mtd/Scenes/CardPrinter/card_printer.gd

85 lines
2.4 KiB
GDScript

class_name CardPrinter extends StaticBody3D
@export var button_collider: CollisionShape3D
#TODO: use faction enum
var base_faction: int = 1
var cards_generated: int = 0
var reply_player: Hero
var spawned_cards: Array[CardItem] = []
func get_faction_cards(faction: Card.Faction) -> Array[Card]:
var valid_cards: Array[Card] = []
for card: Card in Data.cards:
if card.faction == faction:
valid_cards.append(card)
return valid_cards
func generate_rarity() -> int:
var weight_total: int = 0
for rarity: String in Data.Rarity:
weight_total += Data.rarity_weights[rarity]
var generated_rarity: int = Game.randi_in_range(4 * cards_generated, 0, weight_total)
cards_generated += 1
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
return decided_rarity
func randomize_cards(faction: Card.Faction) -> void:
#TODO: no magic numbers, asshole! 3 = cards to spawn
var pos_x: float = 0.0
for x: int in 3:
var decided_rarity: int = generate_rarity()
var card_choices: Array[Card] = get_faction_cards(faction)
var card_array: Array = []
var cards_chosen: bool = false
while !cards_chosen:
for card: Card in card_choices:
if card.rarity == decided_rarity:
card_array.append(card)
cards_chosen = true
if decided_rarity < 0:
card_array.append(Data.cards[0])
cards_chosen = true
decided_rarity -= 1
var card: Card
if card_array.size() > 0:
card = card_array[Game.randi_in_range(132 * cards_generated, 0, card_array.size() - 1)]
cards_generated += 1
card_array.erase(card)
var item: CardItem = reply_player.hero_class.card_item.instantiate() as CardItem
item.set_card(card)
item.position = Vector3(pos_x, 2, 0)
pos_x *= -1
if pos_x >= 0:
pos_x += 1.25
item.pressed.connect(card_picked_up)
spawned_cards.append(item)
add_child(item)
func card_picked_up(card_item: CardItem) -> void:
reply_player.add_card(card_item.card)
reply_player = null
for spawned_card: CardItem in spawned_cards:
spawned_card.queue_free()
spawned_cards = []
button_collider.disabled = false
$StaticBody3D/AudioStreamPlayer3D.play()
func _on_static_body_3d_button_interacted(_value: int, reply: Hero) -> void:
reply_player = reply
button_collider.disabled = true
$StaticBody3D/AudioStreamPlayer3D.play()
randomize_cards(reply.hero_class.faction)