144 lines
3.7 KiB
GDScript
144 lines
3.7 KiB
GDScript
extends Node
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class_name Card
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signal return_dice(dice_number)
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signal do_movement(movement_range)
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signal do_damage(damage, damage_range)
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signal do_effect(effect, effect_range)
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signal card_removed()
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export (Resource) var card_info = preload("res://Assets/CardDB/Default.tres")
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var input_dice = []
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var addition_dice_amount = card_info.addition_amount
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func dice_inputted(dice_number):
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# -- SINGLE DICE CHECKS --
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if dice_number == null:
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return
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#check if dice is within dice range
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if dice_number < 1 and dice_number > 6:
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return
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#if accepted dice is specified, check if the dice is in the list
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if (len(card_info.accepted_dice) != 0 and
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not dice_number in card_info.accepted_dice):
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emit_signal("return_dice", dice_number)
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return
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#add the dice to the input if it passes individual checks
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input_dice.append(dice_number)
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# -- MULTI DICE CHECKS --
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#if same dice requirement, then check if true
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if card_info.same_dice_requirement:
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var same_dice = true
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for i in range(1, len(input_dice)):
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if input_dice[i-1] != input_dice[i]:
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same_dice = false
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break
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# if not all the same dice then return all of the dice
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if not same_dice:
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for _i in len(input_dice):
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emit_signal("return_dice", input_dice[0])
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input_dice.remove(0)
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# -- RUN DICE CHECKS --
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# if the addition type, then lower the counter by the input dice
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# also check (and run) if the amount is reaches and
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if card_info.addition_dice:
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addition_dice_amount -= dice_number
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if addition_dice_amount <= 0:
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run_card()
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return
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# run the card if the correct number of dice have been inputted (and normal dice)
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if (len(input_dice) == card_info.number_of_dice
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and not card_info.addition_dice):
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run_card()
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func run_card():
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# calculate the damage amount
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var damage = card_info.damage_amount_addition
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for dice_number in input_dice:
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damage += card_info.damage_dice_multiplyer * dice_number
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if damage != 0:
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emit_signal("do_damage", damage, card_info.effect_damage_range)
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# calculate the damage amount
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var movement = card_info.move_amount_addition
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for dice_number in input_dice:
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movement += card_info.move_dice_multiplyer * dice_number
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if movement != 0:
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emit_signal("do_movement", movement)
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# do any utility dice returns
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for dice_number in input_dice:
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if Global.EFFECT.SPLIT in card_info.effects:
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var halfed_dice = float(dice_number)/2.0
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var new_dice1 = halfed_dice
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var new_dice2 = halfed_dice
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#if decimal value, then minus half and add half
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if decimals(halfed_dice) != 0:
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new_dice1 -= 0.5
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new_dice2 += 0.5
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emit_signal("return_dice", new_dice1)
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emit_signal("return_dice", new_dice2)
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if Global.EFFECT.DOUBLE in card_info.effects:
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var new_dice1 = dice_number * 2
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var new_dice2 = 0
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#dice has to be smaller than 7
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if new_dice1 > 6:
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new_dice1 -= 6
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new_dice2 = 6
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emit_signal("return_dice", new_dice1)
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if new_dice2 != 0: emit_signal("return_dice", new_dice1)
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if Global.EFFECT.HALF in card_info.effects:
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var new_dice = float(dice_number)/2.0
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#if decimal valued, add 0.5 or - 0.5 at random
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if decimals(new_dice) != 0:
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new_dice += round(randf()) - 0.5
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emit_signal("return_dice", new_dice)
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if Global.EFFECT.FLIP in card_info.effects:
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# all opposite sides of a dice add up to 7
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emit_signal("return_dice", 7 - dice_number)
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if Global.EFFECT.DUPLICATE in card_info.effects:
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emit_signal("return_dice", dice_number)
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emit_signal("return_dice", dice_number)
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# for each effect, emit do effect with the range
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for effect in card_info.effects:
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emit_signal("do_effect", effect, card_info.effect_damage_range)
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#clear the input dice
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input_dice = []
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#card is used, disappear
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emit_signal("card_removed")
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queue_free()
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