159 lines
5.5 KiB
GDScript
159 lines
5.5 KiB
GDScript
extends Resource
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const EQUIPMENT := preload("res://scripts/planets/captain_equipment.gd")
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const REWARDS := preload("res://scripts/planets/planet_rewards.gd")
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const PROFILES := preload("res://scripts/planets/planet_profiles.gd")
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@export var lander_hp := 100.0
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@export var visits: Dictionary = {}
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@export var scans: Dictionary = {}
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@export var delivered_modules: Array[Resource] = []
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@export var research_records: Dictionary = {}
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@export var alien_skills: Dictionary = {}
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@export var freighter_rooms: Dictionary = {}
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@export var freighter_storage: Array[Resource] = []
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@export var delivered_missiles := 0
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@export var analysis_samples := 0
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@export var delivered_ammunition := 0
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@export var delivered_irradiated_ammunition := 0
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var cargo_credits := 0
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var cargo_parts := 0
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var cargo_missiles := 0
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var active := false
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var cargo: Dictionary = {}
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var cargo_modules: Array[Resource] = []
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var cargo_records: Dictionary = {}
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var active_profile: Dictionary = {}
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var visit_seed := 0
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var last_result: Dictionary = {}
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func repair_cost() -> int:
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return maxi(0, ceili(100.0 - lander_hp - 0.00001))
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func repair(captain: Resource) -> bool:
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var cost := repair_cost()
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if active or captain.parts < cost:
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return false
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captain.parts -= cost
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lander_hp = 100
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captain.emit_changed()
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return true
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func scan(profile: Dictionary) -> void:
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scans[str(profile.id)] = profile.duplicate(true)
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emit_changed()
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func begin_visit(profile: Dictionary) -> bool:
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if active or repair_cost() > 0:
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return false
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active_profile = profile.duplicate(true)
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var count := int(visits.get(profile.id, 0)) + 1
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visits[profile.id] = count
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visit_seed = int(profile.seed) ^ (count * 7919)
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cargo_credits = 0
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cargo_parts = 0
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cargo_missiles = 0
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cargo.clear()
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cargo_modules.clear()
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cargo_records.clear()
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active = true
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lander_hp = maxf(0, lander_hp - float(profile.landing_damage))
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last_result.clear()
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return true
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func damage(amount: float) -> void:
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if active:
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lander_hp = clampf(lander_hp - maxf(0, amount), 0, 100)
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emit_changed()
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func add_material(key: String, amount: int) -> void:
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if active and amount > 0:
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cargo[key] = int(cargo.get(key, 0)) + amount
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emit_changed()
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func resolve_poi(captain: Resource, poi: Dictionary, rng: RandomNumberGenerator) -> Dictionary:
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if not active or bool(poi.get("complete", false)):
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return {}
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var stage := int(poi.get("stage", 0))
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var chance := PROFILES.success_chance(active_profile, captain, stage)
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var success := false
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var result := {"success": success, "chance": chance, "damage": 0, "materials": {}, "module": null}
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if chance <= 0.0:
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result.blocked = true
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result.reason = "Ten etap ma 0% szans. Potrzebujesz lepszego wyposażenia, aby zmniejszyć zagrożenie."
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return result
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success = rng.randf() < chance
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result.success = success
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if success:
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var reward: Dictionary = preload("res://scripts/planets/poi_rules.gd").reward(str(poi.kind),stage,rng,active_profile,captain)
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for key in reward:
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add_material(key,int(reward[key]))
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result.materials = reward
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if str(poi.kind) == "ruins":
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var item: ItemInstance = REWARDS.generate_module(rng,active_profile,GameState.system_level,null,0,stage+1)
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cargo_modules.append(item)
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result.module = item
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poi.stage = stage + 1
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if int(poi.stage) >= 3:
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poi.complete = true
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else:
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var loss := rng.randi_range(8, 15) + stage * 5 + roundi(float(active_profile.difficulty) * 10)
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damage(loss)
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result.damage = loss
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# Failure closes this location; previously collected loot stays until return.
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poi.complete = true
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emit_changed()
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return result
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func finish_visit(captain: Resource, success: bool) -> Dictionary:
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if not active:
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return last_result
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success = success and lander_hp > 0
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var result := {"success": success, "materials": cargo.duplicate(), "modules": cargo_modules.size(), "hp": lander_hp, "credits":cargo_credits, "parts":cargo_parts, "missiles":cargo_missiles}
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if success:
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captain.add_rewards(int(cargo.get("experience",0)),cargo_credits+int(cargo.get("credits",0)))
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analysis_samples += int(cargo.get("samples",0))
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delivered_ammunition += int(cargo.get("ammunition",0))
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delivered_irradiated_ammunition += int(cargo.get("irradiated_ammunition",0))
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delivered_missiles += int(cargo.get("missile",0))
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captain.parts += cargo_parts
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delivered_missiles += cargo_missiles
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for key in cargo:
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if key in ["credits","experience","samples","ammunition","irradiated_ammunition","missile"]: continue
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captain.minerals[key] = int(captain.minerals.get(key, 0)) + int(cargo[key])
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delivered_modules.append_array(cargo_modules)
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for key in cargo_records:
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research_records[key] = int(research_records.get(key, 0)) + int(cargo_records[key])
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active = false
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cargo_credits = 0
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cargo_parts = 0
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cargo_missiles = 0
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cargo.clear()
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cargo_modules.clear()
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cargo_records.clear()
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active_profile.clear()
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last_result = result
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captain.emit_changed()
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emit_changed()
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return result
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func deliver_modules(inventory: Node) -> int:
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if delivered_ammunition > 0 or delivered_irradiated_ammunition > 0:
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inventory.ammunition += delivered_ammunition
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inventory.irradiated_ammunition += delivered_irradiated_ammunition
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delivered_ammunition = 0
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delivered_irradiated_ammunition = 0
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inventory.ammunition_changed.emit()
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inventory.inventory_changed.emit()
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if delivered_missiles > 0:
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inventory.missile_ammunition += delivered_missiles
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delivered_missiles = 0
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inventory.ammunition_changed.emit()
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inventory.inventory_changed.emit()
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var delivered := 0
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for index in range(delivered_modules.size() - 1, -1, -1):
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if inventory.add_item(delivered_modules[index]):
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delivered_modules.remove_at(index)
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delivered += 1
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emit_changed()
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return delivered
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