76 lines
2.1 KiB
GDScript
76 lines
2.1 KiB
GDScript
extends Resource
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class_name RunData
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enum State {STARTED, IN_PROGRESS, FINISHED}
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const RUN_POINT_POSITION_DERIVATION = 100
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const DIFFICULTY_INCREASE_BY_LEVEL = 3
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const RUN_POINTS_NEXT_NUMBER : int = 2
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const RUN_POINT_MAX_LEVEL = 2 # TODO
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signal current_run_point_changed
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var run_seed = randi()
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@export var next_run_points : Array[RunPoint] = generate_next_run_points()
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@export var current_run_point : RunPoint = null :
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set(v):
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current_run_point = v
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current_run_point_changed.emit(v)
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@export var visited_run_points : Array[RunPoint] = []
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#region ------------------ Generation ------------------
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func generate_next_run_points(level = 0) -> Array[RunPoint]:
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next_run_points = []
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for i in range(RUN_POINTS_NEXT_NUMBER):
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next_run_points.append(
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generate_next_run_point(level)
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)
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return next_run_points
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func generate_next_run_point(level = 0) -> RunPoint:
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var region_parameter = RegionParameter.new()
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region_parameter.level = level
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region_parameter.region_flags = get_region_flags(region_parameter)
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return RunPoint.new(
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level,
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region_parameter
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)
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#endregion
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func get_state() -> State:
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if not current_run_point:
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return State.STARTED
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elif current_run_point.level == RUN_POINT_MAX_LEVEL:
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return State.FINISHED
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else :
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return State.IN_PROGRESS
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func get_next_run_points() -> Array[RunPoint]:
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if current_run_point and current_run_point.level == RUN_POINT_MAX_LEVEL:
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return []
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return next_run_points
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func choose_next_run_point(run_point : RunPoint) -> RunPoint:
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if current_run_point:
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visited_run_points.append(current_run_point)
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current_run_point = run_point
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GameInfo.game_data.start_region(run_point.region_parameter)
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next_run_points = generate_next_run_points(current_run_point.level + 1)
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return current_run_point
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func get_region_flags(region_parameter : RegionParameter) -> Array[String]:
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var flags : Array[String] = []
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if region_parameter.level == RUN_POINT_MAX_LEVEL:
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flags.append("borea")
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return flags
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