first commit

This commit is contained in:
Midas Wollinger
2026-07-29 12:37:38 +02:00
commit db8642080c
5 changed files with 973 additions and 0 deletions

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import json
import random
import sqlite3
import uuid
from pathlib import Path
from flask import Flask, g, jsonify, render_template, request, session
BASE_DIR = Path(__file__).resolve().parent
DB_PATH = BASE_DIR / "schiffe_versenken.db"
BOARD_SIZE = 10
FLEET = [
{"id": "koenig", "name": "Zwergenkönig", "size": 5, "hat": "#c0392b"},
{"id": "hauptmann", "name": "Zwergenhauptmann", "size": 4, "hat": "#2980b9"},
{"id": "krieger1", "name": "Zwergenkrieger I", "size": 3, "hat": "#27ae60"},
{"id": "krieger2", "name": "Zwergenkrieger II", "size": 3, "hat": "#8e44ad"},
{"id": "kundschafter", "name": "Zwergenkundschafter", "size": 2, "hat": "#d35400"},
]
FLEET_BY_ID = {s["id"]: s for s in FLEET}
app = Flask(__name__)
app.secret_key = "zwerge-schiffe-versenken-" + uuid.uuid4().hex
def get_db():
if "db" not in g:
g.db = sqlite3.connect(DB_PATH)
g.db.row_factory = sqlite3.Row
return g.db
@app.teardown_appcontext
def close_db(exception=None):
db = g.pop("db", None)
if db is not None:
db.close()
def init_db():
conn = sqlite3.connect(DB_PATH)
conn.execute(
"""
CREATE TABLE IF NOT EXISTS games (
id TEXT PRIMARY KEY,
player_board TEXT NOT NULL,
computer_board TEXT NOT NULL,
player_shots TEXT NOT NULL,
computer_shots TEXT NOT NULL,
computer_ai_state TEXT NOT NULL,
status TEXT NOT NULL DEFAULT 'placing',
message TEXT DEFAULT '',
created_at TIMESTAMP DEFAULT CURRENT_TIMESTAMP
)
"""
)
conn.commit()
conn.close()
def empty_grid():
return [[None for _ in range(BOARD_SIZE)] for _ in range(BOARD_SIZE)]
def empty_shots():
return [[None for _ in range(BOARD_SIZE)] for _ in range(BOARD_SIZE)]
def can_place(grid, row, col, size, orientation):
cells = ship_cells(row, col, size, orientation)
for r, c in cells:
if not (0 <= r < BOARD_SIZE and 0 <= c < BOARD_SIZE):
return False
if grid[r][c] is not None:
return False
return True
def ship_cells(row, col, size, orientation):
if orientation == "h":
return [(row, col + i) for i in range(size)]
return [(row + i, col) for i in range(size)]
def place_ship(grid, ship_id, row, col, size, orientation):
for r, c in ship_cells(row, col, size, orientation):
grid[r][c] = ship_id
def random_place_all_ships():
grid = empty_grid()
for ship in FLEET:
placed = False
attempts = 0
while not placed and attempts < 500:
attempts += 1
orientation = random.choice(["h", "v"])
row = random.randint(0, BOARD_SIZE - 1)
col = random.randint(0, BOARD_SIZE - 1)
if can_place(grid, row, col, ship["size"], orientation):
place_ship(grid, ship["id"], row, col, ship["size"], orientation)
placed = True
if not placed:
return random_place_all_ships()
return grid
def new_game_row():
game_id = str(uuid.uuid4())
computer_board = random_place_all_ships()
row = {
"id": game_id,
"player_board": empty_grid(),
"computer_board": computer_board,
"player_shots": empty_shots(),
"computer_shots": empty_shots(),
"computer_ai_state": {"mode": "random", "targets": [], "tried": []},
"status": "placing",
"message": "Platziere deine Zwerge auf dem Spielfeld.",
}
db = get_db()
db.execute(
"INSERT INTO games (id, player_board, computer_board, player_shots, computer_shots, "
"computer_ai_state, status, message) VALUES (?, ?, ?, ?, ?, ?, ?, ?)",
(
row["id"],
json.dumps(row["player_board"]),
json.dumps(row["computer_board"]),
json.dumps(row["player_shots"]),
json.dumps(row["computer_shots"]),
json.dumps(row["computer_ai_state"]),
row["status"],
row["message"],
),
)
db.commit()
session["game_id"] = game_id
return load_game(game_id)
def load_game(game_id):
db = get_db()
r = db.execute("SELECT * FROM games WHERE id = ?", (game_id,)).fetchone()
if r is None:
return None
return {
"id": r["id"],
"player_board": json.loads(r["player_board"]),
"computer_board": json.loads(r["computer_board"]),
"player_shots": json.loads(r["player_shots"]),
"computer_shots": json.loads(r["computer_shots"]),
"computer_ai_state": json.loads(r["computer_ai_state"]),
"status": r["status"],
"message": r["message"],
}
def save_game(game):
db = get_db()
db.execute(
"UPDATE games SET player_board=?, computer_board=?, player_shots=?, computer_shots=?, "
"computer_ai_state=?, status=?, message=? WHERE id=?",
(
json.dumps(game["player_board"]),
json.dumps(game["computer_board"]),
json.dumps(game["player_shots"]),
json.dumps(game["computer_shots"]),
json.dumps(game["computer_ai_state"]),
game["status"],
game["message"],
game["id"],
),
)
db.commit()
def get_current_game():
game_id = session.get("game_id")
if not game_id:
return None
return load_game(game_id)
def ship_is_sunk(board, shots, ship_id):
for r in range(BOARD_SIZE):
for c in range(BOARD_SIZE):
if board[r][c] == ship_id and shots[r][c] != "hit":
return False
return True
def all_ships_sunk(board, shots):
ship_ids = {cell for row in board for cell in row if cell is not None}
return all(ship_is_sunk(board, shots, sid) for sid in ship_ids)
def fleet_status(board, shots):
result = []
for ship in FLEET:
result.append(
{
"id": ship["id"],
"name": ship["name"],
"size": ship["size"],
"hat": ship["hat"],
"sunk": ship_is_sunk(board, shots, ship["id"]),
}
)
return result
def neighbors(r, c):
for dr, dc in ((1, 0), (-1, 0), (0, 1), (0, -1)):
nr, nc = r + dr, c + dc
if 0 <= nr < BOARD_SIZE and 0 <= nc < BOARD_SIZE:
yield nr, nc
def computer_take_shot(game):
board = game["player_board"]
shots = game["computer_shots"]
ai = game["computer_ai_state"]
target = None
if ai["mode"] == "target" and ai["targets"]:
while ai["targets"]:
candidate = tuple(ai["targets"].pop(0))
if shots[candidate[0]][candidate[1]] is None:
target = candidate
break
if not ai["targets"] and target is None:
ai["mode"] = "random"
if target is None:
ai["mode"] = "random"
choices = [
(r, c)
for r in range(BOARD_SIZE)
for c in range(BOARD_SIZE)
if shots[r][c] is None
]
target = random.choice(choices)
r, c = target
hit = board[r][c] is not None
shots[r][c] = "hit" if hit else "miss"
sunk_ship = None
if hit:
ship_id = board[r][c]
if ship_is_sunk(board, shots, ship_id):
sunk_ship = FLEET_BY_ID[ship_id]["name"]
ai["mode"] = "random"
ai["targets"] = []
else:
ai["mode"] = "target"
for nr, nc in neighbors(r, c):
if shots[nr][nc] is None and [nr, nc] not in ai["targets"]:
ai["targets"].append([nr, nc])
game["computer_ai_state"] = ai
return {"row": r, "col": c, "hit": hit, "sunk_ship": sunk_ship}
@app.route("/")
def index():
game = get_current_game()
if game is None:
game = new_game_row()
return render_template("index.html", fleet=FLEET, board_size=BOARD_SIZE)
@app.route("/api/state")
def api_state():
game = get_current_game()
if game is None:
game = new_game_row()
return jsonify(build_state_payload(game))
def build_state_payload(game):
return {
"status": game["status"],
"message": game["message"],
"player_board": game["player_board"],
"player_shots_received": game["computer_shots"],
"player_shots_made": game["player_shots"],
"player_fleet": fleet_status(game["player_board"], game["computer_shots"]),
"computer_fleet": fleet_status(game["computer_board"], game["player_shots"]),
"fleet_def": FLEET,
"board_size": BOARD_SIZE,
}
@app.route("/api/new_game", methods=["POST"])
def api_new_game():
game = new_game_row()
return jsonify(build_state_payload(game))
@app.route("/api/place_ship", methods=["POST"])
def api_place_ship():
game = get_current_game()
if game is None or game["status"] != "placing":
return jsonify({"error": "Kein aktives Platzierungsspiel."}), 400
data = request.get_json(force=True)
ship_id = data.get("ship_id")
row = data.get("row")
col = data.get("col")
orientation = data.get("orientation", "h")
ship = FLEET_BY_ID.get(ship_id)
if ship is None:
return jsonify({"error": "Unbekannter Zwerg."}), 400
board = game["player_board"]
already_placed = any(ship_id in row_ for row_ in board)
if already_placed:
return jsonify({"error": "Dieser Zwerg steht schon auf dem Feld."}), 400
if not can_place(board, row, col, ship["size"], orientation):
return jsonify({"error": "Hier passt der Zwerg nicht hin."}), 400
place_ship(board, ship_id, row, col, ship["size"], orientation)
game["player_board"] = board
placed_ids = {cell for row_ in board for cell in row_ if cell is not None}
if len(placed_ids) == len(FLEET):
game["message"] = "Alle Zwerge stehen bereit! Klicke auf 'Kampf beginnen'."
else:
game["message"] = f"{ship['name']} platziert."
save_game(game)
return jsonify(build_state_payload(game))
@app.route("/api/random_place", methods=["POST"])
def api_random_place():
game = get_current_game()
if game is None or game["status"] != "placing":
return jsonify({"error": "Kein aktives Platzierungsspiel."}), 400
game["player_board"] = random_place_all_ships()
game["message"] = "Alle Zwerge wurden zufällig aufgestellt."
save_game(game)
return jsonify(build_state_payload(game))
@app.route("/api/reset_placement", methods=["POST"])
def api_reset_placement():
game = get_current_game()
if game is None or game["status"] != "placing":
return jsonify({"error": "Kein aktives Platzierungsspiel."}), 400
game["player_board"] = empty_grid()
game["message"] = "Aufstellung zurückgesetzt."
save_game(game)
return jsonify(build_state_payload(game))
@app.route("/api/start", methods=["POST"])
def api_start():
game = get_current_game()
if game is None or game["status"] != "placing":
return jsonify({"error": "Kein aktives Platzierungsspiel."}), 400
placed_ids = {cell for row_ in game["player_board"] for cell in row_ if cell is not None}
if len(placed_ids) != len(FLEET):
return jsonify({"error": "Bitte alle Zwerge platzieren, bevor der Kampf beginnt."}), 400
game["status"] = "playing"
game["message"] = "Der Kampf hat begonnen! Du bist am Zug ziehe in die feindlichen Berge."
save_game(game)
return jsonify(build_state_payload(game))
@app.route("/api/fire", methods=["POST"])
def api_fire():
game = get_current_game()
if game is None or game["status"] != "playing":
return jsonify({"error": "Das Spiel läuft gerade nicht."}), 400
data = request.get_json(force=True)
row, col = data.get("row"), data.get("col")
if row is None or col is None or not (0 <= row < BOARD_SIZE and 0 <= col < BOARD_SIZE):
return jsonify({"error": "Ungültiges Feld."}), 400
if game["player_shots"][row][col] is not None:
return jsonify({"error": "Dorthin hast du schon geschossen."}), 400
board = game["computer_board"]
shots = game["player_shots"]
hit = board[row][col] is not None
shots[row][col] = "hit" if hit else "miss"
game["player_shots"] = shots
player_result = {"row": row, "col": col, "hit": hit, "sunk_ship": None}
if hit:
ship_id = board[row][col]
if ship_is_sunk(board, shots, ship_id):
player_result["sunk_ship"] = FLEET_BY_ID[ship_id]["name"]
computer_result = None
if all_ships_sunk(game["computer_board"], game["player_shots"]):
game["status"] = "player_win"
game["message"] = "Sieg! Du hast alle Zwergensiedlungen des Computers zerstört."
else:
computer_result = computer_take_shot(game)
if all_ships_sunk(game["player_board"], game["computer_shots"]):
game["status"] = "computer_win"
game["message"] = "Niederlage! Der Computer hat all deine Zwerge besiegt."
else:
msgs = []
msgs.append(
f"Treffer bei {player_result['row']},{player_result['col']}!"
if player_result["hit"]
else "Daneben."
)
if player_result["sunk_ship"]:
msgs.append(f"{player_result['sunk_ship']} wurde versenkt!")
msgs.append(
"Der Computer trifft dich!" if computer_result["hit"] else "Der Computer schießt daneben."
)
if computer_result["sunk_ship"]:
msgs.append(f"Dein {computer_result['sunk_ship']} wurde versenkt!")
game["message"] = " ".join(msgs)
save_game(game)
payload = build_state_payload(game)
payload["player_shot"] = player_result
payload["computer_shot"] = computer_result
return jsonify(payload)
init_db()
if __name__ == "__main__":
app.run(debug=True, port=5000)

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requirements.txt Normal file
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Flask>=3.0

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static/css/style.css Normal file
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:root {
--bg: #1b2735;
--panel: #24344a;
--water: #2f6f9e;
--water-dark: #24597f;
--grid-line: #16232f;
--fog: #3a536b;
--text: #eef3f8;
--accent: #e8b23a;
}
* { box-sizing: border-box; }
body {
margin: 0;
font-family: "Segoe UI", Verdana, sans-serif;
background: linear-gradient(180deg, var(--bg), #0e1620);
color: var(--text);
min-height: 100vh;
}
.app {
max-width: 1100px;
margin: 0 auto;
padding: 24px 16px 60px;
}
header { text-align: center; margin-bottom: 8px; }
header h1 { margin: 0 0 4px; font-size: 2.1rem; }
.subtitle { margin: 0; opacity: 0.75; }
.message {
text-align: center;
min-height: 1.4em;
margin: 14px auto 20px;
padding: 10px 16px;
background: var(--panel);
border-radius: 8px;
max-width: 640px;
font-weight: 600;
}
.screen.hidden { display: none; }
h2, h3 { text-align: center; }
.placement-controls {
display: flex;
flex-wrap: wrap;
gap: 10px;
justify-content: center;
align-items: center;
margin-bottom: 18px;
}
button {
background: var(--accent);
color: #2a1c00;
border: none;
border-radius: 6px;
padding: 10px 16px;
font-size: 0.95rem;
font-weight: 700;
cursor: pointer;
transition: transform 0.08s ease, opacity 0.15s ease;
}
button:hover:not(:disabled) { transform: translateY(-1px); }
button:disabled { opacity: 0.4; cursor: not-allowed; }
.fleet-picker {
display: flex;
flex-wrap: wrap;
gap: 8px;
justify-content: center;
}
.fleet-picker button {
background: var(--panel);
color: var(--text);
border: 2px solid transparent;
display: flex;
align-items: center;
gap: 6px;
}
.fleet-picker button.selected { border-color: var(--accent); }
.fleet-picker button.placed { opacity: 0.35; cursor: default; }
.boards {
display: flex;
flex-wrap: wrap;
gap: 32px;
justify-content: center;
}
.board-wrap { margin-bottom: 20px; }
.board {
display: grid;
grid-template-columns: repeat(10, 34px);
grid-template-rows: repeat(10, 34px);
gap: 2px;
background: var(--grid-line);
padding: 4px;
border-radius: 8px;
width: max-content;
margin: 0 auto;
}
.cell {
width: 34px;
height: 34px;
background: var(--water);
position: relative;
border-radius: 3px;
cursor: default;
display: flex;
align-items: center;
justify-content: center;
overflow: visible;
}
.cell.own { background: var(--water-dark); }
#enemy-board .cell {
cursor: crosshair;
background: var(--fog);
}
#enemy-board .cell:hover:not(.hit):not(.miss) {
background: #4a6a87;
}
.cell.preview-ok { outline: 2px solid #2ecc71; }
.cell.preview-bad { outline: 2px solid #e74c3c; }
.cell.miss::after {
content: "";
width: 8px;
height: 8px;
border-radius: 50%;
background: rgba(255,255,255,0.6);
}
.cell.hit {
background: #7a2323 !important;
}
.cell.hit::after {
content: "💥";
font-size: 18px;
}
/* --- Dwarf ship sprite, built purely from CSS shapes --- */
.dwarf {
position: relative;
width: 24px;
height: 26px;
}
.dwarf .hat {
position: absolute;
top: -2px;
left: 2px;
width: 0;
height: 0;
border-left: 10px solid transparent;
border-right: 10px solid transparent;
border-bottom: 12px solid var(--hat, #c0392b);
filter: drop-shadow(0 1px 0 rgba(0,0,0,0.4));
}
.dwarf .hat::after {
content: "";
position: absolute;
top: 11px;
left: -6px;
width: 12px;
height: 4px;
background: var(--hat, #c0392b);
border-radius: 2px;
}
.dwarf .head {
position: absolute;
top: 9px;
left: 4px;
width: 16px;
height: 14px;
background: #f0c090;
border-radius: 50% 50% 45% 45%;
}
.dwarf .beard {
position: absolute;
top: 15px;
left: 3px;
width: 18px;
height: 12px;
background: #d9d9d9;
border-radius: 0 0 9px 9px;
}
.dwarf .eyes {
position: absolute;
top: 13px;
left: 7px;
width: 10px;
height: 2px;
background: transparent;
box-shadow: 0 0 0 1px #2a1c00, 8px 0 0 -1px #2a1c00;
}
.cell.hit .dwarf { filter: grayscale(1) brightness(0.6); transform: rotate(90deg); }
.cell.hit .dwarf .eyes { box-shadow: none; }
.cell.hit .dwarf::before {
content: "✕";
position: absolute;
inset: 0;
display: flex;
align-items: center;
justify-content: center;
color: #fff;
font-weight: bold;
font-size: 14px;
transform: rotate(-90deg);
}
.fleet-status {
display: flex;
flex-wrap: wrap;
gap: 6px;
justify-content: center;
margin-top: 10px;
max-width: 340px;
}
.fleet-status .badge {
font-size: 0.78rem;
padding: 4px 8px;
border-radius: 12px;
background: var(--panel);
}
.fleet-status .badge.sunk {
text-decoration: line-through;
opacity: 0.5;
background: #5a1a1a;
}
#new-game-btn { display: block; margin: 24px auto 0; }
@media (max-width: 560px) {
.board {
grid-template-columns: repeat(10, 28px);
grid-template-rows: repeat(10, 28px);
}
.cell { width: 28px; height: 28px; }
}

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const BOARD_SIZE = 10;
const state = {
fleetDef: [],
selectedShip: null,
orientation: "h",
status: "placing",
};
const el = (id) => document.getElementById(id);
async function api(path, options) {
const res = await fetch(path, {
method: options?.method || "GET",
headers: { "Content-Type": "application/json" },
body: options?.body ? JSON.stringify(options.body) : undefined,
});
const data = await res.json();
if (!res.ok) {
setMessage(data.error || "Fehler", true);
throw new Error(data.error || "Request failed");
}
return data;
}
function setMessage(text, isError = false) {
const m = el("message");
m.textContent = text;
m.style.color = isError ? "#ff8b8b" : "";
}
function dwarfSprite(hat) {
const wrap = document.createElement("div");
wrap.className = "dwarf";
wrap.style.setProperty("--hat", hat);
wrap.innerHTML = '<div class="hat"></div><div class="head"></div><div class="eyes"></div><div class="beard"></div>';
return wrap;
}
function buildBoard(container, size, onClick) {
container.innerHTML = "";
const cells = [];
for (let r = 0; r < size; r++) {
const rowCells = [];
for (let c = 0; c < size; c++) {
const cell = document.createElement("div");
cell.className = "cell";
cell.dataset.row = r;
cell.dataset.col = c;
if (onClick) cell.addEventListener("click", () => onClick(r, c, cell));
container.appendChild(cell);
rowCells.push(cell);
}
cells.push(rowCells);
}
return cells;
}
// ----- Placement screen -----
let placementCells = null;
function renderFleetPicker(data) {
const picker = el("fleet-picker");
picker.innerHTML = "";
const placedIds = new Set();
for (const row of data.player_board) {
for (const cell of row) if (cell) placedIds.add(cell);
}
for (const ship of data.fleet_def) {
const btn = document.createElement("button");
btn.type = "button";
const isPlaced = placedIds.has(ship.id);
btn.textContent = `${ship.name} (${ship.size})`;
btn.style.setProperty("--hat", ship.hat);
btn.classList.toggle("placed", isPlaced);
btn.classList.toggle("selected", state.selectedShip === ship.id);
btn.disabled = isPlaced;
btn.addEventListener("click", () => {
state.selectedShip = ship.id;
renderFleetPicker(data);
});
picker.appendChild(btn);
}
}
function renderPlacementBoard(data) {
if (!placementCells) {
placementCells = buildBoard(el("placement-board"), BOARD_SIZE, handlePlacementClick);
}
for (let r = 0; r < BOARD_SIZE; r++) {
for (let c = 0; c < BOARD_SIZE; c++) {
const cell = placementCells[r][c];
cell.className = "cell own";
cell.innerHTML = "";
const shipId = data.player_board[r][c];
if (shipId) {
const ship = data.fleet_def.find((s) => s.id === shipId);
cell.appendChild(dwarfSprite(ship.hat));
}
}
}
const placedCount = new Set(data.player_board.flat().filter(Boolean)).size;
el("start-btn").disabled = placedCount !== data.fleet_def.length;
}
async function handlePlacementClick(r, c) {
if (!state.selectedShip) {
setMessage("Wähle zuerst einen Zwergenclan aus.", true);
return;
}
try {
const data = await api("/api/place_ship", {
method: "POST",
body: { ship_id: state.selectedShip, row: r, col: c, orientation: state.orientation },
});
applyState(data);
state.selectedShip = null;
} catch (e) {
/* message already shown */
}
}
// ----- Battle screen -----
let ownCells = null;
let enemyCells = null;
function renderBattle(data) {
if (!ownCells) ownCells = buildBoard(el("own-board"), BOARD_SIZE, null);
if (!enemyCells) enemyCells = buildBoard(el("enemy-board"), BOARD_SIZE, handleFireClick);
for (let r = 0; r < BOARD_SIZE; r++) {
for (let c = 0; c < BOARD_SIZE; c++) {
const own = ownCells[r][c];
own.className = "cell own";
own.innerHTML = "";
const shipId = data.player_board[r][c];
const receivedShot = data.player_shots_received[r][c];
if (shipId) own.appendChild(dwarfSprite(data.fleet_def.find((s) => s.id === shipId).hat));
if (receivedShot) own.classList.add(receivedShot);
const enemy = enemyCells[r][c];
enemy.className = "cell";
enemy.innerHTML = "";
const madeShot = data.player_shots_made[r][c];
if (madeShot) enemy.classList.add(madeShot);
}
}
renderFleetStatus(el("own-fleet"), data.player_fleet);
renderFleetStatus(el("enemy-fleet"), data.computer_fleet);
}
function renderFleetStatus(container, fleet) {
container.innerHTML = "";
for (const ship of fleet) {
const badge = document.createElement("span");
badge.className = "badge" + (ship.sunk ? " sunk" : "");
badge.textContent = `${ship.name}`;
container.appendChild(badge);
}
}
async function handleFireClick(r, c) {
if (state.status !== "playing") return;
try {
const data = await api("/api/fire", { method: "POST", body: { row: r, col: c } });
applyState(data);
} catch (e) {
/* message already shown */
}
}
// ----- Shared -----
function applyState(data) {
state.fleetDef = data.fleet_def;
state.status = data.status;
setMessage(data.message);
const placementScreen = el("placement-screen");
const battleScreen = el("battle-screen");
if (data.status === "placing") {
placementScreen.classList.remove("hidden");
battleScreen.classList.add("hidden");
renderFleetPicker(data);
renderPlacementBoard(data);
} else {
placementScreen.classList.add("hidden");
battleScreen.classList.remove("hidden");
renderBattle(data);
el("new-game-btn").classList.toggle(
"hidden",
!(data.status === "player_win" || data.status === "computer_win")
);
}
}
function init() {
el("rotate-btn").addEventListener("click", () => {
state.orientation = state.orientation === "h" ? "v" : "h";
el("rotate-btn").textContent =
"🔄 Ausrichtung: " + (state.orientation === "h" ? "horizontal" : "vertikal");
});
el("random-btn").addEventListener("click", async () => {
const data = await api("/api/random_place", { method: "POST" });
applyState(data);
});
el("reset-btn").addEventListener("click", async () => {
const data = await api("/api/reset_placement", { method: "POST" });
applyState(data);
});
el("start-btn").addEventListener("click", async () => {
try {
const data = await api("/api/start", { method: "POST" });
applyState(data);
} catch (e) {
/* message already shown */
}
});
el("new-game-btn").addEventListener("click", async () => {
const data = await api("/api/new_game", { method: "POST" });
applyState(data);
});
api("/api/state").then(applyState);
}
init();

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<!doctype html>
<html lang="de">
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1">
<title>Zwerge versenken</title>
<link rel="stylesheet" href="{{ url_for('static', filename='css/style.css') }}">
</head>
<body>
<div class="app">
<header>
<h1>⛏️ Zwerge versenken</h1>
<p class="subtitle">Schiffe versenken mit Zwergenclans du gegen den Computer</p>
</header>
<div id="message" class="message"></div>
<section id="placement-screen" class="screen">
<h2>Aufstellung</h2>
<p>Wähle einen Zwergenclan und klicke auf dein Feld, um ihn zu platzieren.</p>
<div class="placement-controls">
<div id="fleet-picker" class="fleet-picker"></div>
<button id="rotate-btn" type="button">🔄 Ausrichtung: horizontal</button>
<button id="random-btn" type="button">🎲 Zufällig aufstellen</button>
<button id="reset-btn" type="button">↺ Zurücksetzen</button>
<button id="start-btn" type="button" disabled>⚔️ Kampf beginnen</button>
</div>
<div class="board-wrap">
<h3>Dein Lager</h3>
<div id="placement-board" class="board"></div>
</div>
</section>
<section id="battle-screen" class="screen hidden">
<div class="boards">
<div class="board-wrap">
<h3>Dein Lager</h3>
<div id="own-board" class="board"></div>
<div id="own-fleet" class="fleet-status"></div>
</div>
<div class="board-wrap">
<h3>Feindliches Gebiet</h3>
<div id="enemy-board" class="board"></div>
<div id="enemy-fleet" class="fleet-status"></div>
</div>
</div>
<button id="new-game-btn" type="button" class="hidden">🆕 Neues Spiel</button>
</section>
</div>
<script src="{{ url_for('static', filename='js/game.js') }}"></script>
</body>
</html>