Quit-Rolling-Around-gmtk-ja.../UI/Card.gd

194 lines
5.2 KiB
GDScript

tool
extends Control
signal return_dice(dice_number)
signal do_movement(movement_range)
signal do_damage(damage, damage_range)
signal do_effect(effect, effect_range)
signal card_removed(card_self)
const TYPE_COLORS = [
Color("#db4758"), # DAMAGE
Color("#3cc361"), # UTILITY
Color("#bcb64f"), # SPECIAL
Color("#bc5ec6"), # EFFECT
Color("#a4a4a4"), # MOVEMENT
]
const dice_node = preload("res://UI/Dice.tscn")
export (Resource) var card_info
var input_dice = []
var addition_dice_amount : int setget _set_addition_dice
var hovering_dice setget _set_hovering_dice
func _set_hovering_dice(dice_value):
if hovering_dice == dice_value:
return
hovering_dice = dice_value
#remove the dice preview if not hovering
if dice_value == null:
var input_dice_children = $VBox/AutoGrid.get_node_from_grid("InputDice0").get_children()
if len(input_dice_children) <= 1:
return
var old_dice = input_dice_children[1]
$VBox/AutoGrid.get_node_from_grid("InputDice0").remove_child(old_dice)
return
var new_dice = dice_node.instance()
new_dice.dice_value = dice_value
$VBox/AutoGrid.get_node_from_grid("InputDice0").add_child(new_dice)
func _set_addition_dice(new_amount):
addition_dice_amount = new_amount
$VBox/AutoGrid.get_node_from_grid("InputDice0").get_child("Number").text = String(new_amount)
func _ready():
# change the color of the panel to match the appropriate type
var card_style = $PanelContainer.get('custom_styles/panel').duplicate(true)
card_style.set_bg_color(TYPE_COLORS[card_info.type])
$PanelContainer.set('custom_styles/panel', card_style)
# add more input dice if needed
for i in range(1, card_info.number_of_dice):
var new_input_dice = get_node("VBox/AutoGrid/InputDice0").duplicate(true)
new_input_dice.name = "InputDice%s" % i
$VBox/AutoGrid.add_child(new_input_dice)
# change the name and description
$VBox/Name.text = card_info.name
$VBox/Description.text = card_info.description
#maybe set the addition amount
if card_info.addition_dice:
self.addition_dice_amount = card_info.addition_amount
func dice_inputted(dice_number):
# -- SINGLE DICE CHECKS --
if dice_number == null:
return
#check if dice is within dice range
if dice_number < 1 and dice_number > 6:
return
#if accepted dice is specified, check if the dice is in the list
if (len(card_info.accepted_dice) != 0 and
not dice_number in card_info.accepted_dice):
emit_signal("return_dice", dice_number)
return
#add the dice to the input if it passes individual checks
input_dice.append(dice_number)
# -- MULTI DICE CHECKS --
#if same dice requirement, then check if true
if card_info.same_dice_requirement:
var same_dice = true
for i in range(1, len(input_dice)):
if input_dice[i-1] != input_dice[i]:
same_dice = false
break
# if not all the same dice then return all of the dice
if not same_dice:
for _i in len(input_dice):
emit_signal("return_dice", input_dice[0])
input_dice.remove(0)
# -- RUN DICE CHECKS --
if card_info.addition_dice:
self.addition_dice_amount -= dice_number
input_dice.remove(0)
if addition_dice_amount > 0:
return
else:
run_card()
if (len(input_dice) == card_info.number_of_dice
and not card_info.addition_dice):
run_card()
func run_card():
# calculate the damage amount
var damage = card_info.damage_amount_addition
for dice_number in input_dice:
damage += card_info.damage_dice_multiplyer * dice_number
emit_signal("do_damage", damage, card_info.effect_damage_range)
# calculate the damage amount
var movement = card_info.move_amount_addition
for dice_number in input_dice:
movement += card_info.move_dice_multiplyer * dice_number
emit_signal("do_movement", movement)
# do any utility dice returns
for dice_number in input_dice:
if Global.EFFECT.SPLIT in card_info.effects:
var halfed_dice = float(dice_number)/2.0
var new_dice1 = halfed_dice
var new_dice2 = halfed_dice
#if decimal value, then minus half and add half
if halfed_dice % 1 != 0:
new_dice1 -= 0.5
new_dice2 += 0.5
emit_signal("return_dice", new_dice1)
emit_signal("return_dice", new_dice2)
if Global.EFFECT.DOUBLE in card_info.effects:
var new_dice1 = dice_number * 2
var new_dice2 = 0
#dice has to be smaller than 7
if new_dice1 > 6:
new_dice1 -= 6
new_dice2 = 6
emit_signal("return_dice", new_dice1)
if new_dice2 != 0: emit_signal("return_dice", new_dice1)
if Global.EFFECT.HALF in card_info.effects:
var new_dice = float(dice_number)/2.0
#if decimal valued, add 0.5 or - 0.5 at random
if new_dice % 1 != 0:
new_dice += round(randf()) - 0.5
emit_signal("return_dice", new_dice)
if Global.EFFECT.FLIP in card_info.effects:
# all opposite sides of a dice add up to 7
emit_signal("return_dice", 7 - dice_number)
if Global.EFFECT.DUPLICATE in card_info.effects:
emit_signal("return_dice", dice_number)
emit_signal("return_dice", dice_number)
# for each effect, emit do effect with the range
for effect in card_info.effects:
emit_signal("do_effect", effect, card_info.effect_damage_range)
#clear the input dice
input_dice = []
#card is used, disappear
emit_signal("card_removed", self)
queue_free()