Randoloot/scripts/items/ship_inventory.gd
2026-10-25 22:38:13 +01:00

630 lines
27 KiB
GDScript

extends Node
class_name ShipInventory
signal inventory_changed
signal ammunition_changed
const RECIPES := preload("res://scripts/items/crafting_recipes.gd")
const CARGO_SIZE := 20
const CARGO_ROW_SIZE := 5
var unlocked_cargo_slots := CARGO_ROW_SIZE
const WEAPON_SLOT_COUNT := 3
const STARTING_MISSILE_AMMUNITION := 2
const MISSILE_BUY_BASE_COST := 30
const MISSILE_DEFINITIONS := [preload("res://resources/items/missile_launcher.tres"), preload("res://resources/items/unguided_missile.tres")]
const MODULE_SLOT_COUNT := 5
const EXTENSION_SLOT_COUNT := 5
const CARGO_SLOT_COST := {"iron": 100, "aluminium": 50}
const WEAPON_UNLOCK_COSTS := [30, 200]
const EXTENSION_UNLOCK_BASE_COST := 40
var unlocked_weapon_slots := 1
var unlocked_extension_slots := 1
const MODULE_CATEGORIES := [ItemDefinition.Category.SHIELD, ItemDefinition.Category.ARMOR, ItemDefinition.Category.ENGINE, ItemDefinition.Category.REACTOR, ItemDefinition.Category.COMPUTER]
const MODULE_NAMES := ["Tarcze", "Pancerz", "Silnik", "Reaktor", "Komputer"]
const STARTING_AMMUNITION := 200
const AMMUNITION_CRAFT_AMOUNT := 10
const AMMUNITION_BUY_AMOUNT := 100
const AMMUNITION_BUY_BASE_COST := 60
const IRRADIATED_AMMUNITION_BUY_BASE_COST := 50
var extension_cooldowns: Dictionary = {}
var energy_banks := 0
var irradiated_ammunition := 0
var ammunition: int = STARTING_AMMUNITION
var missile_ammunition: int = STARTING_MISSILE_AMMUNITION
var cargo: Array[ItemInstance] = []
var selected_orb: ItemInstance
var weapon_slots: Array[ItemInstance] = []
var module_slots: Array[ItemInstance] = []
var extension_slots: Array[ItemInstance] = []
@onready var ship: CharacterBody2D = get_parent()
func _ready() -> void:
process_mode = Node.PROCESS_MODE_ALWAYS
add_to_group("ship_inventory")
cargo.resize(CARGO_SIZE)
weapon_slots.resize(WEAPON_SLOT_COUNT)
module_slots.resize(MODULE_SLOT_COUNT)
extension_slots.resize(EXTENSION_SLOT_COUNT)
if GameState.restart_inventory.is_empty():
_add_starter_items()
else:
unlocked_cargo_slots = clampi(int(GameState.restart_inventory.get("unlocked_cargo_slots", int(GameState.restart_inventory.get("unlocked_cargo_rows", 1)) * CARGO_ROW_SIZE)), CARGO_ROW_SIZE, CARGO_SIZE)
unlocked_weapon_slots = clampi(int(GameState.restart_inventory.get("unlocked_weapon_slots",1)),1,WEAPON_SLOT_COUNT)
unlocked_extension_slots = clampi(int(GameState.restart_inventory.get("unlocked_extension_slots",1)),1,EXTENSION_SLOT_COUNT)
cargo.assign(GameState.restart_inventory["cargo"])
weapon_slots.assign(GameState.restart_inventory["weapon"])
weapon_slots.resize(WEAPON_SLOT_COUNT)
_restore_modules(GameState.restart_inventory)
ammunition = int(GameState.restart_inventory.get("ammunition", STARTING_AMMUNITION))
missile_ammunition = int(GameState.restart_inventory.get("missile_ammunition", STARTING_MISSILE_AMMUNITION))
irradiated_ammunition = int(GameState.restart_inventory.get("irradiated_ammunition", 0))
energy_banks = int(GameState.restart_inventory.get("energy_banks", 0))
GameState.restart_inventory.clear()
_convert_legacy_energy_banks()
_remove_extension_addons()
migrate_orbs()
_recalculate_ship_stats()
inventory_changed.emit()
func get_cargo_used() -> int:
var used := 0
for item in cargo:
if item != null:
used += 1
return used
func preserve_for_restart() -> void:
# Copy the slot arrays; resources retain levels and individual modifiers.
GameState.restart_inventory = {
"unlocked_cargo_slots": unlocked_cargo_slots,
"unlocked_weapon_slots": unlocked_weapon_slots,
"unlocked_extension_slots": unlocked_extension_slots,
"cargo": cargo.duplicate(),
"weapon": weapon_slots.duplicate(),
"module": module_slots.duplicate(),
"extension": extension_slots.duplicate(),
"irradiated_ammunition": irradiated_ammunition,
"energy_banks": energy_banks,
"ammunition": ammunition,
"missile_ammunition": missile_ammunition,
}
func _convert_legacy_energy_banks() -> void:
for index in cargo.size():
if cargo[index] != null and cargo[index].definition != null and cargo[index].definition.item_id == "energy_bank":
energy_banks += 1
cargo[index] = null
func get_energy_bank_count() -> int:
return energy_banks
func use_energy_bank() -> bool:
if bool(ship.get("_is_destroyed")) or bool(ship.get("is_docked")) or get_tree().paused or energy_banks <= 0:
return false
var maximum := float(ship.get("max_energy"))
var current := float(ship.get("energy"))
if current >= maximum:
return false
ship.set("energy", minf(maximum, current + maximum * GameState.captain.get_energy_bank_fraction()))
energy_banks -= 1
inventory_changed.emit()
return true
func consume_ammunition(amount: int = 1) -> bool:
if amount <= 0 or ammunition < amount:
return false
if GameState.captain.should_consume_ammunition("ordinary"):
ammunition -= amount
ammunition_changed.emit()
return true
func can_craft(recipe_id: String) -> bool:
if not RECIPES.DATA.has(recipe_id):
return false
for mineral in RECIPES.DATA[recipe_id]["cost"]:
if int(GameState.captain.minerals.get(mineral, 0)) < int(RECIPES.DATA[recipe_id]["cost"][mineral]):
return false
return true
func craft(recipe_id: String) -> bool:
if not can_craft(recipe_id):
return false
var recipe: Dictionary = RECIPES.DATA[recipe_id]
for mineral in recipe["cost"]:
GameState.captain.minerals[mineral] = int(GameState.captain.minerals.get(mineral, 0)) - int(recipe["cost"][mineral])
var amount := int(recipe["amount"])
match recipe_id:
"parts": GameState.captain.parts += amount
"ammunition": ammunition += amount
"missile": missile_ammunition += amount
"energy_bank": energy_banks += amount
"irradiated_ammunition": irradiated_ammunition += amount
GameState.captain.emit_changed()
ammunition_changed.emit()
inventory_changed.emit()
return true
func get_crafted_stock(recipe_id: String) -> int:
match recipe_id:
"parts": return int(GameState.captain.parts)
"ammunition": return ammunition
"missile": return missile_ammunition
"energy_bank": return energy_banks
"irradiated_ammunition": return irradiated_ammunition
return 0
func can_craft_ammunition() -> bool:
return can_craft("ammunition")
func craft_ammunition() -> bool:
return craft("ammunition")
func get_item(slot_kind: String, index: int) -> ItemInstance:
if not is_slot_unlocked(slot_kind,index): return null
var slots := _get_slots(slot_kind)
if index < 0 or index >= slots.size():
return null
return slots[index]
func get_ammunition_buy_cost() -> int:
return GameState.captain.discounted_price(AMMUNITION_BUY_BASE_COST * maxi(1, GameState.system_level))
func can_buy_ammunition() -> bool:
return GameState.captain.credits >= get_ammunition_buy_cost()
func buy_ammunition() -> bool:
if not can_buy_ammunition():
return false
GameState.captain.credits -= get_ammunition_buy_cost()
ammunition += AMMUNITION_BUY_AMOUNT
GameState.captain.emit_changed()
ammunition_changed.emit()
return true
func add_item(item: ItemInstance) -> bool:
if item == null or item.definition == null:
return false
if not item.definition.orb_id.is_empty():
for existing in cargo.slice(0,get_cargo_capacity()):
if existing != null and existing.definition.orb_id == item.definition.orb_id:
existing.stack_count += item.stack_count
inventory_changed.emit()
return true
if item.definition.item_id == "energy_bank":
energy_banks += 1
inventory_changed.emit()
return true
if item.definition.category == ItemDefinition.Category.ACTIVE_EXTENSION:
item.additional_modifiers.clear()
item.rarity = 0
for index in get_cargo_capacity():
if cargo[index] == null:
cargo[index] = item
inventory_changed.emit()
return true
return false
func can_add_item(item: ItemInstance) -> bool:
if item == null or item.definition == null: return false
if item.definition.item_id == "energy_bank": return true
for existing in cargo.slice(0,get_cargo_capacity()):
if existing == null: return true
if not item.definition.orb_id.is_empty() and existing.definition.orb_id == item.definition.orb_id: return true
return false
func migrate_orbs() -> void:
var progress: Resource = GameState.captain.expedition
for id in progress.orbs.keys():
var amount := int(progress.orbs[id])
if amount > 0 and add_item(preload("res://scripts/items/special_orbs.gd").create_item(id,amount)):
progress.orbs.erase(id)
func select_orb(index: int) -> bool:
var item := get_item("cargo",index)
if item == null or item.definition.orb_id.is_empty(): return false
selected_orb = item
Input.set_default_cursor_shape(Input.CURSOR_CROSS)
if get_node_or_null("OrbTargetCursor") == null:
var cursor := CanvasLayer.new()
cursor.set_script(preload("res://scripts/ui/orb_target_cursor.gd"))
cursor.inventory = self
add_child(cursor)
inventory_changed.emit()
return true
func cancel_orb() -> void:
selected_orb = null
Input.set_default_cursor_shape(Input.CURSOR_ARROW)
inventory_changed.emit()
func use_selected_orb(item: ItemInstance) -> bool:
if selected_orb == null or not cargo.has(selected_orb):
cancel_orb()
return false
if not preload("res://scripts/items/special_orbs.gd").apply(GameState.captain.expedition,self,item,selected_orb.definition.orb_id): return false
cancel_orb()
return true
func _input(event: InputEvent) -> void:
if selected_orb == null: return
if (event is InputEventKey and event.pressed and event.keycode == KEY_ESCAPE) or (event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_RIGHT):
cancel_orb()
get_viewport().set_input_as_handled()
func delete_cargo_item(index: int) -> bool:
if not is_slot_unlocked("cargo",index): return false
if index < 0 or index >= cargo.size() or cargo[index] == null:
return false
if not cargo[index].definition.orb_id.is_empty(): return false
cargo[index] = null
GameState.captain.parts += 10.0
GameState.captain.emit_changed()
inventory_changed.emit()
return true
func can_move_item(from_kind: String, from_index: int, to_kind: String, to_index: int) -> bool:
if not is_slot_unlocked(from_kind,from_index): return false
var source := _get_slots(from_kind)
var destination := _get_slots(to_kind)
if from_index < 0 or from_index >= source.size() or to_index < 0 or to_index >= destination.size():
return false
if from_kind == to_kind and from_index == to_index:
return false
var item := source[from_index]
if item == null or item.definition == null:
return false
if not _accepts_item(to_kind, to_index, item):
return false
var displaced := destination[to_index]
if displaced != null and displaced.definition != null:
if not _accepts_item(from_kind, from_index, displaced):
return false
if from_kind == "extension" or to_kind == "extension":
var projected := extension_slots.duplicate()
if from_kind == "extension":
projected[from_index] = displaced
if to_kind == "extension":
projected[to_index] = item
var equipped_types := {}
for extension in projected:
if extension == null or extension.definition == null:
continue
var type_id: String = extension.definition.item_id
if equipped_types.has(type_id):
return false
equipped_types[type_id] = true
return true
func _accepts_item(kind: String, index: int, item: ItemInstance) -> bool:
if not is_slot_unlocked(kind,index): return false
if kind == "weapon":
return item.definition.category == ItemDefinition.Category.WEAPON
if kind == "module":
return item.definition.category == MODULE_CATEGORIES[index]
if kind == "extension":
return item.definition.category == ItemDefinition.Category.ACTIVE_EXTENSION and (item.definition.active_ability != null or item.is_passive_extension())
return kind == "cargo"
func is_slot_unlocked(kind: String, index: int) -> bool:
if kind == "cargo": return index >= 0 and index < get_cargo_capacity()
if kind == "weapon": return index >= 0 and index < unlocked_weapon_slots
if kind == "extension": return index >= 0 and index < unlocked_extension_slots
return true
func get_cargo_capacity() -> int:
return unlocked_cargo_slots
func can_use_freighter_storage(captain: Resource) -> bool:
return bool(ship.get("is_docked")) and captain.expedition.freighter_rooms.get("expansion_3","") == "module_storage"
func store_on_freighter(index: int, expected: ItemInstance, captain: Resource) -> bool:
if not can_use_freighter_storage(captain) or not is_slot_unlocked("cargo",index): return false
var item := get_item("cargo",index)
if item == null or item != expected: return false
var merged := false
if not item.definition.orb_id.is_empty():
for existing in captain.expedition.freighter_storage:
if existing.definition.orb_id == item.definition.orb_id:
existing.stack_count += item.stack_count
merged = true
break
if not merged: captain.expedition.freighter_storage.append(item)
cargo[index] = null
captain.expedition.emit_changed()
inventory_changed.emit()
return true
func retrieve_from_freighter(index: int, expected: ItemInstance, captain: Resource) -> bool:
if not can_use_freighter_storage(captain): return false
var storage: Array = captain.expedition.freighter_storage
if index < 0 or index >= storage.size() or expected == null or storage[index] != expected: return false
if not can_add_item(expected): return false
if not add_item(expected): return false
storage.remove_at(index)
captain.expedition.emit_changed()
inventory_changed.emit()
return true
func _exit_tree() -> void:
if selected_orb != null: Input.set_default_cursor_shape(Input.CURSOR_ARROW)
func get_slot_unlock_cost(kind: String) -> Dictionary:
match kind:
"cargo":
return CARGO_SLOT_COST.duplicate() if unlocked_cargo_slots < CARGO_SIZE else {}
"weapon":
return {"titanium": WEAPON_UNLOCK_COSTS[unlocked_weapon_slots - 1]} if unlocked_weapon_slots < WEAPON_SLOT_COUNT else {}
"extension":
if unlocked_extension_slots >= EXTENSION_SLOT_COUNT: return {}
var amount := EXTENSION_UNLOCK_BASE_COST * (1 << (unlocked_extension_slots - 1))
return {"iron": amount, "aluminium": amount, "titanium": amount}
return {}
func get_slot_unlock_cost_text(kind: String) -> String:
var descriptions := PackedStringArray()
var cost := get_slot_unlock_cost(kind)
for mineral in cost:
descriptions.append("%d %s" % [cost[mineral], RECIPES.NAMES[mineral]])
return " + ".join(descriptions)
func can_unlock_slot(kind: String, captain: Resource) -> bool:
if not bool(ship.get("is_docked")): return false
var cost := get_slot_unlock_cost(kind)
if cost.is_empty(): return false
for mineral in cost:
if int(captain.minerals.get(mineral, 0)) < int(cost[mineral]): return false
return true
func unlock_slot(kind: String, captain: Resource) -> bool:
if not can_unlock_slot(kind, captain): return false
var cost := get_slot_unlock_cost(kind)
for mineral in cost:
captain.minerals[mineral] = int(captain.minerals.get(mineral, 0)) - int(cost[mineral])
match kind:
"cargo": unlocked_cargo_slots += 1
"weapon": unlocked_weapon_slots += 1
"extension": unlocked_extension_slots += 1
captain.emit_changed()
inventory_changed.emit()
return true
func get_missile_count() -> int:
return missile_ammunition
func get_missile_cooldown(item: ItemInstance) -> float:
var reduction := item.get_stat_total("missile_cooldown_reduction")
for equipped in weapon_slots.slice(0,unlocked_weapon_slots) + module_slots:
if equipped != null and equipped != item:
reduction += equipped.get_stat_total("missile_cooldown_reduction")
return maxf(1.0, maxf(1.0, 5.0 - reduction) / item.attack_speed_multiplier())
func consume_missile() -> bool:
if missile_ammunition <= 0:
return false
missile_ammunition -= 1
ammunition_changed.emit()
return true
func can_craft_missile() -> bool:
return can_craft("missile")
func get_missile_buy_cost() -> int:
return GameState.captain.discounted_price(MISSILE_BUY_BASE_COST * maxi(1, GameState.system_level))
func can_buy_missile() -> bool:
return GameState.captain.credits >= get_missile_buy_cost()
func craft_missile() -> bool:
return craft("missile")
func buy_missile() -> bool:
if not can_buy_missile():
return false
GameState.captain.credits -= get_missile_buy_cost()
missile_ammunition += 1
GameState.captain.emit_changed()
ammunition_changed.emit()
return true
func move_item(from_kind: String, from_index: int, to_kind: String, to_index: int) -> bool:
if not can_move_item(from_kind, from_index, to_kind, to_index):
return false
var source := _get_slots(from_kind)
var destination := _get_slots(to_kind)
var displaced := destination[to_index]
if displaced != null and not source[from_index].definition.orb_id.is_empty() and displaced.definition.orb_id == source[from_index].definition.orb_id:
displaced.stack_count += source[from_index].stack_count
source[from_index] = null
inventory_changed.emit()
return true
destination[to_index] = source[from_index]
source[from_index] = displaced
_remove_extension_addons()
_recalculate_ship_stats()
inventory_changed.emit()
return true
func _get_slots(slot_kind: String) -> Array[ItemInstance]:
match slot_kind:
"cargo":
return cargo
"weapon":
return weapon_slots
"module":
return module_slots
"extension":
return extension_slots
return []
func _recalculate_ship_stats() -> void:
var bonuses := {}
for item in weapon_slots.slice(0,unlocked_weapon_slots) + module_slots:
if item == null or item.definition == null:
continue
for stat_key in ["kinetic_absorption", "energy_absorption", "radiation_absorption", "shield_on_damage_percent", "scanner_range", "max_hull", "max_shields", "max_energy", "max_speed", "energy_regeneration", "shield_regeneration", "hull_percent", "shield_percent", "damage_percent", "speed_percent", "experience_percent", "credits_percent", "luck_percent", "critical_chance_percent", "critical_damage_percent"]:
bonuses[stat_key] = float(bonuses.get(stat_key, 0.0)) + item.get_stat_total(stat_key)
ship.call("apply_equipment_bonuses", bonuses)
func _add_starter_items() -> void:
var definition := load("res://resources/items/plasma_cannon.tres") as ItemDefinition
if definition == null:
push_warning("Could not load starter plasma cannon")
return
var item := ItemInstance.new()
item.definition = definition
item.item_level = 1
weapon_slots[0] = item
func _remove_extension_addons() -> void:
for item in cargo + extension_slots:
if item != null and item.definition.category == ItemDefinition.Category.ACTIVE_EXTENSION:
item.additional_modifiers.clear()
item.rarity = 0
func _restore_modules(saved: Dictionary) -> void:
if saved.has("extension"):
extension_slots.assign(saved["extension"])
extension_slots.resize(EXTENSION_SLOT_COUNT)
for item in saved.get("module", []):
if item == null or item.definition == null:
continue
var index := MODULE_CATEGORIES.find(item.definition.category)
if index >= 0 and module_slots[index] == null:
module_slots[index] = item
elif item.definition.category == ItemDefinition.Category.ACTIVE_EXTENSION and extension_slots.slice(0,unlocked_extension_slots).has(null):
extension_slots[extension_slots.find(null)] = item
else:
add_item(item)
func get_item_comparison(item: ItemInstance, equipped: ItemInstance) -> Array[Dictionary]:
var before := _comparison_stats(_comparison_bonuses())
var after := _comparison_stats(_comparison_bonuses(item, equipped))
var rows: Array[Dictionary] = []
for key in before:
var difference: float = float(after[key]["value"]) - float(before[key]["value"])
if is_zero_approx(difference):
continue
rows.append({"key": key, "name": before[key]["name"], "delta": difference, "unit": before[key]["unit"]})
return rows
func _comparison_bonuses(incoming: ItemInstance = null, outgoing: ItemInstance = null) -> Dictionary:
var bonuses := {}
for item in weapon_slots.slice(0,unlocked_weapon_slots) + module_slots:
if item == null or item == outgoing:
continue
_add_comparison_bonuses(bonuses, item)
if incoming != null:
_add_comparison_bonuses(bonuses, incoming)
return preload("res://scripts/items/equipment_balance.gd").bonuses(bonuses)
func _add_comparison_bonuses(bonuses: Dictionary, item: ItemInstance) -> void:
for key in ["kinetic_absorption", "energy_absorption", "radiation_absorption", "max_hull", "max_shields", "max_energy", "max_speed", "scanner_range", "hull_percent", "shield_percent", "speed_percent", "damage_percent", "critical_damage_percent", "critical_chance_percent", "shield_on_damage_percent", "energy_regeneration", "shield_regeneration", "missile_cooldown_reduction", "experience_percent", "credits_percent", "luck_percent"]:
bonuses[key] = float(bonuses.get(key, 0.0)) + item.get_stat_total(key)
func _comparison_stats(bonuses: Dictionary) -> Dictionary:
bonuses = preload("res://scripts/items/equipment_balance.gd").bonuses(bonuses)
var stats := {}
for data in [["max_hull", "base_max_hull", "hull_percent", "Pancerz", "pkt"], ["max_shields", "base_max_shields", "shield_percent", "Tarcze", "pkt"], ["max_speed", "base_max_speed", "speed_percent", "Prędkość", "px/s"]]:
var value := (float(ship.get(data[1])) + float(bonuses.get(data[0], 0.0))) * (1.0 + float(bonuses.get(data[2], 0.0)) / 100.0)
stats[data[0]] = {"value": value, "name": data[3], "unit": data[4]}
stats.max_speed.value = minf(240.0,float(stats.max_speed.value))
if preload("res://scripts/planets/alien_research.gd").learned("hull_b"): stats.max_hull.value *= 1.1
if preload("res://scripts/planets/alien_research.gd").learned("shields_b"): stats.max_shields.value *= 1.1
for data in [["max_energy", "base_max_energy", "Energia", "pkt"], ["scanner_range", "base_scanner_range", "Zasięg skanera", "px"], ["energy_regeneration", "base_energy_regeneration", "Regeneracja energii", "pkt/s"], ["shield_regeneration", "base_shield_regeneration", "Regeneracja tarcz", "pkt/s"]]:
stats[data[0]] = {"value": float(ship.get(data[1])) + float(bonuses.get(data[0], 0.0)), "name": data[2], "unit": data[3]}
var balance := preload("res://scripts/items/equipment_balance.gd")
stats.energy_regeneration.value = balance.energy_regen(float(stats.energy_regeneration.value),float(stats.max_energy.value))
stats.shield_regeneration.value = balance.shield_regen(float(stats.shield_regeneration.value),float(stats.max_shields.value))
# These stats are bonuses in their own right, not rewards or hit scenarios.
for data in [["kinetic_absorption", "Absorpcja kinetyczna"], ["energy_absorption", "Absorpcja energetyczna"], ["radiation_absorption", "Absorpcja radiacyjna"], ["damage_percent", "Obrażenia broni"], ["critical_damage_percent", "Obrażenia krytyczne"], ["critical_chance_percent", "Szansa na krytyk"], ["shield_on_damage_percent", "Odzysk tarcz z obrażeń"], ["experience_percent", "Doświadczenie"], ["credits_percent", "Kredyty"]]:
stats[data[0]] = {"value": float(bonuses.get(data[0], 0.0)), "name": data[1], "unit": "%"}
stats["luck_percent"] = {"value": GameState.captain.get_luck_chance(float(bonuses.get("luck_percent", 0.0))) * 100.0, "name": "Szczęście (limit 60%)", "unit": "%"}
stats["missile_cooldown_reduction"] = {"value": float(bonuses.get("missile_cooldown_reduction", 0.0)), "name": "Skrócenie cooldownu rakiet", "unit": "s"}
var absorption_values := DamageTypes.capped(Vector3(float(bonuses.get("kinetic_absorption", 0.0)), float(bonuses.get("energy_absorption", 0.0)), float(bonuses.get("radiation_absorption", 0.0))))
for index in 3:
stats[DamageTypes.KEYS[index]]["value"] = absorption_values[index]
return stats
func get_weapon_comparison(item: ItemInstance, slot_index: int) -> Dictionary:
if item == null or item.definition == null or item.definition.category != ItemDefinition.Category.WEAPON or slot_index < 0 or slot_index >= weapon_slots.size():
return {}
var equipped := weapon_slots[slot_index]
var before := _comparison_bonuses()
var after := _comparison_bonuses(item, equipped)
var rows := get_item_comparison(item, equipped)
var flat_damage := _weapon_flat_damage_addons(item) - _weapon_flat_damage_addons(equipped)
if not is_zero_approx(flat_damage):
rows.append({"key": "flat_damage_addon", "name": "Obrażenia z addonów", "delta": flat_damage, "unit": "DMG"})
return {"slot": slot_index, "dps_delta": _weapon_dps(item, after) - _weapon_dps(equipped, before), "stats": rows}
func _weapon_flat_damage_addons(item: ItemInstance) -> float:
var total := 0.0
if item != null:
for modifier in item.additional_modifiers:
if modifier != null and modifier.stat_key == "damage":
total += modifier.value
return total
func _weapon_dps(item: ItemInstance, bonuses: Dictionary) -> float:
if item == null or item.definition == null:
return 0.0
bonuses = preload("res://scripts/items/equipment_balance.gd").bonuses(bonuses)
var damage_factor := (1.0 + float(bonuses.get("damage_percent", 0.0)) / 100.0) * (1.0 + GameState.captain.get_skill_bonus("gunner"))
var chance := clampf(GameState.captain.get_skill_bonus("sharp_eye") + float(bonuses.get("critical_chance_percent", 0.0)) / 100.0, 0.0, 0.60)
var critical_factor := preload("res://scripts/captain/captain_balance.gd").BASE_CRITICAL_MULTIPLIER * (1.0 + maxf(0.0, float(bonuses.get("critical_damage_percent", 0.0)) / 100.0))
var interval := item.get_fire_interval()
if item.definition.weapon_kind == ItemDefinition.WeaponKind.MISSILE:
interval = maxf(1.0, maxf(1.0, 5.0 - float(bonuses.get("missile_cooldown_reduction", 0.0))) / item.attack_speed_multiplier())
var value := item.get_stat_total("damage") * damage_factor * (1.0 + chance * (critical_factor - 1.0)) / maxf(0.001, interval)
if item.definition.weapon_effect == "radiation_laser" and item.get_damage_type() == DamageTypes.Type.RADIATION:
value *= 1.0+minf(preload("res://scripts/game/radiation_status.gd").DURATION,interval)
if item.definition.weapon_effect == "incendiary": value *= 6.5
return value
func consume_irradiated_ammunition() -> bool:
if irradiated_ammunition <= 0:
return false
if GameState.captain.should_consume_ammunition("irradiated"):
irradiated_ammunition -= 1
ammunition_changed.emit()
return true
func can_craft_irradiated_ammunition() -> bool:
return can_craft("irradiated_ammunition")
func craft_irradiated_ammunition() -> bool:
return craft("irradiated_ammunition")
func can_buy_irradiated_ammunition() -> bool:
return GameState.captain.credits >= get_irradiated_ammunition_buy_cost()
func get_irradiated_ammunition_buy_cost() -> int:
return GameState.captain.discounted_price(IRRADIATED_AMMUNITION_BUY_BASE_COST * maxi(1, GameState.system_level))
func buy_irradiated_ammunition() -> bool:
if not can_buy_irradiated_ammunition():
return false
GameState.captain.credits -= get_irradiated_ammunition_buy_cost()
irradiated_ammunition += 10
GameState.captain.emit_changed()
ammunition_changed.emit()
return true
func get_weapon_dps(slot_index: int) -> float:
if not is_slot_unlocked("weapon", slot_index): return 0.0
var item := get_item("weapon", slot_index)
var value := _weapon_dps(item, _comparison_bonuses())
if item != null and item.definition.weapon_kind == ItemDefinition.WeaponKind.GAMMA and item.get_damage_type() == DamageTypes.Type.RADIATION:
value *= 1.0 + 0.25 * minf(preload("res://scripts/game/radiation_status.gd").DURATION, item.get_fire_interval())
return value
func get_total_dps() -> float:
var total := 0.0
for index in range(unlocked_weapon_slots):
total += get_weapon_dps(index)
return total