153 lines
3.9 KiB
GDScript
153 lines
3.9 KiB
GDScript
tool
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extends Control
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signal return_dice(dice_number)
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const TYPE_COLORS = [
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Color("#db4758"), # DAMAGE
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Color("#3cc361"), # UTILITY
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Color("#bcb64f"), # SPECIAL
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Color("#bc5ec6"), # EFFECT
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Color("#a4a4a4"), # MOVEMENT
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]
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export (Resource) var card_info
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var input_dice = []
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var addition_dice_amount : int setget _set_addition_dice
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func _set_addition_dice(new_amount):
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addition_dice_amount = new_amount
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$VBox/AutoGrid/InputDice0/Number.text = String(new_amount)
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func _ready():
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# change the color of the panel to match the appropriate type
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var card_style = $PanelContainer.get('custom_styles/panel').duplicate(true)
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card_style.set_bg_color(TYPE_COLORS[card_info.type])
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$PanelContainer.set('custom_styles/panel', card_style)
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# add more input dice if needed
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for i in range(1, card_info.number_of_dice):
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var new_input_dice = get_node("VBox/AutoGrid/InputDice0").duplicate(true)
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new_input_dice.name = "InputDice%s" % i
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$VBox/AutoGrid.add_child(new_input_dice)
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# change the name and description
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$VBox/Name.text = card_info.name
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$VBox/Description.text = card_info.description
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#maybe set the addition amount
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if card_info.addition_dice:
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self.addition_dice_amount = card_info.addition_amount
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func dice_inputted(dice_number : int):
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# -- SINGLE DICE CHECKS --
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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 card_info.addition_dice:
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self.addition_dice_amount -= dice_number
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input_dice.remove(0)
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if addition_dice_amount > 0:
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return
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else:
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run_card()
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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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# do any utility dice returns
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for dice_number in input_dice:
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if card_info.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 halfed_dice % 1 != 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 card_info.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 card_info.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 new_dice % 1 != 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 card_info.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 card_info.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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#clear the input dice
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input_dice = []
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#card is used, disappear
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queue_free()
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