Files
seeding-planets/common/game_data/scripts/run/run_data.gd
Zacharie Guet 73c1c67f1e Dev beta 1.2
* Ajout d'un tutoriel pour recommencer
* Fix du Surchargeur de Talion qui ne fonctionnait pas
* Suppression de flou sur beaucoup d'éléments visuels pour des raisons de performances
* Augmentation du rayon de spawn du Talion
* Fix léger de la météo (suppression du brouillard lors de la pluie)
2026-05-03 22:45:37 +02:00

141 lines
4.1 KiB
GDScript

extends Resource
class_name RunData
const RUN_POINTS_NEXT_NUMBER : int = 2
const RUN_POINT_MAX_LEVEL = 5 # TODO
signal current_run_point_changed(rp : RunPoint)
var run_seed = randi()
@export var level = 0
@export var story_step : StoryStep
@export var next_run_points : Array[RunPoint]
@export var current_run_point : RunPoint = null :
set(v):
current_run_point = v
current_run_point_changed.emit(v)
@export var artefacts : Array[Artefact] = []
var plant_info = RunDataPlantInfo.new(self)
func is_finished() -> bool:
return story_step.is_run_finished(level)
func get_progress() -> int:
return story_step.get_run_progress(level)
#region ------------------ Run Points ------------------
func generate_next_run_points() -> Array[RunPoint]:
next_run_points = []
for i in range(story_step.get_run_point_number(level+1)):
var last_modifiers : Array[String] = []
if len(next_run_points):
for m in next_run_points[0].region_parameter.modifiers:
last_modifiers.append(m.modifier_name)
next_run_points.append(
generate_next_run_point(last_modifiers)
)
return next_run_points
func generate_next_run_point(last_modifiers : Array[String] = []) -> RunPoint:
var region_parameter = RegionParameter.new()
var next_level = level+1
var challenge_modifiers = generate_challenge_modifiers().filter(
func(m : RegionModifier): return not m.modifier_name in last_modifiers
)
var benefic_modifiers = generate_benefic_modifiers().filter(
func(m : RegionModifier): return not m.modifier_name in last_modifiers
)
var normal_modifiers = generate_normal_modifiers().filter(
func(m : RegionModifier): return not m.modifier_name in last_modifiers
)
if story_step.need_gameplay_modifier(next_level):
var is_challenge = randf() < story_step.get_challenge_chance(next_level)
if is_challenge:
region_parameter.modifiers = [
challenge_modifiers.pick_random(),
benefic_modifiers.pick_random()
] as Array[RegionModifier]
else:
region_parameter.modifiers = [
normal_modifiers.pick_random()
] as Array[RegionModifier]
var first_vending = story_step.get_first_vending_machine_occurence(next_level)
var vending_occurence = story_step.get_vending_machine_occurence(next_level)
if vending_occurence > 0:
if (level - first_vending)%vending_occurence == 0:
region_parameter.modifiers.append(VendingMachineModifier.new())
region_parameter.modifiers.append_array(
story_step.get_story_modifiers_for_region(next_level)
)
region_parameter.objective = story_step.get_objective_for_region(next_level)
return RunPoint.new(
region_parameter
)
func choose_next_run_point(run_point : RunPoint = null) -> RunPoint:
if run_point == null:
run_point = generate_next_run_point()
level += 1
current_run_point = run_point
GameInfo.game_data.start_region(run_point.region_parameter)
next_run_points = generate_next_run_points()
return current_run_point
#endregion
#region ------------------ Modifiers ------------------
func generate_normal_modifiers() -> Array[RegionModifier]:
return [
AridModifier.new(),
HumidModifier.new(),
PoorModifier.new(),
HarshModifier.new(),
ToxicModifier.new(),
SandyModifier.new(),
]
func generate_benefic_modifiers() -> Array[RegionModifier]:
return [
VendingMachineModifier.new(),
ResonnanceModifier.new(),
InstableModifier.new(),
]
func generate_challenge_modifiers() -> Array[RegionModifier]:
return [
RockyModifier.new(),
RadioactiveModifier.new(),
ContaminatedModifier.new(),
StormModifier.new(),
]
#endregion
#region ------------------ Artefacts ------------------
func add_artefacts(a: Artefact):
artefacts.append(a)
GameInfo.game_data.player_data.update_with_artefacts(artefacts)
#endregion