Files
seeding-planets/common/game_data/scripts/run/run_data.gd
Zacharie Guet 83d462f2f4 changement du scene manager, amélioration du cockpit et autres
* refonte du scene manager
* refonte du audio manager
* premier rework des plantes
* nettoyage des dossiers/fichiers
* renommage de planète en region
* fix des run
2026-01-23 18:06:27 +01:00

117 lines
3.7 KiB
GDScript

extends Resource
class_name RunData
enum State {STARTED, IN_PROGRESS, FINISHED}
const RUN_POINT_POSITION_DERIVATION = 100
const DIFFICULTY_INCREASE_BY_LEVEL = 1
const RUN_POINTS_NEXT_NUMBER :Array[int] = [2,3]
const RUN_POINT_MAX_LEVEL = 10
signal current_run_point_changed
var run_seed = randi()
@export var next_run_points : Array[RunPoint] = [generate_first_run_point()]
@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_first_run_point() -> RunPoint:
return RunPoint.new(0, RegionParameter.new())
func generate_next_run_points(run_point : RunPoint) -> Array[RunPoint]:
var nb_next_run_points = RUN_POINTS_NEXT_NUMBER.pick_random()
if run_point.level == RUN_POINT_MAX_LEVEL - 1 or run_point.level == -1:
nb_next_run_points = 1
elif run_point.level == RUN_POINT_MAX_LEVEL:
nb_next_run_points = 0
next_run_points = []
for i in range(nb_next_run_points):
next_run_points.append(
generate_next_run_point(run_point)
)
return next_run_points
func generate_next_run_point(run_point : RunPoint) -> RunPoint:
return RunPoint.new(
run_point.level + 1,
generate_difficulty_increased_region_parameter(run_point.region_parameter, DIFFICULTY_INCREASE_BY_LEVEL),
(run_point.position + randi_range(-RUN_POINT_POSITION_DERIVATION, RUN_POINT_POSITION_DERIVATION)) % 360
)
func generate_difficulty_increased_region_parameter(
region_parameter : RegionParameter,
difficulty : int = 1
) -> RegionParameter:
var i_diff := difficulty
var new_region_parameter = RegionParameter.new(
region_parameter.charges,
region_parameter.objective
)
while i_diff > 0:
var available_difficulty_modifier = [
DifficultyDecreaseCharge.new(),
DifficultyIncreaseObjective.new()
].filter(
func (mod : DifficultyModifier):
return mod.get_difficulty_cost() <= i_diff and mod.can_modifiy(new_region_parameter)
)
var selected_difficulty_modifier = available_difficulty_modifier.pick_random()
selected_difficulty_modifier.modify(new_region_parameter)
i_diff -= max(1,selected_difficulty_modifier.get_difficulty_cost())
return new_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
next_run_points = generate_next_run_points(current_run_point)
return current_run_point
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