Files
seeding-planets/common/game_data/scripts/run/run_data.gd
Zacharie Guet 8062c42e7b Dev pour la béta 1
* ajout des artefacts avec la pile et l'emplacement de graine
* affichage des artefacts dans le vaisseau sur une étagère
* ajout des distributeurs d'artefacts dans les régions
* affichage des attributs de bases de plantes dans le vaisseau
* changement de l'affichage du choix des régions
* changement des icônes du détecteur
2026-04-10 16:16:54 +02:00

118 lines
3.5 KiB
GDScript

extends Resource
class_name RunData
enum State {STARTED, IN_PROGRESS, FINISHED}
const RUN_POINTS_NEXT_NUMBER : int = 2
const RUN_POINT_MAX_LEVEL = 5 # TODO
signal current_run_point_changed(rp : RunPoint)
signal artefacts_changed(artefact : Array[Artefact])
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 = ""
@export var artefacts : Array[Artefact] = []
var plant_info = RunDataPlantInfo.new(self)
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
#region ------------------ Run Points ------------------
func generate_next_run_points(level = 0) -> Array[RunPoint]:
next_run_points = []
if level == RUN_POINT_MAX_LEVEL and GameInfo.game_data.game_mode == GameData.GameMode.STORY:
return [
generate_borea_base_run_point()
]
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.modifiers = get_bad_region_modifiers()
region_parameter.modifiers.append_array(get_good_region_modifiers())
return RunPoint.new(
level,
region_parameter
)
func generate_borea_base_run_point() -> RunPoint:
var region_parameter = RegionParameter.new()
region_parameter.level = RUN_POINT_MAX_LEVEL
region_parameter.region_name = tr("BOREA_BASE")
return RunPoint.new(
RUN_POINT_MAX_LEVEL,
region_parameter
)
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_good_region_modifiers() -> Array[RegionModifier]:
return [VendingMachineModifier.new(),VendingMachineModifier.new()]
func get_bad_region_modifiers() -> Array[RegionModifier]:
var possible_modifiers : Array[RegionModifier] = [
AridModifier.new(),
HumidModifier.new(),
PoorModifier.new(),
HarshModifier.new()
]
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]
#endregion
#region ------------------ Artefacts ------------------
func add_artefacts(a: Artefact):
artefacts.append(a)
artefacts_changed.emit(artefacts)
#endregion