110 lines
3.1 KiB
GDScript
110 lines
3.1 KiB
GDScript
extends Node
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# - Signals
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signal job_generated(job: Node)
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signal job_interact
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signal printer_bought(printer: Node)
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@warning_ignore("unused_signal")
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signal refresh_printer_dropdown
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# - Variables - Code managed
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var job_spawn_timer: Timer
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var jobs_array: Array[JobData]
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var current_job_count: int = 0
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# - Scenes
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const JOB_CARD = preload("uid://dvfcie8hqcb0")
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const PRINTER = preload("uid://33ctlyrpibs3")
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# - Constants - Settings
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# Jobs
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const JOB_SPAWN_WAIT: float = 2.0
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var max_jobs: int = PlayerData.max_order_amount
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func _ready() -> void:
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load_all_jobs("res://Resources/Jobs/")
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# Create timer for job spawning
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job_spawn_timer = Timer.new()
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add_child(job_spawn_timer)
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job_spawn_timer.wait_time = JOB_SPAWN_WAIT
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job_spawn_timer.one_shot = false
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job_spawn_timer.timeout.connect(_on_job_spawn_timer_timeout)
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job_spawn_timer.start()
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func _on_shop_printer_purchase_req(printer_data: PrinterData) -> void:
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if PlayerData.try_purchase(printer_data.printer_price):
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var new_printer = PRINTER.instantiate()
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printer_bought.emit(new_printer)
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new_printer.initialize_printer(printer_data)
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#region Job generation
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func _on_job_spawn_timer_timeout() -> void:
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#print("Spawn timer over")
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#generate_job()
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draw_job()
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func generate_job() -> void:
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if not current_job_count >= max_jobs:
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var random_job: JobData = jobs_array.pick_random()
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current_job_count += 1
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var new_job = JOB_CARD.instantiate()
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job_generated.emit(new_job)
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new_job.initialize_job(random_job)
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new_job.job_accepted.connect(_on_job_accepted_pressed)
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job_interact.emit()
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func draw_job() -> void:
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if not current_job_count >= max_jobs:
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var job: JobData = generate_random_job()
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current_job_count += 1
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var new_job = JOB_CARD.instantiate()
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job_generated.emit(new_job)
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new_job.initialize_job(job)
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new_job.job_accepted.connect(_on_job_accepted_pressed)
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job_interact.emit()
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func generate_random_job() -> JobData:
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var new_job = JobData.new()
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var random_job: JobData = jobs_array.pick_random()
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var amount = randf_range(1, PlayerData.max_order_amount)
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new_job.job_name = random_job.job_name
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new_job.job_reward = random_job.job_reward * amount
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new_job.job_experience = random_job.job_experience * amount
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new_job.job_difficulty = random_job.job_difficulty
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new_job.job_amount = roundf(amount)
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#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])
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return new_job
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func _on_job_accepted_pressed(accepted_job) -> void:
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PlayerData.jobs.append(accepted_job.job_data)
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GameData.current_job_count -= 1
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accepted_job.queue_free()
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job_interact.emit()
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#endregion
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#region Utility - Load job resources
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func load_all_jobs(path: String) -> void:
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var dir = DirAccess.open(path)
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if dir:
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dir.list_dir_begin()
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var file_name = dir.get_next()
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while file_name != "":
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if not dir.current_is_dir() and file_name.get_extension() == "tres":
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var full_path = path + file_name
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var job_resource = load(full_path) as JobData
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if job_resource:
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jobs_array.append(job_resource)
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#print(job_resource)
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file_name = dir.get_next()
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dir.list_dir_end()
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#print(jobs_array)
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else:
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print("No files found on path")
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#endregion
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