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

96 lines
2.7 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 = 2 # 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] = []
#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)
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)
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
class DifficultyModifier:
func modify(_region_parameter : RegionParameter):
pass
func can_modifiy(_region_parameter : RegionParameter) -> bool:
return true
func get_difficulty_cost() -> int:
return 1
class DifficultyIncreaseObjective extends DifficultyModifier:
func modify(region_parameter : RegionParameter):
region_parameter.objective += 1
class DifficultyDecreaseCharge extends DifficultyModifier:
func modify(region_parameter : RegionParameter):
region_parameter.charges -= 1
func can_modifiy(region_parameter : RegionParameter) -> bool:
return region_parameter.charges >= 3