Equipment menu

This commit is contained in:
gotfishmakesticks 2024-01-13 10:58:44 +03:00
commit bef15301cb
28 changed files with 809 additions and 48 deletions

View file

@ -10,6 +10,15 @@ var want_to_buy : Array[Item] = []
var sell_prices : Array[float] = []
var buy_prices : Array[float] = []
var available_hulls : Array[String] = []
var available_engines : Array[String] = []
var available_shields : Array[String] = []
var available_weapons : Array[String] = []
var hulls_prices : Dictionary
var engines_prices : Dictionary
var shields_prices : Dictionary
var weapons_prices : Dictionary
var quest : Quest = Quest.new()
const available_quests : Array[Quest.TYPE]= [Quest.TYPE.ELIMINATION, Quest.TYPE.DELIVERY]
const restrictions_foreach_type : Dictionary = {
@ -18,6 +27,7 @@ const restrictions_foreach_type : Dictionary = {
}
func _ready():
fetch_modules()
randomize()
ship.minimap.add_marker(self, "base")
match type:
@ -57,16 +67,32 @@ func update_prices():
var price : float
for item in want_to_sell:
if type != Game.BASE_TYPE.TRADING:
price = randi_range(item.min_price, item.max_price * 100) / 100.0
price = randi_range(item.min_price * 100, item.max_price * 100) / 100.0
else:
price = randi_range((item.max_price + item.min_price) / 2 * 100, item.max_price * 100) / 100.0
sell_prices.append(price)
for item in want_to_buy:
if type != Game.BASE_TYPE.TRADING:
price = randi_range(item.min_price, item.max_price * 100) / 100.0
price = randi_range(item.min_price * 100, item.max_price * 100) / 100.0
else:
price = randi_range(item.min_price * 100, (item.max_price + item.min_price) / 2 * 100) / 100.0
buy_prices.append(price)
for hull in available_hulls:
var item = Game.get_item(hull)
price = randi_range(item.min_price * 100, item.max_price * 100) / 100.0
hulls_prices[hull] = price
for engine in available_engines:
var item = Game.get_item(engine)
price = randi_range(item.min_price * 100, item.max_price * 100) / 100.0
engines_prices[engine] = price
for shield in available_shields:
var item = Game.get_item(shield)
price = randi_range(item.min_price * 100, item.max_price * 100) / 100.0
shields_prices[shield] = price
for weapon in available_weapons:
var item = Game.get_item(weapon)
price = randi_range(item.min_price * 100, item.max_price * 100) / 100.0
weapons_prices[weapon] = price
func generate_quest():
var difficulty : float = randi_range(100, 300) / 100.0
@ -98,3 +124,33 @@ func generate_quest():
reward_multiplier += 0.5
reward_money *= reward_multiplier
quest.create(quest_type, progress_max, reward_money, restrictions, data)
## Loads all available modules in memory
func fetch_modules():
available_hulls.clear()
var dir = DirAccess.open("res://scenes/hulls")
var modules = dir.get_files()
available_hulls = check_for_item(modules)
available_engines.clear()
dir = DirAccess.open("res://scenes/engines")
modules = dir.get_files()
available_engines = check_for_item(modules)
available_shields.clear()
dir = DirAccess.open("res://scenes/shields")
modules = dir.get_files()
available_shields = check_for_item(modules)
available_weapons.clear()
dir = DirAccess.open("res://scenes/weapons/presets")
modules = dir.get_files()
available_weapons = check_for_item(modules)
func check_for_item(modules : Array[String]) -> Array[String]:
var returnable : Array[String] = []
for module in modules:
var itm = module.trim_suffix(".tscn")
if Game.get_item(itm).name != Game.DEFAULT_ITEM.name:
returnable.append(itm)
return returnable