Files
seeding-planets/common/game_data/scripts/story/story_step.gd

76 lines
2.0 KiB
GDScript

@abstract
extends Resource
class_name StoryStep
#region ------------------ Story ------------------
@abstract func get_respawn_scene() -> Scene
@abstract func get_destination_text() -> String
func get_destination_scene() -> Scene:
return BoreaScene.new()
func get_run_progress(level : int) -> int:
return get_region_sequence_length() - level
func get_ship_dialog_path(_level : int, _ship_in_space := true) -> String:
return ""
#region ------------------ Run ------------------
func is_run_finished(level : int) -> bool:
return level == get_region_sequence_length()
func get_region_sequence_length() -> int:
return 6
func get_first_vending_machine_occurence(_level : int) -> int:
return 2
func get_vending_machine_occurence(_level : int) -> int:
return 4
func get_first_cave_occurence(level : int) -> int:
return get_cave_occurence(level)
func get_cave_occurence(_level : int) -> int:
return 3
func get_challenge_chance(_level : int) -> float:
return 0.3
func get_run_point_number(level : int) -> int:
if is_run_finished(level):
return 1
return 2
func get_charge_number(_level : int) -> int:
return 10
func get_objective_for_region(level : int) -> int:
match level:
1: return 10
2: return 15
3: return 20
4: return 30
5: return 45
_: return get_objective_for_region(level-1) + (level-2) * 5
func get_story_modifiers_for_region(level : int) -> Array[RegionModifier]:
var modifiers : Array[RegionModifier] = []
if is_run_finished(level):
var dest_mod = DestinationModifier.new()
dest_mod.destination_scene = get_destination_scene()
modifiers.append(dest_mod)
return modifiers
func need_gameplay_modifier(level : int):
if is_run_finished(level):
return false
return true
func _on_finish():
GameInfo.game_data.incubator_used = []
GameInfo.game_data.dead_orchid_position = Vector3.ZERO
GameInfo.game_data.dead_orchid_rotation = Vector3.ZERO