_stage = rnd["stage"] """Zur nächsten Planungsrunde; Carousels laufen dabei automatisch ab."""
self.idx += 1 while True:
if self.round["stage"] != prev_stage: if self.idx + 1 >= len(self.rounds):
self._refresh_bots() self._finish_by_hp()
return
prev_stage = self.round["stage"]
self.idx += 1
if self.round["stage"] != prev_stage:
self._refresh_bots()
if self.round["kind"] != "carousel":
break
self._resolve(self.round)
self.gold += economy.round_income(
self.gold, self.streak, False, self.round["label"], self.cfg
)
self.level, self.xp = economy.apply_xp(
self.level, self.xp, self.cfg["xp"]["passive_per_round"], self.cfg
)
if not self.shop_locked: if not self.shop_locked:
self._reroll_shop() self._reroll_shop()
self._maybe_offer_augment() self._maybe_offer_augment()

View File

@@ -8,6 +8,20 @@ import UnitChip from './components/UnitChip.vue'
const s = computed(() => store.state) const s = computed(() => store.state)
const kindLabel = { pvp: 'PvP', pve: 'PvE', carousel: 'Carousel' } const kindLabel = { pvp: 'PvP', pve: 'PvE', carousel: 'Carousel' }
const kindIcon = { pvp: '⚔️', pve: '🐺', carousel: '🎠' }
const standings = computed(() => {
const p = s.value.player
const rows = [
{
name: 'Du', is_player: true, hp: Math.max(p.hp, 0), alive: p.hp > 0,
score: p.score, level: p.level, archetype: '',
placement: s.value.placement, board: [],
},
...s.value.opponents,
]
return rows.sort((a, b) => b.hp - a.hp || (a.placement ?? 9) - (b.placement ?? 9))
})
</script> </script>
<template> <template>
@@ -19,6 +33,15 @@ const kindLabel = { pvp: 'PvP', pve: 'PvE', carousel: 'Carousel' }
<div v-else class="layout"> <div v-else class="layout">
<header> <header>
<span class="round">Runde {{ s.round.label }} · {{ kindLabel[s.round.kind] }}</span> <span class="round">Runde {{ s.round.label }} · {{ kindLabel[s.round.kind] }}</span>
<span class="tracker">
<span
v-for="r in s.stage_rounds"
:key="r.label"
class="tick"
:class="{ done: r.done, current: r.current, augment: r.augment }"
:title="r.label"
>{{ kindIcon[r.kind] }}</span>
</span>
<span class="stat"> {{ s.player.hp }}</span> <span class="stat"> {{ s.player.hp }}</span>
<span class="score">Boardstärke {{ s.player.score }}</span> <span class="score">Boardstärke {{ s.player.score }}</span>
<button class="fight" :disabled="s.over" @click="store.next()"> <button class="fight" :disabled="s.over" @click="store.next()">
@@ -44,9 +67,25 @@ const kindLabel = { pvp: 'PvP', pve: 'PvE', carousel: 'Carousel' }
</div> </div>
<main> <main>
<div class="itemrail">
<div class="railtitle" :title="store.selectedItem !== null ? 'Ziel-Unit anklicken' : 'Items'">🎒</div>
<img
v-for="(it, i) in s.items"
:key="i"
:src="it.icon"
:alt="it.name"
:title="it.name"
:class="{ selected: store.selectedItem === i }"
@click="store.selectedItem = store.selectedItem === i ? null : i"
/>
</div>
<TraitPanel :traits="s.traits" /> <TraitPanel :traits="s.traits" />
<section class="center"> <section class="center">
<div class="zone log">
<div v-for="(line, i) in [...s.log].reverse()" :key="i">{{ line }}</div>
</div>
<div class="zone"> <div class="zone">
<h3>Board ({{ s.board.length }}/{{ s.player.level }})</h3> <h3>Board ({{ s.board.length }}/{{ s.player.level }})</h3>
<div class="unitrow"> <div class="unitrow">
@@ -73,26 +112,9 @@ const kindLabel = { pvp: 'PvP', pve: 'PvE', carousel: 'Carousel' }
/> />
</div> </div>
</div> </div>
<div class="zone" v-if="s.items.length">
<h3>Items {{ store.selectedItem !== null ? '— Ziel-Unit anklicken' : '' }}</h3>
<div class="itemrow">
<img
v-for="(it, i) in s.items"
:key="i"
:src="it.icon"
:alt="it.name"
:title="it.name"
:class="{ selected: store.selectedItem === i }"
@click="store.selectedItem = store.selectedItem === i ? null : i"
/>
</div>
</div>
<div class="zone log">
<div v-for="(line, i) in [...s.log].reverse()" :key="i">{{ line }}</div>
</div>
</section> </section>
<OpponentList :opponents="s.opponents" /> <OpponentList :players="standings" />
</main> </main>
<footer> <footer>
@@ -120,6 +142,21 @@ header {
background: #161b29; border-radius: 8px; padding: 8px 14px; background: #161b29; border-radius: 8px; padding: 8px 14px;
} }
.round { font-weight: 700; } .round { font-weight: 700; }
.tracker { display: flex; gap: 3px; }
.tick {
font-size: 13px;
opacity: 0.35;
filter: grayscale(0.7);
padding: 1px 3px;
border-radius: 4px;
}
.tick.done { opacity: 0.15; }
.tick.current {
opacity: 1; filter: none;
background: #2a3145;
outline: 1px solid #56638a;
}
.tick.augment { outline: 1px solid #ffd75e66; }
.stat { color: #c6cddd; } .stat { color: #c6cddd; }
.score { margin-left: auto; font-weight: 700; color: #7de3d4; } .score { margin-left: auto; font-weight: 700; color: #7de3d4; }
.fight { background: #2b4a33; border-color: #4caf6e; font-weight: 700; } .fight { background: #2b4a33; border-color: #4caf6e; font-weight: 700; }
@@ -140,19 +177,27 @@ header {
main { main {
flex: 1; min-height: 0; flex: 1; min-height: 0;
display: grid; grid-template-columns: 220px 1fr 240px; gap: 10px; display: grid; grid-template-columns: 46px 210px 1fr 250px; gap: 10px;
overflow: hidden; overflow: hidden;
} }
main > * { overflow-y: auto; } main > * { overflow-y: auto; }
.center { display: flex; flex-direction: column; gap: 10px; } .itemrail {
.zone h3 { font-size: 12px; text-transform: uppercase; color: #8a92a8; margin-bottom: 5px; } display: flex; flex-direction: column; gap: 5px; align-items: center;
.unitrow { display: flex; flex-wrap: wrap; gap: 6px; min-height: 46px; } background: #12141d; border-radius: 8px; padding: 6px 4px;
.itemrow { display: flex; flex-wrap: wrap; gap: 5px; } }
.itemrow img { .railtitle { font-size: 15px; opacity: 0.7; }
.itemrail img {
width: 34px; height: 34px; border-radius: 6px; width: 34px; height: 34px; border-radius: 6px;
border: 2px solid #3a4460; cursor: pointer; border: 2px solid #3a4460; cursor: pointer;
} }
.itemrow img.selected { border-color: #7de3d4; } .itemrail img.selected { border-color: #7de3d4; }
.log { color: #7d86a0; font-size: 12px; margin-top: auto; }
.center { display: flex; flex-direction: column; gap: 10px; }
.zone h3 { font-size: 12px; text-transform: uppercase; color: #8a92a8; margin-bottom: 5px; }
.unitrow { display: flex; flex-wrap: wrap; gap: 6px; min-height: 46px; }
.log {
flex: 1; min-height: 0; overflow-y: auto;
color: #7d86a0; font-size: 12px;
}
</style> </style>

View File

@@ -1,31 +1,32 @@
<script setup> <script setup>
import { ref } from 'vue' import { ref } from 'vue'
defineProps({ opponents: { type: Array, required: true } }) defineProps({ players: { type: Array, required: true } })
const expanded = ref(null) const expanded = ref(null)
</script> </script>
<template> <template>
<aside class="opponents"> <aside class="opponents">
<h3>Gegner</h3> <h3>Spieler</h3>
<div <div
v-for="o in opponents" v-for="p in players"
:key="o.name" :key="p.name"
class="opp" class="opp"
:class="{ dead: !o.alive }" :class="{ dead: !p.alive, me: p.is_player }"
@click="expanded = expanded === o.name ? null : o.name" @click="!p.is_player && (expanded = expanded === p.name ? null : p.name)"
> >
<div class="row"> <div class="row">
<span class="oname">{{ o.name }}</span> <span class="oname">{{ p.name }}</span>
<span class="arch">{{ o.archetype }}</span> <span v-if="p.archetype" class="arch">{{ p.archetype }}</span>
<span v-if="o.alive" class="hp">{{ o.hp }}</span> <span v-if="p.alive" class="strength" title="Boardstärke"> {{ p.score }}</span>
<span v-else class="placement">#{{ o.placement }}</span> <span v-if="p.alive" class="hp">{{ p.hp }}</span>
<span v-else class="placement">#{{ p.placement }}</span>
</div> </div>
<div v-if="o.alive" class="hpbar"><div :style="{ width: o.hp + '%' }" /></div> <div v-if="p.alive" class="hpbar"><div :style="{ width: p.hp + '%' }" /></div>
<div v-if="expanded === o.name && o.alive" class="scout"> <div v-if="expanded === p.name && p.alive && p.board.length" class="scout">
<div>Level {{ o.level }} · Stärke {{ o.score }}</div> <div>Level {{ p.level }}</div>
<div class="units"> <div class="units">
<img <img
v-for="(u, i) in o.board" v-for="(u, i) in p.board"
:key="i" :key="i"
:src="u.icon" :src="u.icon"
:alt="u.name" :alt="u.name"
@@ -41,10 +42,13 @@ const expanded = ref(null)
.opponents { display: flex; flex-direction: column; gap: 6px; } .opponents { display: flex; flex-direction: column; gap: 6px; }
h3 { font-size: 12px; text-transform: uppercase; color: #8a92a8; margin-bottom: 2px; } h3 { font-size: 12px; text-transform: uppercase; color: #8a92a8; margin-bottom: 2px; }
.opp { background: #161b29; border-radius: 6px; padding: 6px 8px; cursor: pointer; } .opp { background: #161b29; border-radius: 6px; padding: 6px 8px; cursor: pointer; }
.opp.me { border: 1px solid #7de3d4; cursor: default; }
.opp.dead { opacity: 0.4; } .opp.dead { opacity: 0.4; }
.row { display: flex; align-items: center; gap: 6px; } .row { display: flex; align-items: center; gap: 6px; }
.oname { flex: 1; font-weight: 600; } .oname { flex: 1; font-weight: 600; }
.me .oname { color: #7de3d4; }
.arch { color: #7d86a0; font-size: 11px; } .arch { color: #7d86a0; font-size: 11px; }
.strength { color: #e5a531; font-size: 12px; font-weight: 600; }
.hp { font-weight: 700; color: #7de37d; } .hp { font-weight: 700; color: #7de37d; }
.placement { color: #8a92a8; } .placement { color: #8a92a8; }
.hpbar { height: 4px; background: #232a3d; border-radius: 2px; margin-top: 4px; } .hpbar { height: 4px; background: #232a3d; border-radius: 2px; margin-top: 4px; }