extends Resource class_name RunData enum State {STARTED, IN_PROGRESS, FINISHED} const RUN_POINTS_NEXT_NUMBER : int = 2 const RUN_POINT_MAX_LEVEL = 5 # TODO signal current_run_point_changed(rp : RunPoint) signal artefacts_changed(artefact : Array[Artefact]) var run_seed = randi() @export var next_run_points : Array[RunPoint] = generate_next_run_points() @export var current_run_point : RunPoint = null : set(v): current_run_point = v current_run_point_changed.emit(v) @export var visited_run_points : Array[RunPoint] = [] @export var last_used_modifier_name = "" @export var artefacts : Array[Artefact] = [] var plant_info = RunDataPlantInfo.new(self) func get_state() -> State: if not current_run_point: return State.STARTED elif current_run_point.level == RUN_POINT_MAX_LEVEL: return State.FINISHED else : return State.IN_PROGRESS #region ------------------ Run Points ------------------ func generate_next_run_points(level = 0) -> Array[RunPoint]: next_run_points = [] if level == RUN_POINT_MAX_LEVEL and GameInfo.game_data.game_mode == GameData.GameMode.STORY: return [ generate_borea_base_run_point() ] for i in range(RUN_POINTS_NEXT_NUMBER): next_run_points.append( generate_next_run_point(level) ) return next_run_points func generate_next_run_point(level = 0) -> RunPoint: var region_parameter = RegionParameter.new() region_parameter.level = level region_parameter.modifiers = get_bad_region_modifiers() region_parameter.modifiers.append_array(get_good_region_modifiers()) return RunPoint.new( level, region_parameter ) func generate_borea_base_run_point() -> RunPoint: var region_parameter = RegionParameter.new() region_parameter.level = RUN_POINT_MAX_LEVEL region_parameter.region_name = tr("BOREA_BASE") return RunPoint.new( RUN_POINT_MAX_LEVEL, region_parameter ) func get_next_run_points() -> Array[RunPoint]: if current_run_point and current_run_point.level == RUN_POINT_MAX_LEVEL: return [] return next_run_points func choose_next_run_point(run_point : RunPoint) -> RunPoint: if current_run_point: visited_run_points.append(current_run_point) current_run_point = run_point GameInfo.game_data.start_region(run_point.region_parameter) next_run_points = generate_next_run_points(current_run_point.level + 1) if len(current_run_point.region_parameter.modifiers): last_used_modifier_name = current_run_point.region_parameter.modifiers[0].get_modifier_name() return current_run_point func get_good_region_modifiers() -> Array[RegionModifier]: return [VendingMachineModifier.new(),VendingMachineModifier.new()] func get_bad_region_modifiers() -> Array[RegionModifier]: var possible_modifiers : Array[RegionModifier] = [ AridModifier.new(), HumidModifier.new(), PoorModifier.new(), HarshModifier.new() ] possible_modifiers = possible_modifiers.filter( func (m): return m.get_modifier_name() != last_used_modifier_name ) var choosen_modifier : RegionModifier = possible_modifiers.pick_random() last_used_modifier_name = choosen_modifier.get_modifier_name() return [choosen_modifier] #endregion #region ------------------ Artefacts ------------------ func add_artefacts(a: Artefact): artefacts.append(a) artefacts_changed.emit(artefacts) #endregion