extends Resource const EQUIPMENT := preload("res://scripts/planets/captain_equipment.gd") const PROFILES := preload("res://scripts/planets/planet_profiles.gd") @export var lander_hp := 100.0 @export var visits: Dictionary = {} @export var scans: Dictionary = {} @export var delivered_modules: Array[Resource] = [] @export var research_records: Dictionary = {} var active := false var cargo: Dictionary = {} var cargo_modules: Array[Resource] = [] var cargo_records: Dictionary = {} var active_profile: Dictionary = {} var visit_seed := 0 var last_result: Dictionary = {} func repair_cost() -> int: return maxi(0, ceili(100.0 - lander_hp - 0.00001)) func repair(captain: Resource) -> bool: var cost := repair_cost() if active or captain.parts < cost: return false captain.parts -= cost lander_hp = 100 captain.emit_changed() return true func scan(profile: Dictionary) -> void: scans[str(profile.id)] = profile.duplicate(true) emit_changed() func begin_visit(profile: Dictionary) -> bool: if active or repair_cost() > 0: return false active_profile = profile.duplicate(true) var count := int(visits.get(profile.id, 0)) + 1 visits[profile.id] = count visit_seed = int(profile.seed) ^ (count * 7919) cargo.clear() cargo_modules.clear() cargo_records.clear() active = true lander_hp = maxf(0, lander_hp - float(profile.landing_damage)) last_result.clear() return true func damage(amount: float) -> void: if active: lander_hp = clampf(lander_hp - maxf(0, amount), 0, 100) emit_changed() func add_material(key: String, amount: int) -> void: if active and amount > 0: cargo[key] = int(cargo.get(key, 0)) + amount emit_changed() func resolve_poi(captain: Resource, poi: Dictionary, rng: RandomNumberGenerator) -> Dictionary: if not active or bool(poi.get("complete", false)): return {} var stage := int(poi.get("stage", 0)) var chance := PROFILES.success_chance(active_profile, captain, stage) var success := rng.randf() < chance var result := {"success": success, "chance": chance, "damage": 0, "materials": {}, "module": null} if success: var difficulty := float(active_profile.difficulty) var multiplier := (1.0 + difficulty * 2.0) * (1.0 + stage * 0.65) var ordinary: Array = ["iron", "titanium", "aluminium", "uranium", "sulfur"] var pool: Array = PROFILES.MATERIALS if rng.randf() < 0.55 else ordinary var key: String = pool[rng.randi_range(0, pool.size() - 1)] var amount := maxi(1, roundi(rng.randi_range(5, 12) * multiplier)) add_material(key, amount) result.materials[key] = amount if rng.randf() < 0.15 + difficulty * 0.25: var generator := preload("res://scripts/items/item_generator.gd") var definitions: Array = generator.DEFINITIONS.filter(func(d): return d.category != ItemDefinition.Category.WEAPON) var level := mini(1000, GameState.system_level + roundi(difficulty * 6.0) + stage) var item: ItemInstance = generator.generate_loot(level, 1 if difficulty > 0.5 or stage >= 2 else 0, definitions[rng.randi_range(0, definitions.size() - 1)]) cargo_modules.append(item) result.module = item if str(poi.kind) == "ruins": var record := "Archiwum %s" % str(active_profile.name) cargo_records[record] = int(cargo_records.get(record, 0)) + 1 poi.stage = stage + 1 if int(poi.stage) >= 3: poi.complete = true else: var loss := rng.randi_range(8, 15) + stage * 5 + roundi(float(active_profile.difficulty) * 10) damage(loss) result.damage = loss # Failure closes this location; previously collected loot stays until return. poi.complete = true emit_changed() return result func finish_visit(captain: Resource, success: bool) -> Dictionary: if not active: return last_result success = success and lander_hp > 0 var result := {"success": success, "materials": cargo.duplicate(), "modules": cargo_modules.size(), "hp": lander_hp} if success: for key in cargo: captain.minerals[key] = int(captain.minerals.get(key, 0)) + int(cargo[key]) delivered_modules.append_array(cargo_modules) for key in cargo_records: research_records[key] = int(research_records.get(key, 0)) + int(cargo_records[key]) active = false cargo.clear() cargo_modules.clear() cargo_records.clear() active_profile.clear() last_result = result captain.emit_changed() emit_changed() return result func deliver_modules(inventory: Node) -> int: var delivered := 0 for index in range(delivered_modules.size() - 1, -1, -1): if inventory.add_item(delivered_modules[index]): delivered_modules.remove_at(index) delivered += 1 emit_changed() return delivered const ENGINEER_PRICE := 100 const ENGINEER_LEVEL_RATIO := 0.75 static func roll_engineer_bonus(rng: RandomNumberGenerator) -> int: var total := 0.0 for bonus in 21: total += pow(ENGINEER_LEVEL_RATIO,bonus) var roll := rng.randf()*total for bonus in 21: roll -= pow(ENGINEER_LEVEL_RATIO,bonus) if roll < 0: return bonus return 20 func buy_engineer_offer(captain: Resource, event: Dictionary, rng: RandomNumberGenerator) -> Dictionary: if not active or lander_hp <= 0 or str(event.get("kind","")) != "engineer" or bool(event.get("complete",false)): return {"success":false,"reason":"Oferta jest już niedostępna."} if captain.credits < ENGINEER_PRICE: return {"success":false,"reason":"Potrzebujesz 100 kredytów."} var generator := preload("res://scripts/items/item_generator.gd") var categories := [ItemDefinition.Category.SHIELD,ItemDefinition.Category.ARMOR,ItemDefinition.Category.ENGINE,ItemDefinition.Category.REACTOR,ItemDefinition.Category.COMPUTER] var definitions: Array = generator.DEFINITIONS.filter(func(definition): return definition.category in categories) var level := mini(1000,GameState.system_level+roll_engineer_bonus(rng)) # Generate the exact offered level; captain luck must not bypass the +20 limit. var item: ItemInstance = generator.generate_for_definition(definitions[rng.randi_range(0,definitions.size()-1)],level,0) captain.credits -= ENGINEER_PRICE cargo_modules.append(item) event.complete = true captain.emit_changed() emit_changed() return {"success":true,"item":item}