netfishing/progression/player_item_effects.gd

143 lines
3.2 KiB
GDScript3
Raw Normal View History

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