Files
pomchronicles/scripts/adventurer.gd

224 lines
5.6 KiB
GDScript

class_name Adventurer extends Node
enum Gender{
MASC,
FEMME,
NONBINARY
}
var given_name : String = "Test"
var surname : String = "Testing"
var gender : Gender = Gender.MASC
var life : int = 1
var max_life : int = 1
var energy : int = 1
var max_energy : int = 1
var level : int = 1
var exp : int = 0
var job : JobData
var appearance : Dictionary
var stats : StatBlock
var gold : int = 0
var quest : Quest
var equipment : Array = [null, null, null]
var inventory : Dictionary[Vector2, Item] = {}
var inventory_size : Vector2i = Vector2i(3,2)
var inventory_count : int = 0
var quest_sprite : QuestSprite
signal changed()
signal levelled()
signal died()
func _init() -> void:
stats = StatBlock.new()
func generate() -> void:
if job == null:
return
stats.STR = randi_range(job.min_STR, job.max_STR)
stats.DEX = randi_range(job.min_DEX, job.max_DEX)
stats.INT = randi_range(job.min_INT, job.max_INT)
stats.CHA = randi_range(job.min_CHA, job.max_CHA)
stats.FAI = randi_range(job.min_FAI, job.max_FAI)
stats.LUK = randi_range(job.min_LUK, job.max_LUK)
generate_appearance()
max_life = stats.STR * 10 + stats.CHA * 10
max_energy = stats.INT * 10 + stats.FAI * 10
life = max_life
energy = max_energy
changed.emit()
func assign_quest(quest : Quest) -> void:
self.quest = quest
quest.initiate(self)
changed.emit()
func full_name() -> String:
return given_name + " " + surname
func gain_level() -> void:
level += 1
#TODO: Make stats improve based on job
Game.notice("%s has reached level %d!" % [full_name(), level])
changed.emit()
levelled.emit()
func gain_exp(amount : int) -> void:
exp += amount
while exp >= get_tnl():
exp -= get_tnl()
gain_level()
changed.emit()
func gain_gold(amount :int) -> void:
gold += amount
changed.emit()
func get_tnl() -> int:
if job:
return job.get_tnl(level)
else:
return level * 10
func find_open_inventory_slot(item : Item) -> Vector2:
var first_open : Vector2 = Vector2(-1,-1)
for j in range(inventory_size.y):
for i in range(inventory_size.x):
var curr_slot : Item = inventory.get(Vector2(i,j))
if curr_slot != null:
#TODO: Figure out how to handle split stacking later?
if curr_slot.name == item.name and curr_slot.max_quantity < curr_slot.quantity + item.quantity:
return Vector2(i,j)
elif first_open == Vector2(-1,-1):
first_open = Vector2(i,j)
return first_open
func try_pickup_item(item : Item) -> bool:
if inventory_count >= inventory_size.x * inventory_size.y:
return false
pickup_item(item)
return true
func pickup_item(item : Item) -> void:
var open_slot = find_open_inventory_slot(item)
if inventory.has(open_slot):
inventory[open_slot].quantity += item.quantity
else:
if inventory_count >= inventory_size.x * inventory_size.y:
printerr("Cannot fit additional item!")
inventory[open_slot] = item
inventory_count+=1
changed.emit()
func equip_item(from : Vector2, slot : Item.Slots) -> void:
if !inventory.has(from):
printerr("Cannot equip item from %s, it is empty!" % [from])
var itm = inventory[from]
if !itm.can_equip_slot(slot):
printerr("Cannot equip item from %s to %s, it is the wrong type!" % [from, Item.slot_name(slot)])
if !job.can_equip(itm):
printerr("Cannot equip item from %s to %s, %s cannot equip it!" % [from, Item.slot_name(slot), job.name])
if equipment[slot] != null:
inventory[from] = equipment[slot]
remove_stats_from_item(itm)
else:
inventory.erase(from)
equipment[slot] = itm
apply_stats_from_item(itm)
#Apply Stats from
func remove_stats_from_item(itm : Item) -> void:
stats.STR -= stats.STR
stats.DEX-= stats.DEX
stats.INT-= stats.INT
stats.CHA-= stats.CHA
stats.FAI-= stats.FAI
stats.LUK-= stats.LUK
stats.PATK-= stats.PATK
stats.MATK-= stats.MATK
stats.PDEF-= stats.PDEF
stats.MDEF-= stats.MDEF
func apply_stats_from_item(itm : Item) -> void:
stats.STR += stats.STR
stats.DEX+= stats.DEX
stats.INT+= stats.INT
stats.CHA+= stats.CHA
stats.FAI+= stats.FAI
stats.LUK+= stats.LUK
stats.PATK+= stats.PATK
stats.MATK+= stats.MATK
stats.PDEF+= stats.PDEF
stats.MDEF+= stats.MDEF
func move_item(from : Vector2, to: Vector2) -> void:
if !inventory.has(from):
printerr("Cannot move item from %s to %s, %s is empty!" % [from, to, from])
var itm = inventory[from]
if inventory.has(to):
var itm2 = inventory[to]
inventory[from] = itm2
else:
inventory.erase(from)
inventory[to] = itm
changed.emit()
func generate_appearance(features=null) -> void:
if features == null:
appearance = {
"hair":{
"color":"",
"type":""
},
"skin":{
"color":"",
"type":""
},
"eyes":{
"color":"",
"type":""
}
}
#TODO: Handle different types of hair and eyes
appearance.hair.color = AdventurerPortrait.random_color(ColorVariant.Types.HAIR)
#appearance.hair_type = randi_range(0,len(job.portrait.hair_types) - 1)
appearance.eyes.color = AdventurerPortrait.random_color(ColorVariant.Types.EYES)
#appearance.eye_type = randi_range(0,len(job.portrait.eye_types) - 1)
appearance.skin.color = AdventurerPortrait.random_color(ColorVariant.Types.SKIN)
changed.emit()
func save_inventory() -> Dictionary:
return {}
func save_equipment() -> Dictionary:
return {}
func save() -> Dictionary:
var dict = {}
dict.name = [given_name, surname]
dict.gender = gender
dict.gold = gold
if quest:
dict.quest = quest.id
dict.exp = exp
dict.level = level
dict.appearance = appearance.duplicate()
dict.stats = stats.duplicate()
dict.life = [life, max_life]
dict.energy = [energy, max_energy]
#TODO: Prepare for more on these later
dict.job = {}
dict.abilities = {}
dict.inventory = save_inventory()
dict.equipment = save_equipment()
return dict
func load(dict : Dictionary) -> void:
return