133 lines
4.2 KiB
GDScript
133 lines
4.2 KiB
GDScript
extends Resource
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class_name RunData
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enum State {STARTED, IN_PROGRESS, FINISHED}
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const RUN_POINT_POSITION_DERIVATION = 100
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const DIFFICULTY_INCREASE_BY_LEVEL = 3
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const RUN_POINTS_NEXT_NUMBER :Array[int] = [2]
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const RUN_POINT_MAX_LEVEL = 0 # TODO
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signal current_run_point_changed
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var run_seed = randi()
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@export var next_run_points : Array[RunPoint] = [generate_first_run_point()]
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@export var current_run_point : RunPoint = null :
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set(v):
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current_run_point = v
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current_run_point_changed.emit(v)
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@export var visited_run_points : Array[RunPoint] = []
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#region ------------------ Generation ------------------
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func generate_first_run_point() -> RunPoint:
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return RunPoint.new(0, RegionParameter.new())
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func generate_next_run_points(run_point : RunPoint) -> Array[RunPoint]:
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var nb_next_run_points = RUN_POINTS_NEXT_NUMBER.pick_random()
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if run_point.level == RUN_POINT_MAX_LEVEL - 1 or run_point.level == -1:
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nb_next_run_points = 1
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elif run_point.level == RUN_POINT_MAX_LEVEL:
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nb_next_run_points = 0
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next_run_points = []
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for i in range(nb_next_run_points):
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next_run_points.append(
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generate_next_run_point(run_point)
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)
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return next_run_points
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func generate_next_run_point(run_point : RunPoint) -> RunPoint:
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var level = run_point.level + 1
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var region_parameter = RegionParameter.new()
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region_parameter.level = level
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region_parameter.flags = get_region_flags(region_parameter)
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return RunPoint.new(
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level,
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generate_difficulty_increased_region_parameter(region_parameter, DIFFICULTY_INCREASE_BY_LEVEL * level),
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(run_point.position + randi_range(-RUN_POINT_POSITION_DERIVATION, RUN_POINT_POSITION_DERIVATION)) % 360
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)
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func generate_difficulty_increased_region_parameter(
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region_parameter : RegionParameter,
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difficulty : int = 1
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) -> RegionParameter:
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var i_diff := difficulty
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var new_region_parameter = RegionParameter.new(
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region_parameter.charges,
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region_parameter.objective
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)
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while i_diff > 0:
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var available_difficulty_modifier = [
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DifficultyDecreaseCharge.new(),
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DifficultyIncreaseObjective.new()
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].filter(
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func (mod : DifficultyModifier):
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return mod.get_difficulty_cost() <= i_diff and mod.can_modifiy(new_region_parameter)
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)
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var selected_difficulty_modifier = available_difficulty_modifier.pick_random()
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selected_difficulty_modifier.modify(new_region_parameter)
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i_diff -= max(1,selected_difficulty_modifier.get_difficulty_cost())
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return new_region_parameter
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#endregion
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func get_state() -> State:
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if not current_run_point:
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return State.STARTED
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elif current_run_point.level == RUN_POINT_MAX_LEVEL:
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return State.FINISHED
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else :
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return State.IN_PROGRESS
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func get_next_run_points() -> Array[RunPoint]:
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if current_run_point and current_run_point.level == RUN_POINT_MAX_LEVEL:
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return []
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return next_run_points
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func choose_next_run_point(run_point : RunPoint) -> RunPoint:
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if current_run_point:
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visited_run_points.append(current_run_point)
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current_run_point = run_point
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GameInfo.game_data.start_region(run_point.region_parameter)
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next_run_points = generate_next_run_points(current_run_point)
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return current_run_point
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func get_region_flags(region_parameter : RegionParameter) -> Array[String]:
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var flags : Array[String] = []
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print(region_parameter.level)
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if region_parameter.level == RUN_POINT_MAX_LEVEL:
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flags.append("borea")
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return flags
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class DifficultyModifier:
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func modify(_region_parameter : RegionParameter):
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pass
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func can_modifiy(_region_parameter : RegionParameter) -> bool:
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return true
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func get_difficulty_cost() -> int:
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return 1
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class DifficultyIncreaseObjective extends DifficultyModifier:
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func modify(region_parameter : RegionParameter):
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region_parameter.objective += 1
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class DifficultyDecreaseCharge extends DifficultyModifier:
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func modify(region_parameter : RegionParameter):
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region_parameter.charges -= 1
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func can_modifiy(region_parameter : RegionParameter) -> bool:
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return region_parameter.charges >= 3 |