saumwacht-godot/scripts/luneraria/lune_main.gd
Martin Stickelbroeck c27a0097c3 M1: spielbarer Drei-Lane-Kern mit Karte, HUD, Menü und Abnahme
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>
2026-09-27 21:37:23 +02:00

92 lines
3.4 KiB
GDScript

extends Node
## Entry scene of Champions of Luneraria: title menu, match, return, rematch.
## Legacy QA switches (--smoke-test, --faction-test, --expedition-test) open the archived
## Saumwacht scene unchanged, so its technical regressions keep running.
const Game = preload("res://scripts/luneraria/lune_game.gd")
const Menu = preload("res://scripts/luneraria/ui/lune_menu.gd")
const LEGACY_SWITCHES: Array[String] = ["--smoke-test", "--faction-test", "--expedition-test", "--ringborke", "--legacy"]
var menu: MainMenu
var game: Node3D
var settings: Control
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)
settings = LuneSettings.new()
_layer.add_child(settings)
settings.visible = false
settings.closed.connect(toggle_settings)
menu.enter()
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 _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
game.start(options)
game.exit_requested.connect(return_to_menu)
game.rematch_requested.connect(func() -> void:
_last_options.seed = int(_last_options.seed) + 1
_launch(_last_options))
game.hud.settings_requested.connect(toggle_settings)
menu.leave()
func return_to_menu() -> void:
if is_instance_valid(game):
remove_child(game)
game.queue_free()
game = null
menu._locked = false
menu.pending_screen = MainMenu.Screen.TITLE
menu.enter()
func toggle_settings() -> void:
settings.visible = not settings.visible
if is_instance_valid(game):
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()