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seeding-planets/common/game_data/scripts/run/run_data.gd

98 lines
2.9 KiB
GDScript

extends Resource
class_name RunData
enum State {STARTED, IN_PROGRESS, FINISHED}
const RUN_POINT_POSITION_DERIVATION = 100
const DIFFICULTY_INCREASE_BY_LEVEL = 3
const RUN_POINTS_NEXT_NUMBER : int = 2
const RUN_POINT_MAX_LEVEL = 4 # TODO
signal current_run_point_changed
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 = ""
#region ------------------ Generation ------------------
func generate_next_run_points(level = 0) -> Array[RunPoint]:
next_run_points = []
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.region_flags = get_region_flags(region_parameter)
region_parameter.modifiers = get_region_modifiers(level + 1)
return RunPoint.new(
level,
region_parameter
)
#endregion
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
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_region_flags(region_parameter : RegionParameter) -> Array[String]:
var flags : Array[String] = []
if region_parameter.level == RUN_POINT_MAX_LEVEL:
flags.append("borea")
return flags
func get_region_modifiers(level : int) -> Array[RegionModifier]:
var possible_modifiers : Array[RegionModifier] = [
AridModifier.new(level),
HumidModifier.new(level),
PoorModifier.new(level),
HarshModifier.new(level)
]
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]