PlayerData and EnemyData reworked for WeaponData
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@@ -9,6 +9,6 @@ extends Resource
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@export var enemy_scene: String
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@export var weapon_id: String
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@export var weapon: WeaponData
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@export var weapon_count: int
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@@ -2,7 +2,7 @@ class_name PlayerData
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extends Resource
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@export var weapon_ids: Array[String]
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@export var weapons: Array[WeaponData]
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@export var hull: int
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@@ -11,6 +11,6 @@ var is_new_game: bool = false
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func reset() -> void:
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weapon_ids.clear()
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weapons.clear()
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hull = 0
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is_new_game = true
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@@ -4,5 +4,6 @@ extends Resource
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@export var id: String
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@export var name: String
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@export var group: String
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@export var scene: PackedScene
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@@ -6,4 +6,4 @@ extends Resource
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@export var seed_value : int = 0
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@export var player_start_weapon_ids: Array[String]
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@export var player_start_weapons: Array[WeaponData]
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@@ -21,7 +21,7 @@ var enemy_seed_rng : RandomNumberGenerator = RandomNumberGenerator.new()
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var enemy_delay_rng : RandomNumberGenerator = RandomNumberGenerator.new()
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var enemy_weapon_rng : RandomNumberGenerator = RandomNumberGenerator.new()
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var weapon_ids : Array[String]
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var weapons : Array[WeaponData]
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@onready var enemy_generator : EnemyGenerator = $EnemyGenerator
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@@ -35,7 +35,7 @@ func generate(seed_value: int) -> PassageData:
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enemy_delay_rng.seed = local_seed_rng.randi()
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enemy_weapon_rng.seed = local_seed_rng.randi()
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weapon_ids = _get_weapon_ids()
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weapons = _get_weapons()
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var data : PassageData = PassageData.new()
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data.seed_value = seed_value
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@@ -46,8 +46,8 @@ func generate(seed_value: int) -> PassageData:
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return data
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func _get_weapon_ids() -> Array[String]:
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var array : Array[String] = AbstractShip.WEAPON_SCENES.keys().duplicate()
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func _get_weapons() -> Array[WeaponData]:
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var array : Array[WeaponData] = SaveManager.WEAPONS.duplicate()
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for i in range(array.size() - 1, 0, -1):
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var j := weapon_ids_rng.randi_range(0, i)
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@@ -76,7 +76,7 @@ func _fill_enemies(data: PassageData) -> void:
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var enemy := enemy_generator.generate(seed_value)
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enemy.spawn_time = time
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enemy.weapon_id = _get_weapon_id()
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enemy.weapon = _get_weapon()
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data.enemies.append(enemy)
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@@ -85,13 +85,13 @@ func _fill_enemies(data: PassageData) -> void:
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data.enemies.sort_custom(enemy_spawn_time_compare)
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func _get_weapon_id() -> String:
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func _get_weapon() -> WeaponData:
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var index := 0
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while index < weapon_ids.size() - 1:
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while index < weapons.size() - 1:
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if enemy_weapon_rng.randi_range(1, 100) <= USE_NEXT_WEAPON_CHANCE:
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index += 1
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else:
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break
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return weapon_ids[index]
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return weapons[index]
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@@ -4,12 +4,6 @@ extends Node
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const AREA_COUNT = 3
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const WEAPON_GROUPS : Array[Array] = [
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[ "gatling", "railgun", "shrapnel", ],
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[ "laser", "plasma", "tesla", ],
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[ "minelayer", "launcher", "cannon", ],
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]
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var local_seed_rng : RandomNumberGenerator = RandomNumberGenerator.new()
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var area_seed_rng : RandomNumberGenerator = RandomNumberGenerator.new()
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@@ -41,9 +35,16 @@ func _fill_areas(data : WorldData) -> void:
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func _fill_weapons(data : WorldData) -> void:
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for i in range(WEAPON_GROUPS.size()):
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var group := WEAPON_GROUPS[i]
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if group.size() == 0: continue
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var weapon_by_group : Dictionary[String, Array] = {}
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for weapon in SaveManager.WEAPONS:
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if not weapon.group in weapon_by_group:
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weapon_by_group[weapon.group] = [] as Array[WeaponData]
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weapon_by_group[weapon.group].append(weapon)
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for group in weapon_by_group:
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var array : Array[WeaponData] = weapon_by_group[group]
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if array.size() == 0: continue
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var index := weapon_rng.randi_range(1, group.size()) - 1
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data.player_start_weapon_ids.append(group[index])
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var index := weapon_rng.randi_range(1, array.size()) - 1
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data.player_start_weapons.append(array[index])
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