PlayerData and EnemyData reworked for WeaponData

This commit is contained in:
2025-12-17 22:02:54 +03:00
parent 36e6a9bb10
commit d55047239a
19 changed files with 80 additions and 45 deletions
@@ -35,8 +35,8 @@ func _set_enemy_data(data: EnemyData) -> void:
positions.remove_at(0) positions.remove_at(0)
for i in range(min(enemy_data.weapon_count, positions.size())): for i in range(min(enemy_data.weapon_count, positions.size())):
var weapon := _create_weapon(enemy_data.weapon_id) var weapon : AbstractWeapon = enemy_data.weapon.scene.instantiate()
_add_weapon(weapon, positions[i]) _add_weapon(weapon, weapon_positions[i])
func _create_weapon(weapon_id : String) -> AbstractWeapon: func _create_weapon(weapon_id : String) -> AbstractWeapon:
+4 -10
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@@ -67,21 +67,15 @@ func _set_player_data(new_data: PlayerData) -> void:
player_data = new_data player_data = new_data
_weapons.clear() _weapons.clear()
for i in range(min(player_data.weapon_ids.size(), weapon_positions.size())): for i in range(min(player_data.weapons.size(), weapon_positions.size())):
_add_weapon_by_id(player_data.weapon_ids[i], weapon_positions[i]) var weapon_scene := player_data.weapons[i].scene
var weapon : AbstractWeapon = weapon_scene.instantiate()
_add_weapon(weapon, weapon_positions[i])
if player_data.hull > 0: if player_data.hull > 0:
health.hull = min(player_data.hull, health.max_hull) health.hull = min(player_data.hull, health.max_hull)
func _add_weapon_by_id(weapon_id: String, weapon_position: Vector2) -> void:
if weapon_id.is_empty() or not weapon_id in WEAPON_SCENES: return
var weapon_scene : PackedScene = load(WEAPON_SCENES[weapon_id])
var weapon : AbstractWeapon = weapon_scene.instantiate()
_add_weapon(weapon, weapon_position)
func _on_hull_updated(value: int, max_value: int) -> void: func _on_hull_updated(value: int, max_value: int) -> void:
super._on_hull_updated(value, max_value) super._on_hull_updated(value, max_value)
@@ -7,5 +7,6 @@
script = ExtResource("1_c34y3") script = ExtResource("1_c34y3")
id = "cannon" id = "cannon"
name = "Cannon" name = "Cannon"
group = "explosion"
scene = ExtResource("3_2dgua") scene = ExtResource("3_2dgua")
metadata/_custom_type_script = "uid://870r1efinhqd" metadata/_custom_type_script = "uid://870r1efinhqd"
@@ -7,5 +7,6 @@
script = ExtResource("1_bt4k8") script = ExtResource("1_bt4k8")
id = "gatling" id = "gatling"
name = "Gatling" name = "Gatling"
group = "kinetic"
scene = ExtResource("3_2rwg6") scene = ExtResource("3_2rwg6")
metadata/_custom_type_script = "uid://870r1efinhqd" metadata/_custom_type_script = "uid://870r1efinhqd"
@@ -7,5 +7,6 @@
script = ExtResource("1_ipxhy") script = ExtResource("1_ipxhy")
id = "laser" id = "laser"
name = "Laser" name = "Laser"
group = "energy"
scene = ExtResource("1_aey1r") scene = ExtResource("1_aey1r")
metadata/_custom_type_script = "uid://870r1efinhqd" metadata/_custom_type_script = "uid://870r1efinhqd"
@@ -7,5 +7,6 @@
script = ExtResource("1_tcis2") script = ExtResource("1_tcis2")
id = "launcher" id = "launcher"
name = "launcher" name = "launcher"
group = "explosion"
scene = ExtResource("1_3oqtq") scene = ExtResource("1_3oqtq")
metadata/_custom_type_script = "uid://870r1efinhqd" metadata/_custom_type_script = "uid://870r1efinhqd"
@@ -7,5 +7,6 @@
script = ExtResource("1_152qt") script = ExtResource("1_152qt")
id = "minelayer" id = "minelayer"
name = "Minelayer" name = "Minelayer"
group = "explosion"
scene = ExtResource("1_fh5qv") scene = ExtResource("1_fh5qv")
metadata/_custom_type_script = "uid://870r1efinhqd" metadata/_custom_type_script = "uid://870r1efinhqd"
@@ -7,5 +7,6 @@
script = ExtResource("1_3fasx") script = ExtResource("1_3fasx")
id = "plasma" id = "plasma"
name = "Plasma" name = "Plasma"
group = "energy"
scene = ExtResource("1_rcvob") scene = ExtResource("1_rcvob")
metadata/_custom_type_script = "uid://870r1efinhqd" metadata/_custom_type_script = "uid://870r1efinhqd"
@@ -7,5 +7,6 @@
script = ExtResource("1_6lcn5") script = ExtResource("1_6lcn5")
id = "railgun" id = "railgun"
name = "Railgun" name = "Railgun"
group = "kinetic"
scene = ExtResource("1_cbt0i") scene = ExtResource("1_cbt0i")
metadata/_custom_type_script = "uid://870r1efinhqd" metadata/_custom_type_script = "uid://870r1efinhqd"
@@ -7,5 +7,6 @@
script = ExtResource("1_xds2o") script = ExtResource("1_xds2o")
id = "shrapnel" id = "shrapnel"
name = "Shrapnel" name = "Shrapnel"
group = "kinetic"
scene = ExtResource("1_8lpql") scene = ExtResource("1_8lpql")
metadata/_custom_type_script = "uid://870r1efinhqd" metadata/_custom_type_script = "uid://870r1efinhqd"
@@ -7,5 +7,6 @@
script = ExtResource("1_a16gw") script = ExtResource("1_a16gw")
id = "tesla" id = "tesla"
name = "Tesla" name = "Tesla"
group = "energy"
scene = ExtResource("1_uxb6m") scene = ExtResource("1_uxb6m")
metadata/_custom_type_script = "uid://870r1efinhqd" metadata/_custom_type_script = "uid://870r1efinhqd"
+2 -2
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@@ -50,8 +50,8 @@ func start_game(game_data: GameData) -> void:
func _initialize_new_game() -> void: func _initialize_new_game() -> void:
for i in range(data.player_start_weapon_ids.size()): for i in range(data.player_start_weapons.size()):
SaveManager.player_data.weapon_ids.append(data.player_start_weapon_ids[i]) SaveManager.player_data.weapons.append(data.player_start_weapons[i])
SaveManager.player_data.is_new_game = false SaveManager.player_data.is_new_game = false
+1 -1
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@@ -9,6 +9,6 @@ extends Resource
@export var enemy_scene: String @export var enemy_scene: String
@export var weapon_id: String @export var weapon: WeaponData
@export var weapon_count: int @export var weapon_count: int
+2 -2
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@@ -2,7 +2,7 @@ class_name PlayerData
extends Resource extends Resource
@export var weapon_ids: Array[String] @export var weapons: Array[WeaponData]
@export var hull: int @export var hull: int
@@ -11,6 +11,6 @@ var is_new_game: bool = false
func reset() -> void: func reset() -> void:
weapon_ids.clear() weapons.clear()
hull = 0 hull = 0
is_new_game = true is_new_game = true
+1
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@@ -4,5 +4,6 @@ extends Resource
@export var id: String @export var id: String
@export var name: String @export var name: String
@export var group: String
@export var scene: PackedScene @export var scene: PackedScene
+1 -1
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@@ -6,4 +6,4 @@ extends Resource
@export var seed_value : int = 0 @export var seed_value : int = 0
@export var player_start_weapon_ids: Array[String] @export var player_start_weapons: Array[WeaponData]
+8 -8
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@@ -21,7 +21,7 @@ var enemy_seed_rng : RandomNumberGenerator = RandomNumberGenerator.new()
var enemy_delay_rng : RandomNumberGenerator = RandomNumberGenerator.new() var enemy_delay_rng : RandomNumberGenerator = RandomNumberGenerator.new()
var enemy_weapon_rng : RandomNumberGenerator = RandomNumberGenerator.new() var enemy_weapon_rng : RandomNumberGenerator = RandomNumberGenerator.new()
var weapon_ids : Array[String] var weapons : Array[WeaponData]
@onready var enemy_generator : EnemyGenerator = $EnemyGenerator @onready var enemy_generator : EnemyGenerator = $EnemyGenerator
@@ -35,7 +35,7 @@ func generate(seed_value: int) -> PassageData:
enemy_delay_rng.seed = local_seed_rng.randi() enemy_delay_rng.seed = local_seed_rng.randi()
enemy_weapon_rng.seed = local_seed_rng.randi() enemy_weapon_rng.seed = local_seed_rng.randi()
weapon_ids = _get_weapon_ids() weapons = _get_weapons()
var data : PassageData = PassageData.new() var data : PassageData = PassageData.new()
data.seed_value = seed_value data.seed_value = seed_value
@@ -46,8 +46,8 @@ func generate(seed_value: int) -> PassageData:
return data return data
func _get_weapon_ids() -> Array[String]: func _get_weapons() -> Array[WeaponData]:
var array : Array[String] = AbstractShip.WEAPON_SCENES.keys().duplicate() var array : Array[WeaponData] = SaveManager.WEAPONS.duplicate()
for i in range(array.size() - 1, 0, -1): for i in range(array.size() - 1, 0, -1):
var j := weapon_ids_rng.randi_range(0, i) var j := weapon_ids_rng.randi_range(0, i)
@@ -76,7 +76,7 @@ func _fill_enemies(data: PassageData) -> void:
var enemy := enemy_generator.generate(seed_value) var enemy := enemy_generator.generate(seed_value)
enemy.spawn_time = time enemy.spawn_time = time
enemy.weapon_id = _get_weapon_id() enemy.weapon = _get_weapon()
data.enemies.append(enemy) data.enemies.append(enemy)
@@ -85,13 +85,13 @@ func _fill_enemies(data: PassageData) -> void:
data.enemies.sort_custom(enemy_spawn_time_compare) data.enemies.sort_custom(enemy_spawn_time_compare)
func _get_weapon_id() -> String: func _get_weapon() -> WeaponData:
var index := 0 var index := 0
while index < weapon_ids.size() - 1: while index < weapons.size() - 1:
if enemy_weapon_rng.randi_range(1, 100) <= USE_NEXT_WEAPON_CHANCE: if enemy_weapon_rng.randi_range(1, 100) <= USE_NEXT_WEAPON_CHANCE:
index += 1 index += 1
else: else:
break break
return weapon_ids[index] return weapons[index]
+12 -11
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@@ -4,12 +4,6 @@ extends Node
const AREA_COUNT = 3 const AREA_COUNT = 3
const WEAPON_GROUPS : Array[Array] = [
[ "gatling", "railgun", "shrapnel", ],
[ "laser", "plasma", "tesla", ],
[ "minelayer", "launcher", "cannon", ],
]
var local_seed_rng : RandomNumberGenerator = RandomNumberGenerator.new() var local_seed_rng : RandomNumberGenerator = RandomNumberGenerator.new()
var area_seed_rng : RandomNumberGenerator = RandomNumberGenerator.new() var area_seed_rng : RandomNumberGenerator = RandomNumberGenerator.new()
@@ -41,9 +35,16 @@ func _fill_areas(data : WorldData) -> void:
func _fill_weapons(data : WorldData) -> void: func _fill_weapons(data : WorldData) -> void:
for i in range(WEAPON_GROUPS.size()): var weapon_by_group : Dictionary[String, Array] = {}
var group := WEAPON_GROUPS[i]
if group.size() == 0: continue
var index := weapon_rng.randi_range(1, group.size()) - 1 for weapon in SaveManager.WEAPONS:
data.player_start_weapon_ids.append(group[index]) if not weapon.group in weapon_by_group:
weapon_by_group[weapon.group] = [] as Array[WeaponData]
weapon_by_group[weapon.group].append(weapon)
for group in weapon_by_group:
var array : Array[WeaponData] = weapon_by_group[group]
if array.size() == 0: continue
var index := weapon_rng.randi_range(1, array.size()) - 1
data.player_start_weapons.append(array[index])
+33 -3
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@@ -1,6 +1,18 @@
extends Node extends Node
const WEAPONS : Array[WeaponData] = [
preload("res://game/entities/weapons/cannon/cannon_data.tres"),
preload("res://game/entities/weapons/gatling/gatling_data.tres"),
preload("res://game/entities/weapons/laser/laser_data.tres"),
preload("res://game/entities/weapons/launcher/launcher_data.tres"),
preload("res://game/entities/weapons/minelayer/minelayer_data.tres"),
preload("res://game/entities/weapons/plasma/plasma_data.tres"),
preload("res://game/entities/weapons/railgun/railgun_data.tres"),
preload("res://game/entities/weapons/shrapnel/shrapnel_data.tres"),
preload("res://game/entities/weapons/tesla/tesla_data.tres"),
]
const SAVE_FILE = "user://save.bin" const SAVE_FILE = "user://save.bin"
const SAVE_FILE_PASS = "save_file_data" const SAVE_FILE_PASS = "save_file_data"
@@ -29,6 +41,14 @@ func _ready() -> void:
_load() _load()
static func get_weapon_data(weapon_id: String) -> WeaponData:
for weapon in WEAPONS:
if weapon.id == weapon_id:
return weapon
return null
func save() -> void: func save() -> void:
_set_game_values() _set_game_values()
_set_player_values() _set_player_values()
@@ -67,7 +87,12 @@ func _set_game_values() -> void:
func _set_player_values() -> void: func _set_player_values() -> void:
_save_file.set_value(CATEGORY_PLAYER, PLAYER_WEAPONS, player_data.weapon_ids) var weapon_ids : Array[String] = []
for weapon in player_data.weapons:
weapon_ids.append(weapon.id)
_save_file.set_value(CATEGORY_PLAYER, PLAYER_WEAPONS, weapon_ids)
_save_file.set_value(CATEGORY_PLAYER, PLAYER_HULL, player_data.hull) _save_file.set_value(CATEGORY_PLAYER, PLAYER_HULL, player_data.hull)
@@ -87,9 +112,14 @@ func _get_game_values() -> void:
func _get_player_values() -> void: func _get_player_values() -> void:
player_data.weapon_ids = _save_file.get_value( var weapon_ids : Array[String] = _save_file.get_value(
CATEGORY_PLAYER, PLAYER_WEAPONS, player_data.weapon_ids CATEGORY_PLAYER, PLAYER_WEAPONS, []
) )
for weapon_id in weapon_ids:
var weapon := get_weapon_data(weapon_id)
if weapon != null:
player_data.weapons.append(weapon)
player_data.hull = _save_file.get_value( player_data.hull = _save_file.get_value(
CATEGORY_PLAYER, PLAYER_HULL, player_data.hull CATEGORY_PLAYER, PLAYER_HULL, player_data.hull
) )