class_name CardPrinter extends StaticBody3D @export var cards: Array[CardInHand] @export var item_card_scene: PackedScene @export var button_collider: CollisionShape3D @export var button_box: Node3D @export var choice_colliders: Array[CollisionShape3D] var card_available: bool = false func randomize_cards() -> void: var weight_total: int = 0 for rarity: String in Data.Rarity: weight_total += Data.rarity_weights[rarity] var generated_rarity: int = randi_range(0, weight_total) var decided_rarity: int = 0 for rarity: String in Data.Rarity: weight_total -= Data.rarity_weights[rarity] if generated_rarity >= weight_total: decided_rarity = Data.Rarity[rarity] break var card_array: Array = [] for x: Card in Data.cards: if x.rarity == decided_rarity: card_array.append(x) var card: Card for x: CardInHand in cards: if card_array.size() > 0: card = card_array.pick_random() card_array.erase(card) x.set_card(card) #TODO: in reality this should just show the icon and then hovering over it lets you see either side at the players own discretion x.view_tower() $Node3D.set_visible(true) for x: CollisionShape3D in choice_colliders: x.disabled = false card_available = true func retrieve_card(i: int) -> void: $Node3D.set_visible(false) for x: CollisionShape3D in choice_colliders: x.disabled = true if card_available: var card: Card = cards[i].stats var item: ItemCard = item_card_scene.instantiate() as ItemCard item.card = card item.position = Vector3(1.683, 0, 0) add_child(item) button_collider.disabled = false button_box.position = Vector3(0,0,0) $AudioStreamPlayer3D.play() func _on_static_body_3d_button_interacted(_value: int) -> void: button_collider.disabled = true button_box.position = Vector3(0,0,-0.2) $AudioStreamPlayer3D.play() randomize_cards()