Hauptszene scenes/luneraria.tscn, Saumwacht bleibt über --legacy und die alten QA-Schalter erreichbar. Karte aus Bestandsassets plus neuem Turm, HUD mit Planung, Lanes und Minimap, Menü umbenannt, Einstellungen werden aus dem alten Benutzerordner übernommen. Simulation 6,6x schneller (Raster, Caches, faire Staffelung) und exakt spiegelsymmetrisch. Regeln 91/91, echte Anwendung 38/38, Legacy unverändert grün. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
40 lines
1.4 KiB
GDScript
40 lines
1.4 KiB
GDScript
extends Node
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## Real-app captures: menu, planning, lane combat, overview, destroyed core and result.
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## Run: godot --path . --resolution 1920x1080 res://tools/luneraria/lune_review.tscn
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var main: Node
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var out := "res://docs/luneraria/screenshots/"
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func _ready() -> void:
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call_deferred("run")
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func shot(name: String, frames: int = 12) -> void:
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for i in frames: await get_tree().process_frame
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await RenderingServer.frame_post_draw
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get_viewport().get_texture().get_image().save_png(out + name + ".png")
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print("LUNE_SHOT ", name)
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func run() -> void:
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Soundscape.enabled = false
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main = load("res://scenes/luneraria.tscn").instantiate()
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add_child(main)
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var menu: MainMenu = main.menu
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while not (menu.stage.is_ready("glutpakt") and menu.stage.is_ready("wurzelbund")):
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await get_tree().process_frame
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await shot("menu-title", 30)
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menu.new_game_button.pressed.emit()
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await get_tree().create_timer(1.8).timeout
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await shot("menu-setup")
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main.start_match({"seed": 4})
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await get_tree().create_timer(.6).timeout
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var game: Node3D = main.game
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game.hud._starter.pressed.emit()
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await shot("planning", 20)
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game.camera.overview(true)
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await shot("overview-planning", 20)
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game._on_ready()
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game.focus_lane("mid", true)
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await get_tree().create_timer(9.0).timeout
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await shot("combat-mid")
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game.focus_lane("top", true)
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await shot("combat-top")
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game.camera.overview(true)
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await shot("overview-combat")
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print("LUNE_REVIEW_DONE")
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get_tree().quit()
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