143 lines
3.2 KiB
GDScript3
143 lines
3.2 KiB
GDScript3
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class_name PlayerItemEffects
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extends Node
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const ItemDataType = preload("res://items/item_data.gd")
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const PlayerBagType = preload("res://inventory/player_bag.gd")
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signal effects_changed
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const COFFEE_ID: StringName = &"coffee"
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const ENERGY_DRINK_ID: StringName = &"energy_drink"
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const SNACK_ID: StringName = &"snack"
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const FISH_FINDER_ID: StringName = &"fish_finder"
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const COFFEE_DURATION: float = 90.0
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const ENERGY_DRINK_DURATION: float = 90.0
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const SNACK_DURATION: float = 60.0
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const FISH_FINDER_DURATION: float = 120.0
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const COFFEE_MOVEMENT_MULTIPLIER: float = 1.10
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const ENERGY_REEL_MULTIPLIER: float = 1.15
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const SNACK_BARRIER_BONUS: int = 1
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const FISH_FINDER_BITE_MULTIPLIER: float = 0.80
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var _remaining: Dictionary[StringName, float] = {
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COFFEE_ID: 0.0,
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ENERGY_DRINK_ID: 0.0,
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SNACK_ID: 0.0,
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FISH_FINDER_ID: 0.0,
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}
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func _process(delta: float) -> void:
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var changed: bool = false
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for item_id: StringName in _remaining:
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var previous: float = _remaining[item_id]
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if previous <= 0.0:
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continue
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var next: float = maxf(previous - delta, 0.0)
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_remaining[item_id] = next
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if next == 0.0:
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changed = true
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if changed:
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effects_changed.emit()
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func use_consumable(
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item: ItemDataType,
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bag: PlayerBagType,
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) -> bool:
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if (
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item == null
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or bag == null
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or item.category != ItemDataType.Category.CONSUMABLE
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or not item.usable
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or not _remaining.has(item.item_id)
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or not bag.owns_item(item.item_id)
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):
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return false
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if not bag.remove_item(item.item_id, 1):
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return false
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_remaining[item.item_id] = _get_duration(item.item_id)
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effects_changed.emit()
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return true
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func reset_all() -> void:
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var changed: bool = false
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for item_id: StringName in _remaining:
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changed = changed or _remaining[item_id] > 0.0
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_remaining[item_id] = 0.0
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if changed:
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effects_changed.emit()
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func get_remaining(item_id: StringName) -> float:
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return maxf(_remaining.get(item_id, 0.0), 0.0)
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func is_active(item_id: StringName) -> bool:
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return get_remaining(item_id) > 0.0
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func get_movement_multiplier() -> float:
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return COFFEE_MOVEMENT_MULTIPLIER if is_active(COFFEE_ID) else 1.0
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func get_reel_multiplier() -> float:
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return ENERGY_REEL_MULTIPLIER if is_active(ENERGY_DRINK_ID) else 1.0
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func get_barrier_bonus() -> int:
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return SNACK_BARRIER_BONUS if is_active(SNACK_ID) else 0
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func get_bite_time_multiplier() -> float:
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return (
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FISH_FINDER_BITE_MULTIPLIER
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if is_active(FISH_FINDER_ID)
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else 1.0
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)
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func get_rarity_weight_multiplier(rarity: int) -> float:
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if not is_active(FISH_FINDER_ID):
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return 1.0
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match rarity:
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0:
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return 1.0
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1:
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return 1.10
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2:
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return 1.15
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3:
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return 1.20
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_:
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return 1.25
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func get_feedback(item_id: StringName) -> String:
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match item_id:
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COFFEE_ID:
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return "Coffee active: movement speed increased."
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ENERGY_DRINK_ID:
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return "Energy Drink active: reeling speed increased."
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SNACK_ID:
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return "Snack active: barrier damage increased."
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FISH_FINDER_ID:
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return "Fish Finder active: bites and uncommon catches improved."
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_:
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return ""
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func _get_duration(item_id: StringName) -> float:
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match item_id:
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COFFEE_ID:
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return COFFEE_DURATION
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ENERGY_DRINK_ID:
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return ENERGY_DRINK_DURATION
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SNACK_ID:
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return SNACK_DURATION
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FISH_FINDER_ID:
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return FISH_FINDER_DURATION
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_:
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return 0.0
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