saumwacht-godot/scripts/luneraria/lune_main.gd
Martin Stickelbroeck 9f62e30377 G2: Ancients, Türme, Bossgrotte und Superboss; macOS- und Windows-ARM64-Pakete
Mondherz-Ancients (Saumkern-Kristall als Herz, Sichelklingen, Ringe, Krone,
Teamwappen, Energieadern) mit den Stufen stabil/instabil/kritisch, kurzem
Zusammenbruch und bleibender Ruine; der Sieg wartet nie auf die Grafik.
Turmfamilie aus einem Blender-Generator: Grenzwacht (Tower 1), Bastion
(Tower 2), Kernwacht (Basisturm in der Formensprache des Ancients), mit
Schadensstufen, Einsturz, Ruine und sichtbarem Angriff (Zielring, Aufladen,
Bolzen, Einschlag) - der Schaden bleibt vollständig in der Simulation.
Bossgrotte Mondschlund mit Tor, Treppe in die Tiefe, Altar, Säulen, Felsen
und fünf Zuständen; der Generator hält Abstand zur Top-Lane, die Höhle
braucht eine kleine Geländesenke (nur Darstellung). Superboss Schlundkrone
mit 24 Knochen und 11 Clips (inkl. Brüllen und Sieg), Adern in Teamfarbe,
dasselbe Modell für Grotte und Lane. Gemeinsame LN-Materialfamilie (Stein,
Metall, Kristall, Rune, Stoff, Mondwasser, Kreaturenhaut), Occlusion-Fade
ohne dithernde Schatten. Keine Regeländerung.

Geprüft: verify_g2 245/245, verify_g1 443/443, Regeln 91/91 und 73/73,
Stress 17/17, Balance 40 Partien identisch mit G1, verify_m1 38/38,
verify_m2 14/14, Netz 43/43 und Loopback 12/12, Legacy 209 und 463.
21 Ansichten vorher/nachher (1920x1080), Videos Turmkampf und Bossbegegnung,
Leistung G1/G2 auf demselben Mac (+0,5 ms in vollen Kampfansichten).
Pakete 0.17.0-g2 für macOS (Universal, ad-hoc signiert), Windows x64/ARM64
und Linux; macOS nativ und unter Rosetta, beide Windows-Pakete in Windows 11
ARM (Parallels, OpenGL-Fallback) mit --lune-smoke bestanden.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 14:12:49 +02:00

161 lines
6.2 KiB
GDScript

extends Node
## Entry scene of Champions of Luneraria: title menu, match, return, rematch.
## Offline is a local host with bot-filled seats. Host/Join uses LuneSession (ENet).
## Legacy QA switches open the archived Saumwacht scene unchanged.
const Game = preload("res://scripts/luneraria/lune_game.gd")
const Menu = preload("res://scripts/luneraria/ui/lune_menu.gd")
const Session = preload("res://scripts/luneraria/net/lune_session.gd")
const LEGACY_SWITCHES: Array[String] = ["--smoke-test", "--faction-test", "--expedition-test", "--ringborke", "--legacy"]
var menu: MainMenu
var game: Node3D
var settings: Control
var session: Node
var _layer: CanvasLayer
var _last_options: Dictionary = {}
func _ready() -> void:
for arg: String in OS.get_cmdline_user_args():
if arg in LEGACY_SWITCHES:
get_tree().change_scene_to_file.call_deferred("res://scenes/main.tscn")
return
DisplayServer.window_set_title("Champions of Luneraria")
get_tree().auto_accept_quit = false
get_tree().root.close_requested.connect(Soundscape.quit_game)
_layer = CanvasLayer.new()
_layer.layer = 10
add_child(_layer)
menu = Menu.new()
_layer.add_child(menu)
menu.start_requested.connect(func() -> void: start_match({"seed": int(Time.get_unix_time_from_system()) % 100000}))
menu.quit_requested.connect(func() -> void: Soundscape.quit_game())
menu.settings_requested.connect(toggle_settings)
if menu.has_signal("host_requested"):
menu.host_requested.connect(_host_match)
menu.join_requested.connect(_join_match)
settings = LuneSettings.new()
_layer.add_child(settings)
settings.visible = false
settings.closed.connect(toggle_settings)
menu.enter()
# Platform smoke test of exported builds (macOS app, Windows): plays a short match alone.
for arg: String in OS.get_cmdline_user_args():
if arg.begins_with("--lune-smoke"):
var smoke: Node = load("res://scripts/luneraria/lune_smoke.gd").new()
smoke.setup(self, arg.get_slice("=", 1) if arg.contains("=") else "")
add_child(smoke)
func start_match(options: Dictionary) -> void:
var own_team_slots: Array[int] = [0, 1, 2]
var human: int = own_team_slots[LuneMap.LANES.find(menu.lane)] if menu.lane in LuneMap.LANES else 1
var bunds: Array = []
var rng := RandomNumberGenerator.new()
rng.seed = int(options.get("seed", 1))
for slot: int in range(6):
bunds.append(menu.bund if slot == human else DataCatalog.FACTIONS[rng.randi() % DataCatalog.FACTIONS.size()])
_last_options = {"seed": int(options.get("seed", 1)), "human_slot": human, "bunds": bunds}
_launch(_last_options)
func _host_match(port: int, display_name: String) -> void:
_reset_session()
session = Session.new()
session.name = "LuneSession"
add_child(session)
var options := {"seed": int(Time.get_unix_time_from_system()) % 100000, "human_slot": 0, "bunds": []}
var rng := RandomNumberGenerator.new()
rng.seed = options.seed
for slot: int in range(6):
options.bunds.append(menu.bund if slot == 0 else DataCatalog.FACTIONS[rng.randi() % DataCatalog.FACTIONS.size()])
var err: int = session.host_enet(port, options, display_name)
if err == OK:
_last_options = options
_launch(_last_options)
else:
push_warning(session.last_error)
menu.notify_error(session.last_error)
_reset_session()
func _join_match(address: String, port: int, display_name: String) -> void:
_reset_session()
session = Session.new()
session.name = "LuneSession"
add_child(session)
session.session_message.connect(func(text: String, is_error: bool) -> void:
print(("FEHLER: " if is_error else "") + text))
session.host_lost.connect(func() -> void:
var reason: String = session.last_error if session != null else ""
return_to_menu()
menu.notify_error(reason))
if session.join_enet(address, port, display_name) != OK:
menu.notify_error(session.last_error)
_reset_session()
return
# Every setup from the host (first join, rejoin, rematch) relaunches the match view.
session.match_resetup.connect(func() -> void:
if session != null and session.match_state != null:
_last_options = {"seed": session.match_state.seed_value, "human_slot": session.local_slot, "bunds": []}
_launch(_last_options))
func _reset_session() -> void:
if session != null and is_instance_valid(session):
session.close()
session.queue_free()
session = null
func _launch(options: Dictionary) -> void:
# The rematch button lives inside the old match; detach it now, free it after the signal.
if is_instance_valid(game):
remove_child(game)
game.queue_free()
game = Game.new()
add_child(game)
game.input_blocked = func() -> bool: return menu.visible or settings.visible
if session != null and is_instance_valid(session):
game.session = session
game.start(options)
game.exit_requested.connect(return_to_menu)
game.rematch_requested.connect(_rematch)
game.hud.settings_requested.connect(toggle_settings)
menu.leave()
func _rematch() -> void:
_last_options.seed = int(_last_options.seed) + 1
if session != null and is_instance_valid(session) and session.is_networked():
if not session.is_authority():
game.hud.notify("Eine Revanche startet der Host.", true)
return
session.host_rematch(_last_options.duplicate(true))
_launch(_last_options)
func return_to_menu() -> void:
if is_instance_valid(game):
remove_child(game)
game.queue_free()
game = null
_reset_session()
menu._locked = false
menu.pending_screen = MainMenu.Screen.TITLE
menu.enter()
func toggle_settings() -> void:
settings.visible = not settings.visible
# Only an offline match pauses behind the settings; a network match keeps running.
var networked: bool = session != null and is_instance_valid(session) and session.is_networked()
if is_instance_valid(game) and not networked:
game.paused = settings.visible or game.paused
if settings.visible:
settings.sync()
func _unhandled_input(event: InputEvent) -> void:
if event is InputEventKey and event.pressed and not event.echo:
if event.keycode == KEY_F1 or (event.keycode == KEY_ESCAPE and settings.visible):
toggle_settings()
get_viewport().set_input_as_handled()
elif event.keycode in [KEY_M, KEY_F11]:
if event.keycode == KEY_M:
Preferences.muted = not Preferences.muted
else:
Preferences.fullscreen = not Preferences.fullscreen
Preferences.commit()
get_viewport().set_input_as_handled()