cosmic/scripts/objects/Base.gd
2024-01-14 11:50:13 +03:00

156 lines
5.6 KiB
GDScript

extends Node2D
@export var type : Game.BASE_TYPE
@onready var menu : Area2D = $MenuCollider
@onready var ship : MainShip = get_tree().current_scene.get_node("MainShip")
var want_to_sell : Array[Item] = []
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 = {
Quest.TYPE.ELIMINATION : [Quest.RESTRICTIONS.NO_DEATHS, Quest.RESTRICTIONS.TIMER],
Quest.TYPE.DELIVERY : [Quest.RESTRICTIONS.NO_DEATHS, Quest.RESTRICTIONS.NO_WEAPON, Quest.RESTRICTIONS.TIMER]
}
func _ready():
fetch_modules()
randomize()
ship.minimap.add_marker(self, "base")
match type:
Game.BASE_TYPE.POWER:
want_to_sell.append(Game.get_item("Energy Cell"))
want_to_buy.append(Game.get_item("Raw Materials"))
want_to_buy.append(Game.get_item("Water Barrel"))
want_to_buy.append(Game.get_item("Food Supplies"))
Game.BASE_TYPE.MINING:
want_to_sell.append(Game.get_item("Raw Materials"))
want_to_sell.append(Game.get_item("Water Barrel"))
want_to_buy.append(Game.get_item("Energy Cell"))
want_to_buy.append(Game.get_item("Food Supplies"))
Game.BASE_TYPE.FOOD:
want_to_sell.append(Game.get_item("Food Supplies"))
want_to_buy.append(Game.get_item("Water Barrel"))
want_to_buy.append(Game.get_item("Energy Cell"))
want_to_buy.append(Game.get_item("Raw Materials"))
Game.BASE_TYPE.TRADING:
want_to_sell.append(Game.get_item("Food Supplies"))
want_to_sell.append(Game.get_item("Water Barrel"))
want_to_sell.append(Game.get_item("Energy Cell"))
want_to_sell.append(Game.get_item("Raw Materials"))
want_to_buy.append(Game.get_item("Food Supplies"))
want_to_buy.append(Game.get_item("Water Barrel"))
want_to_buy.append(Game.get_item("Energy Cell"))
want_to_buy.append(Game.get_item("Raw Materials"))
get_tree().current_scene.scene_ready.connect(post_ready)
func post_ready():
update_prices()
generate_quest()
func update_prices():
sell_prices = []
buy_prices = []
var price : float
for item in want_to_sell:
if type != Game.BASE_TYPE.TRADING:
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 * 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
var reward_multi : float = randi_range(100, max(difficulty/1.5 * 100, 100)) / 100.0
var quest_type : Quest.TYPE = available_quests.pick_random()
var progress_max : int
var reward_money : int
var restrictions : Array[Quest.RESTRICTIONS] = []
var data : Dictionary = {}
for restriction in restrictions_foreach_type[quest_type]:
var hit = randi_range(0, 1)
if hit:
restrictions.append(restriction)
match quest_type:
Quest.TYPE.ELIMINATION:
progress_max = difficulty * 2
reward_money = 50 * progress_max * reward_multi
if restrictions.has(Quest.RESTRICTIONS.TIMER):
data['timer'] = int(difficulty * 30)
Quest.TYPE.DELIVERY:
var bases : Array[Node] = get_tree().current_scene.bases.get_children()
bases.erase(self)
data['destination'] = bases.pick_random()
reward_money = 50
if restrictions.has(Quest.RESTRICTIONS.TIMER):
data['timer'] = int(difficulty * 30)
var reward_multiplier = 1
for rest in restrictions:
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.split('.', true, 1)[0]
if Game.get_item(itm).name != Game.DEFAULT_ITEM.name:
returnable.append(itm)
return returnable