3d-printing-simulator-textb.../Scenes/Global/game_data.gd
2026-06-30 11:03:20 +03:00

106 lines
3.2 KiB
GDScript

extends Node
# - Signals
signal job_generated(job: Node)
signal job_interact
signal printer_bought(printer: Node)
signal filament_bought
@warning_ignore("unused_signal")
signal refresh_printer_dropdown
signal notification_requested(message: String, color: String)
# - Variables - Code managed
var job_spawn_timer: Timer
var jobs_array: Array[JobData]
var current_job_count: int = 0
var filaments_array: Array[FilamentData]
# - Text colors
var hex_white: String = '#ffffff'
var hex_green: String = '#4ade80'
var hex_blue: String = '#60a5fa'
var hex_red: String = '#f87171'
# - Scenes
const JOB_CARD = preload("uid://dvfcie8hqcb0")
const PRINTER = preload("uid://33ctlyrpibs3")
const ALL_JOBS = preload("uid://buvi8m3atoavu")
# - Constants - Settings
# Jobs
const JOB_SPAWN_WAIT: float = 2.0
var max_jobs: int = PlayerData.max_order_amount
func _ready() -> void:
jobs_array = ALL_JOBS.jobs
# Create timer for job spawning
job_spawn_timer = Timer.new()
add_child(job_spawn_timer)
job_spawn_timer.wait_time = JOB_SPAWN_WAIT
job_spawn_timer.one_shot = false
job_spawn_timer.timeout.connect(_on_job_spawn_timer_timeout)
job_spawn_timer.start()
func display_msg(message: String, color: String) -> void:
notification_requested.emit(message,color)
#region Shop buy interactions
func _on_shop_printer_purchase_req(printer_data: PrinterData) -> void:
if PlayerData.try_purchase(printer_data.printer_price):
var new_printer = PRINTER.instantiate()
printer_bought.emit(new_printer)
new_printer.initialize_printer(printer_data)
PlayerData.owned_printers += 1
func _on_shop_filament_purchase_req(filament_data: FilamentData) -> void:
if PlayerData.try_purchase(filament_data.price):
filaments_array.append(filament_data)
filament_bought.emit()
#endregion
#region Job generation
func _on_job_spawn_timer_timeout() -> void:
#generate_job()
draw_job()
func generate_job() -> void:
if not current_job_count >= max_jobs:
var random_job: JobData = jobs_array.pick_random()
current_job_count += 1
var new_job = JOB_CARD.instantiate()
job_generated.emit(new_job)
new_job.initialize_job(random_job)
new_job.job_accepted.connect(_on_job_accepted_pressed)
job_interact.emit()
func draw_job() -> void:
if not current_job_count >= max_jobs:
var job: JobData = generate_random_job()
current_job_count += 1
var new_job = JOB_CARD.instantiate()
job_generated.emit(new_job)
new_job.initialize_job(job)
new_job.job_accepted.connect(_on_job_accepted_pressed)
job_interact.emit()
func generate_random_job() -> JobData:
var new_job = JobData.new()
var random_job: JobData = jobs_array.pick_random()
var amount = randf_range(1, PlayerData.max_order_amount)
new_job.job_name = random_job.job_name
new_job.job_reward = random_job.job_reward * amount
new_job.job_experience = random_job.job_experience * amount
new_job.job_difficulty = random_job.job_difficulty
new_job.job_amount = roundf(amount)
#print('Generated new job: %s (%d € | %d xp | %d pcs)' % [new_job.job_name, new_job.job_reward, new_job.job_experience, new_job.job_amount])
return new_job
func _on_job_accepted_pressed(accepted_job) -> void:
PlayerData.jobs.append(accepted_job.job_data)
GameData.current_job_count -= 1
accepted_job.queue_free()
job_interact.emit()
#endregion