seeding-planets/common/game_data/scripts/run/run_data.gd
Zacharie Guet 9c449b234f developpement d'écran de chargement et d'écran de sélection de niveau
* modification de certains assets
* optimisation de chunks
* ajout d'un SceneManager
* ajout d'un premier dialogue avec Demeter
* changement des jour en charge
* mise en place d'un système de run
* etc...
2026-01-10 13:04:33 +01:00

108 lines
3.4 KiB
GDScript

extends Resource
class_name RunData
const RUN_POINT_POSITION_DERIVATION = 70
const DIFFICULTY_INCREASE_BY_LEVEL = 1
const RUN_POINTS_NEXT_NUMBER :Array[int] = [2,3]
const RUN_POINT_MAX_LEVEL = 10
signal run_point_changed
var run_seed = randi()
@export var next_run_points : Array[RunPoint] = [generate_first_run_point()]
@export var current_run_point : RunPoint = null
@export var visited_run_points : Array[RunPoint] = []
#region ------------------ Generation ------------------
func generate_first_run_point() -> RunPoint:
return RunPoint.new(0, PlanetParameter.new())
func generate_next_run_points(run_point : RunPoint) -> Array[RunPoint]:
var nb_next_run_points = RUN_POINTS_NEXT_NUMBER.pick_random()
if run_point.level == RUN_POINT_MAX_LEVEL - 1 or run_point.level == -1:
nb_next_run_points = 1
elif run_point.level == RUN_POINT_MAX_LEVEL:
nb_next_run_points = 0
next_run_points = []
for i in range(nb_next_run_points):
next_run_points.append(
generate_next_run_point(run_point)
)
return next_run_points
func generate_next_run_point(run_point : RunPoint) -> RunPoint:
return RunPoint.new(
run_point.level + 1,
generate_difficulty_increased_planet_parameter(run_point.planet_parameter, DIFFICULTY_INCREASE_BY_LEVEL),
(run_point.position + randi_range(-RUN_POINT_POSITION_DERIVATION, RUN_POINT_POSITION_DERIVATION)) % 360
)
func generate_difficulty_increased_planet_parameter(
planet_parameter : PlanetParameter,
difficulty : int = 1
) -> PlanetParameter:
var i_diff := difficulty
var new_planet_parameter = PlanetParameter.new(
planet_parameter.charges,
planet_parameter.objective
)
while i_diff > 0:
var available_difficulty_modifier = [
DifficultyDecreaseCharge.new(),
DifficultyIncreaseObjective.new()
].filter(
func (mod : DifficultyModifier):
return mod.get_difficulty_cost() <= i_diff and mod.can_modifiy(new_planet_parameter)
)
var selected_difficulty_modifier = available_difficulty_modifier.pick_random()
selected_difficulty_modifier.modify(new_planet_parameter)
i_diff -= max(1,selected_difficulty_modifier.get_difficulty_cost())
return new_planet_parameter
#endregion
func get_next_run_points() -> Array[RunPoint]:
return next_run_points
func get_current_planet_data() -> PlanetData:
if current_run_point:
return current_run_point.planet_data
else:
return null
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
next_run_points = generate_next_run_points(current_run_point)
return current_run_point
class DifficultyModifier:
func modify(_planet_parameter : PlanetParameter):
pass
func can_modifiy(_planet_parameter : PlanetParameter) -> bool:
return true
func get_difficulty_cost() -> int:
return 1
class DifficultyIncreaseObjective extends DifficultyModifier:
func modify(planet_parameter : PlanetParameter):
planet_parameter.objective += 1
class DifficultyDecreaseCharge extends DifficultyModifier:
func modify(planet_parameter : PlanetParameter):
planet_parameter.charges -= 1
func can_modifiy(planet_parameter : PlanetParameter) -> bool:
return planet_parameter.charges >= 3