PlayerData and EnemyData reworked for WeaponData
This commit is contained in:
@@ -35,8 +35,8 @@ func _set_enemy_data(data: EnemyData) -> void:
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positions.remove_at(0)
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for i in range(min(enemy_data.weapon_count, positions.size())):
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var weapon := _create_weapon(enemy_data.weapon_id)
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_add_weapon(weapon, positions[i])
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var weapon : AbstractWeapon = enemy_data.weapon.scene.instantiate()
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_add_weapon(weapon, weapon_positions[i])
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func _create_weapon(weapon_id : String) -> AbstractWeapon:
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@@ -67,21 +67,15 @@ func _set_player_data(new_data: PlayerData) -> void:
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player_data = new_data
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_weapons.clear()
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for i in range(min(player_data.weapon_ids.size(), weapon_positions.size())):
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_add_weapon_by_id(player_data.weapon_ids[i], weapon_positions[i])
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for i in range(min(player_data.weapons.size(), weapon_positions.size())):
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var weapon_scene := player_data.weapons[i].scene
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var weapon : AbstractWeapon = weapon_scene.instantiate()
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_add_weapon(weapon, weapon_positions[i])
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if player_data.hull > 0:
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health.hull = min(player_data.hull, health.max_hull)
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func _add_weapon_by_id(weapon_id: String, weapon_position: Vector2) -> void:
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if weapon_id.is_empty() or not weapon_id in WEAPON_SCENES: return
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var weapon_scene : PackedScene = load(WEAPON_SCENES[weapon_id])
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var weapon : AbstractWeapon = weapon_scene.instantiate()
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_add_weapon(weapon, weapon_position)
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func _on_hull_updated(value: int, max_value: int) -> void:
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super._on_hull_updated(value, max_value)
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@@ -7,5 +7,6 @@
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script = ExtResource("1_c34y3")
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id = "cannon"
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name = "Cannon"
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group = "explosion"
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scene = ExtResource("3_2dgua")
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metadata/_custom_type_script = "uid://870r1efinhqd"
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@@ -7,5 +7,6 @@
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script = ExtResource("1_bt4k8")
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id = "gatling"
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name = "Gatling"
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group = "kinetic"
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scene = ExtResource("3_2rwg6")
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metadata/_custom_type_script = "uid://870r1efinhqd"
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@@ -7,5 +7,6 @@
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script = ExtResource("1_ipxhy")
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id = "laser"
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name = "Laser"
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group = "energy"
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scene = ExtResource("1_aey1r")
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metadata/_custom_type_script = "uid://870r1efinhqd"
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@@ -7,5 +7,6 @@
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script = ExtResource("1_tcis2")
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id = "launcher"
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name = "launcher"
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group = "explosion"
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scene = ExtResource("1_3oqtq")
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metadata/_custom_type_script = "uid://870r1efinhqd"
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@@ -7,5 +7,6 @@
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script = ExtResource("1_152qt")
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id = "minelayer"
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name = "Minelayer"
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group = "explosion"
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scene = ExtResource("1_fh5qv")
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metadata/_custom_type_script = "uid://870r1efinhqd"
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@@ -7,5 +7,6 @@
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script = ExtResource("1_3fasx")
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id = "plasma"
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name = "Plasma"
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group = "energy"
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scene = ExtResource("1_rcvob")
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metadata/_custom_type_script = "uid://870r1efinhqd"
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@@ -7,5 +7,6 @@
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script = ExtResource("1_6lcn5")
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id = "railgun"
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name = "Railgun"
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group = "kinetic"
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scene = ExtResource("1_cbt0i")
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metadata/_custom_type_script = "uid://870r1efinhqd"
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@@ -7,5 +7,6 @@
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script = ExtResource("1_xds2o")
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id = "shrapnel"
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name = "Shrapnel"
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group = "kinetic"
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scene = ExtResource("1_8lpql")
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metadata/_custom_type_script = "uid://870r1efinhqd"
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@@ -7,5 +7,6 @@
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script = ExtResource("1_a16gw")
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id = "tesla"
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name = "Tesla"
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group = "energy"
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scene = ExtResource("1_uxb6m")
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metadata/_custom_type_script = "uid://870r1efinhqd"
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+2
-2
@@ -50,8 +50,8 @@ func start_game(game_data: GameData) -> void:
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func _initialize_new_game() -> void:
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for i in range(data.player_start_weapon_ids.size()):
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SaveManager.player_data.weapon_ids.append(data.player_start_weapon_ids[i])
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for i in range(data.player_start_weapons.size()):
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SaveManager.player_data.weapons.append(data.player_start_weapons[i])
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SaveManager.player_data.is_new_game = false
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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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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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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, array.size()) - 1
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data.player_start_weapons.append(array[index])
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@@ -1,6 +1,18 @@
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extends Node
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const WEAPONS : Array[WeaponData] = [
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preload("res://game/entities/weapons/cannon/cannon_data.tres"),
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preload("res://game/entities/weapons/gatling/gatling_data.tres"),
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preload("res://game/entities/weapons/laser/laser_data.tres"),
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preload("res://game/entities/weapons/launcher/launcher_data.tres"),
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preload("res://game/entities/weapons/minelayer/minelayer_data.tres"),
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preload("res://game/entities/weapons/plasma/plasma_data.tres"),
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preload("res://game/entities/weapons/railgun/railgun_data.tres"),
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preload("res://game/entities/weapons/shrapnel/shrapnel_data.tres"),
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preload("res://game/entities/weapons/tesla/tesla_data.tres"),
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]
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const SAVE_FILE = "user://save.bin"
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const SAVE_FILE_PASS = "save_file_data"
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@@ -29,6 +41,14 @@ func _ready() -> void:
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_load()
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static func get_weapon_data(weapon_id: String) -> WeaponData:
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for weapon in WEAPONS:
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if weapon.id == weapon_id:
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return weapon
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return null
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func save() -> void:
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_set_game_values()
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_set_player_values()
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@@ -67,29 +87,39 @@ func _set_game_values() -> void:
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func _set_player_values() -> void:
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_save_file.set_value(CATEGORY_PLAYER, PLAYER_WEAPONS, player_data.weapon_ids)
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var weapon_ids : Array[String] = []
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for weapon in player_data.weapons:
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weapon_ids.append(weapon.id)
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_save_file.set_value(CATEGORY_PLAYER, PLAYER_WEAPONS, weapon_ids)
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_save_file.set_value(CATEGORY_PLAYER, PLAYER_HULL, player_data.hull)
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func _get_game_values() -> void:
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game_data.game_seed = _save_file.get_value(
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game_data.game_seed = _save_file.get_value(
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CATEGORY_GAME, GAME_SEED, game_data.game_seed
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)
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game_data.current_area_index = _save_file.get_value(
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game_data.current_area_index = _save_file.get_value(
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CATEGORY_GAME, GAME_AREA_INDEX, game_data.current_area_index
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)
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game_data.current_stage_index = _save_file.get_value(
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game_data.current_stage_index = _save_file.get_value(
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CATEGORY_GAME, GAME_STAGE_INDEX, game_data.current_stage_index
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)
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game_data.current_sector_index = _save_file.get_value(
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game_data.current_sector_index = _save_file.get_value(
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CATEGORY_GAME, GAME_SECTOR_INDEX, game_data.current_sector_index
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)
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func _get_player_values() -> void:
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player_data.weapon_ids = _save_file.get_value(
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CATEGORY_PLAYER, PLAYER_WEAPONS, player_data.weapon_ids
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var weapon_ids : Array[String] = _save_file.get_value(
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CATEGORY_PLAYER, PLAYER_WEAPONS, []
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)
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player_data.hull = _save_file.get_value(
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for weapon_id in weapon_ids:
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var weapon := get_weapon_data(weapon_id)
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if weapon != null:
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player_data.weapons.append(weapon)
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player_data.hull = _save_file.get_value(
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CATEGORY_PLAYER, PLAYER_HULL, player_data.hull
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)
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