mtd/Scripts/card_printer.gd

62 lines
1.6 KiB
GDScript

extends StaticBody3D
class_name CardPrinter
@export var cards : Array[CardInHand]
@export var item_card_scene : PackedScene
var card_available = false
@export var button_collider : CollisionShape3D
@export var button_box : Node3D
@export var choice_colliders : Array[CollisionShape3D]
func randomize_cards():
var weight_total = 0
for rarity in Data.Rarity:
weight_total += Data.rarity_weights[rarity]
var generated_rarity = randi_range(0, weight_total)
var decided_rarity := 0
for rarity in Data.Rarity:
weight_total -= Data.rarity_weights[rarity]
if generated_rarity >= weight_total:
decided_rarity = Data.Rarity[rarity]
break
var card_array = []
for x in Data.cards:
if x.rarity == decided_rarity:
card_array.append(x)
var card
for x 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 in choice_colliders:
x.disabled = false
card_available = true
func retrieve_card(i):
$Node3D.set_visible(false)
for x in choice_colliders:
x.disabled = true
if card_available:
var card = cards[i].stats
var item = 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)
func _on_static_body_3d_button_interacted(_value) -> void:
button_collider.disabled = true
button_box.position = Vector3(0,0,-0.2)
randomize_cards()