mtd/Scripts/data.gd

125 lines
4.1 KiB
GDScript

extends Node
var characters: Array[HeroClass]
var cards: Array[Card]
var enemies: Array[Enemy]
#var keymaps: Array[PlayerKeymap]
var mods: Dictionary[String, String]
var graphics: PlayerGraphicsSettings
var audio: PlayerAudioSettings
var preferences: PlayerPreferences
var player_profile: PlayerProfile
var save_data: SaveData
var keymap_data: KeymapData
const DEFAULT_SERVER_PORT: int = 58008
var wall_cost: int = 1
var printer_cost: int = 15
enum EnergyType {UNDEFINED = 0, DISCRETE = 1, CONTINUOUS = 2}
enum TargetType {UNDEFINED = 0, LAND = 1, AIR = 2, BOTH = 3}
enum EnemyType {UNDEFINED = 0, LAND = 1, AIR = 2}
enum Rarity {COMMON = 0, UNCOMMON = 1, RARE = 2, EPIC = 3, LEGENDARY = 4}
var rarity_weights: Dictionary = {
"COMMON" = 50,
"UNCOMMON" = 30,
"RARE" = 10,
"EPIC" = 4,
"LEGENDARY" = 1
}
## Recursively searches a folder for any Card resources and loads them
func load_cards(path: String) -> void:
cards = []
var dir: DirAccess = DirAccess.open(path)
if dir:
dir.list_dir_begin()
var file_name: String = dir.get_next()
while file_name != "":
if dir.current_is_dir():
load_cards(path + file_name)
else:
var card: Card = load(path + "/" + file_name)
if card:
cards.append(card)
file_name = dir.get_next()
func load_classes() -> void:
characters = []
var dir: DirAccess = DirAccess.open("res://Classes")
if dir:
dir.list_dir_begin()
var folder_name: String = dir.get_next()
while folder_name != "":
if dir.current_is_dir():
var dir2: DirAccess = DirAccess.open("res://Classes/" + folder_name)
if dir2:
dir2.list_dir_begin()
var folder_name2: String = dir2.get_next()
while folder_name2 != "":
if folder_name2 == "class.tres":
var hero_class: HeroClass = load("res://Classes/" + folder_name + "/" + folder_name2)
characters.append(hero_class)
folder_name2 = dir2.get_next()
else:
pass
folder_name = dir.get_next()
func load_mods(mod_list: Dictionary[String, bool]) -> void:
for mod_name: String in mod_list:
if mod_list[mod_name]:
var success: bool = ProjectSettings.load_resource_pack(mods[mod_name])
if success:
print("Successfully loaded mod: " + mod_name + " at path: " + mods[mod_name])
else:
print("Failed to load mod: " + mod_name + " at path: " + mods[mod_name])
load_classes()
load_cards("res://Cards")
func _ready() -> void:
var mod_dir: DirAccess = DirAccess.open("res://Mods")
if mod_dir:
mod_dir.list_dir_begin()
var file_name: String = mod_dir.get_next()
while file_name != "":
if mod_dir.current_is_dir():
var data_dir: DirAccess = DirAccess.open("res://Mods/" + file_name)
if data_dir:
data_dir.list_dir_begin()
var data_name: String = data_dir.get_next()
while data_name != "":
if data_name.ends_with(".json"):
var file: FileAccess = FileAccess.open("res://Mods/" + file_name + "/" + data_name, FileAccess.READ)
var json_string: String = file.get_line()
var json: JSON = JSON.new()
var parse_result: Error = json.parse(json_string)
if parse_result == OK:
var dict: Dictionary = json.data
mods[dict["display_name"]] = "res://Mods/" + file_name + "/" + dict["pck_path"]
data_name = data_dir.get_next()
file_name = mod_dir.get_next()
graphics = PlayerGraphicsSettings.load_profile_from_disk()
graphics.apply_graphical_settings(get_viewport())
audio = PlayerAudioSettings.load_profile_from_disk()
audio.apply_audio_settings()
player_profile = PlayerProfile.load_profile_from_disk()
preferences = PlayerPreferences.load_profile_from_disk()
save_data = SaveData.load_from_disk(0)
keymap_data = KeymapData.load_from_disk()
keymap_data.apply()
load_classes()
load_cards("res://Cards")
enemies.append(preload("res://Resources/Enemies/dog.tres"))
enemies.append(preload("res://Resources/Enemies/dog_fast.tres"))
enemies.append(preload("res://Resources/Enemies/dog_heavy.tres"))
enemies.append(preload("res://Resources/Enemies/dog_boss.tres"))
enemies.append(preload("res://Resources/Enemies/airenemy.tres"))
enemies.append(preload("res://Resources/Enemies/airenemy2.tres"))
enemies.append(preload("res://Resources/Enemies/leapfrog.tres"))