class_name GatherableData extends Resource const FishDataType = preload("res://fish/fish_data.gd") @export var type_id: StringName @export var catch_data: FishDataType @export var required_tool_id: StringName @export var surface_materials: Array[StringName] = [] @export_range(-100.0, 100.0, 0.01) var minimum_surface_y: float = 0.08 @export_range(0, 64, 1) var population: int = 0 @export_range(0.0, 10.0, 0.05) var movement_speed: float = 0.35 @export_range(0.1, 20.0, 0.1) var roam_radius: float = 3.5 @export_range(0.1, 20.0, 0.1) var scare_radius: float = 2.8 @export_range(0.1, 5.0, 0.05) var capture_radius: float = 0.7 @export_range(0.1, 10.0, 0.05) var interaction_range: float = 2.6 @export_range(0.1, 10.0, 0.05) var charge_duration: float = 2.0 @export_range(0.1, 5.0, 0.01) var sprite_pixel_size: float = 0.001 @export_range(-90.0, 90.0, 1.0) var sprite_tilt_degrees: float = -45.0 @export_category("Respawn Budget") @export_range(0.0, 3600.0, 1.0) var capture_respawn_min_seconds: float = 480.0 @export_range(0.0, 3600.0, 1.0) var capture_respawn_max_seconds: float = 720.0 @export_range(0.0, 3600.0, 1.0) var scare_respawn_min_seconds: float = 45.0 @export_range(0.0, 3600.0, 1.0) var scare_respawn_max_seconds: float = 90.0 @export_range(0.0, 3600.0, 1.0) var minimum_respawn_spacing_seconds: float = 180.0 func is_valid() -> bool: return ( not type_id.is_empty() and catch_data != null and catch_data.is_valid_catalog_entry() and catch_data.collection_method != FishDataType.CollectionMethod.FISHING and not required_tool_id.is_empty() and not surface_materials.is_empty() and population > 0 and movement_speed >= 0.0 and roam_radius > 0.0 and scare_radius > 0.0 and capture_radius > 0.0 and interaction_range > 0.0 and charge_duration > 0.0 and sprite_pixel_size > 0.0 and capture_respawn_max_seconds >= capture_respawn_min_seconds and scare_respawn_max_seconds >= scare_respawn_min_seconds ) func get_respawn_delay(reason: StringName, rng: RandomNumberGenerator) -> float: var minimum_seconds: float = capture_respawn_min_seconds var maximum_seconds: float = capture_respawn_max_seconds if reason == &"scared": minimum_seconds = scare_respawn_min_seconds maximum_seconds = scare_respawn_max_seconds if rng == null or maximum_seconds <= minimum_seconds: return minimum_seconds return rng.randf_range(minimum_seconds, maximum_seconds) func is_available() -> bool: return catch_data != null and catch_data.active and is_valid()