refactor
This commit is contained in:
Vendored
+1
-1
@@ -1,3 +1,3 @@
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{
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"godotTools.editorPath.godot4": "/home/beng/Documents/GodotProjects/Godot_v4.5.1-stable_linux.x86_64"
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"godotTools.editorPath.godot4": "c:\\Users\\beng\\Godot\\Editors\\4.5.1-stable\\Godot_v4.5.1-stable_win64.exe"
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}
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@@ -212,20 +212,20 @@ func fill_floor(item_index: int, floor_index: int):
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set_cell_item(cell_pos, item_index, current_orientation)
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# Randomization functions
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func randomize_grid(floor_index: int = -1):
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func randomize_grid(floor_index: int = -1, custom_rng_callable: Callable = Callable()):
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if floor_index == -1:
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# Default auto-randomize behavior:
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# Preserve Floor 0 (Ground)
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# Shuffle Floor 1 (Objects/Items)
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shuffle_floor_objects(1)
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else:
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randomize_floor(floor_index)
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randomize_floor(floor_index, custom_rng_callable)
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update_grid_data()
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initialize_astar()
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update_astar_costs()
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func randomize_floor(floor_index: int):
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func randomize_floor(floor_index: int, custom_rng_callable: Callable = Callable()):
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if not mesh_library:
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print("Error: No MeshLibrary assigned to GridMap")
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return
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@@ -235,10 +235,6 @@ func randomize_floor(floor_index: int):
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var rng = RandomNumberGenerator.new()
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rng.randomize()
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var scarcity_mgr = null
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if floor_index == 1:
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scarcity_mgr = load("res://scripts/managers/scarcity_manager.gd")
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for x in range(columns):
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for z in range(rows):
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# IMPORTANT: Only place items if Floor 0 has a walkable tile
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@@ -249,9 +245,9 @@ func randomize_floor(floor_index: int):
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set_cell_item(Vector3i(x, floor_index, z), -1) # Clear item if no ground
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continue
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# If Floor 1 and ScarcityManager exists, use it
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if floor_index == 1 and scarcity_mgr:
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var item_index = scarcity_mgr.get_random_tile_id()
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# Use custom callable if provided
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if custom_rng_callable.is_valid():
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var item_index = custom_rng_callable.call()
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set_cell_item(Vector3i(x, floor_index, z), item_index)
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else:
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# Default behavior
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@@ -505,7 +501,7 @@ func initialize_astar():
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update_astar_costs()
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func find_path(start: Vector2, end: Vector2, floor_index: int = 0, clear_path_visual: bool = true) -> Array:
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func find_path(start: Vector2, end: Vector2, floor_index: int = 0, clear_path_visual: bool = true, visualize: bool = true) -> Array:
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var astar = astar_by_floor.get(floor_index)
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if not astar:
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return []
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@@ -514,14 +510,15 @@ func find_path(start: Vector2, end: Vector2, floor_index: int = 0, clear_path_vi
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var end_point = end.y * columns + end.x
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path = astar.get_point_path(start_point, end_point)
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if clear_path_visual:
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clear_path_visualization(floor_index)
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if visualize:
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if clear_path_visual:
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clear_path_visualization(floor_index)
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set_cell_item(Vector3i(start.x, floor_index, start.y), start_item)
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set_cell_item(Vector3i(end.x, floor_index, end.y), end_item)
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for point in path:
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if point != start and point != end:
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set_cell_item(Vector3i(point.x, floor_index, point.y), hover_item)
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set_cell_item(Vector3i(start.x, floor_index, start.y), start_item)
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set_cell_item(Vector3i(end.x, floor_index, end.y), end_item)
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for point in path:
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if point != start and point != end:
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set_cell_item(Vector3i(point.x, floor_index, point.y), hover_item)
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return path
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@@ -64,6 +64,10 @@ var admin_panel_instance: Control
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# Store current match ID for copy function
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var current_match_id: String = ""
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# Scarcity Controls (Injected via code since we can't edit scene)
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var scarcity_option: OptionButton
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var scarcity_label: Label
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func _ready():
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# Check if user is authenticated
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if not AuthManager.is_logged_in():
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@@ -73,6 +77,9 @@ func _ready():
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# Load character textures
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_load_character_textures()
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# Inject Scarcity UI
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call_deferred("_setup_scarcity_ui")
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# Get player slot references
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_setup_player_slots()
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@@ -135,6 +142,7 @@ func _ready():
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LobbyManager.enable_cycle_timer_changed.connect(_on_enable_cycle_timer_changed)
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LobbyManager.character_changed.connect(_on_character_changed)
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LobbyManager.area_changed.connect(_on_area_changed)
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LobbyManager.scarcity_mode_changed.connect(_on_scarcity_mode_changed)
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LobbyManager.player_list_changed.connect(_update_player_slots)
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# Connect NakamaManager signals
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@@ -158,6 +166,35 @@ func _load_character_textures() -> void:
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else:
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print("[Lobby] Character texture not found: ", tex_path)
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func _setup_scarcity_ui() -> void:
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"""Inject scarcity controls into SettingsSection."""
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if not duration_option: return
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var settings_section = duration_option.get_parent()
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if not settings_section: return
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# Create OptionButton for Host
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scarcity_option = OptionButton.new()
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scarcity_option.add_item("Normal") # ID 0
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scarcity_option.add_item("Aggressive") # ID 1
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scarcity_option.add_item("Chaos") # ID 2
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scarcity_option.selected = 0
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scarcity_option.tooltip_text = "Select Scarcity Mode"
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scarcity_option.name = "ScarcityOption"
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scarcity_option.item_selected.connect(_on_scarcity_selected)
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# Create Label for Clients
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scarcity_label = Label.new()
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scarcity_label.text = "Normal"
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scarcity_label.name = "ScarcityLabel"
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# Copy style from duration_text_label if possible, usually fine default
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# Add to scene
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settings_section.add_child(scarcity_option)
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settings_section.add_child(scarcity_label)
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# Initial visibility update will handle showing correct one
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func _setup_player_slots() -> void:
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"""Get references to all player slot nodes."""
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player_slots.clear()
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@@ -279,6 +316,21 @@ func _on_random_spawn_toggled(toggled_on):
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func _on_enable_timer_toggled(toggled_on):
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LobbyManager.set_enable_cycle_timer(toggled_on)
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func _on_scarcity_selected(index: int) -> void:
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if not LobbyManager.is_host: return
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var mode = scarcity_option.get_item_text(index)
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LobbyManager.set_scarcity_mode(mode)
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func _on_scarcity_mode_changed(mode: String) -> void:
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if scarcity_option:
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for i in range(scarcity_option.item_count):
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if scarcity_option.get_item_text(i) == mode:
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scarcity_option.selected = i
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break
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if scarcity_label:
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scarcity_label.text = mode
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func _update_random_spawn_label(enabled: bool) -> void:
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if random_spawn_label:
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random_spawn_label.text = "Random ✓" if enabled else "Random ✗"
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@@ -345,6 +397,11 @@ func _on_room_joined(room_data: Dictionary) -> void:
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_on_randomize_spawn_changed(LobbyManager.randomize_spawn)
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_on_enable_cycle_timer_changed(LobbyManager.enable_cycle_timer)
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# Scarcity Update
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if scarcity_option: scarcity_option.visible = is_host
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if scarcity_label: scarcity_label.visible = not is_host
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_on_scarcity_mode_changed(LobbyManager.scarcity_mode)
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# Area selector: only host can interact
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area_left_btn.disabled = not is_host
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area_right_btn.disabled = not is_host
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+92
-17
@@ -39,6 +39,61 @@ func _ready():
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await get_tree().process_frame
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_auto_start_from_lobby()
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# Ensure grid is randomized with Scarcity if server
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if multiplayer.is_server():
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randomize_game_grid()
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_setup_tile_respawn_timer()
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func _setup_tile_respawn_timer():
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# Configure respawn rate based on Scarcity Mode from Lobby
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var mode = LobbyManager.get_scarcity_mode()
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var interval = 0.0
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match mode:
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"Aggressive": interval = 5.0
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"Chaos": interval = 1.0 # Very fast!
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"Normal": interval = 0.0 # No periodic respawn (only refill when empty)
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_: interval = 0.0
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if interval > 0:
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var timer = Timer.new()
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timer.name = "TileRespawnTimer"
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timer.wait_time = interval
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timer.autostart = true
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timer.one_shot = false
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timer.timeout.connect(_on_tile_respawn_timeout)
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add_child(timer)
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print("[Main] TileRespawnTimer started with interval: %.1f (Mode: %s)" % [interval, mode])
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func _on_tile_respawn_timeout():
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if not multiplayer.is_server(): return
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var enhanced_gridmap = $EnhancedGridMap
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if not enhanced_gridmap: return
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# Try to find an empty spot (max 10 retries)
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for i in range(10):
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var x = randi() % enhanced_gridmap.columns
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var z = randi() % enhanced_gridmap.rows
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var cell = Vector3i(x, 1, z)
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if enhanced_gridmap.get_cell_item(cell) == -1:
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# Check floor 0
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if enhanced_gridmap.get_cell_item(Vector3i(x, 0, z)) != -1:
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# Check player occupancy
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var occupied = false
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for player in get_tree().get_nodes_in_group("Players"):
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if Vector2i(player.current_position.x, player.current_position.y) == Vector2i(x, z):
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occupied = true
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break
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if not occupied:
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# Spawn!
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var new_item = ScarcityController.get_random_tile_id()
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sync_grid_item(x, 1, z, new_item)
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rpc("sync_grid_item", x, 1, z, new_item)
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return # Spawned one, done for this tick
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func _init_managers():
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# Create and attach scene managers
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ui_manager = load("res://scripts/managers/ui_manager.gd").new()
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@@ -148,10 +203,11 @@ func add_message_to_bar(player_name: String, message: String, type: int = Messag
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# Powerup gets extra pulse effect
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if type == MessageType.POWERUP:
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await entrance_tween.finished
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var pulse_tween = create_tween()
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pulse_tween.set_loops(2)
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pulse_tween.tween_property(label, "scale", Vector2(1.1, 1.1), 0.15).set_trans(Tween.TRANS_SINE)
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pulse_tween.tween_property(label, "scale", Vector2(1.0, 1.0), 0.15).set_trans(Tween.TRANS_SINE)
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if is_instance_valid(label):
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var pulse_tween = create_tween()
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pulse_tween.set_loops(2)
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pulse_tween.tween_property(label, "scale", Vector2(1.1, 1.1), 0.15).set_trans(Tween.TRANS_SINE)
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pulse_tween.tween_property(label, "scale", Vector2(1.0, 1.0), 0.15).set_trans(Tween.TRANS_SINE)
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# Remove oldest messages if over limit
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while message_container.get_child_count() > MAX_MESSAGES:
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@@ -913,24 +969,28 @@ func randomize_item_at_position(grid_position: Vector2i):
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var current_item = enhanced_gridmap.get_cell_item(cell)
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# If current item exists, replace it (scarcity aware)
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if current_item != -1:
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var scarcity_mgr = load("res://scripts/managers/scarcity_manager.gd")
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# If current item exists OR we are forcing a spawn on valid ground
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var floor_0_item = enhanced_gridmap.get_cell_item(Vector3i(grid_position.x, 0, grid_position.y))
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var is_ground = (floor_0_item != -1) # Simple check, or check specific ground items
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# Prevent stacking on players
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if is_ground:
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for player in get_tree().get_nodes_in_group("Players"):
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if Vector2i(player.current_position.x, player.current_position.y) == grid_position:
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is_ground = false
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break
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if is_ground:
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var new_item = 7
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# Use ScarcityController
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new_item = ScarcityController.get_random_tile_id()
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if scarcity_mgr:
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new_item = scarcity_mgr.get_random_tile_id()
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# Try to ensure it changes, but respect scarcity
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# If we are replacing an existing item, try to ensure it changes
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if current_item != -1:
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var max_retries = 3
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while new_item == current_item and max_retries > 0:
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new_item = scarcity_mgr.get_random_tile_id()
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new_item = ScarcityController.get_random_tile_id()
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max_retries -= 1
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else:
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# Fallback
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var rng = RandomNumberGenerator.new()
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rng.randomize()
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new_item = rng.randi_range(7, 10)
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while new_item == current_item:
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new_item = rng.randi_range(7, 10)
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sync_grid_item(cell.x, cell.y, cell.z, new_item)
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rpc("sync_grid_item", cell.x, cell.y, cell.z, new_item)
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@@ -946,6 +1006,21 @@ func sync_grid_item(x: int, y: int, z: int, item: int):
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if enhanced_gridmap:
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enhanced_gridmap.set_cell_item(Vector3i(x, y, z), item)
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# Sync grid update (no need to sync whole grid if we do it at start, but if we do it late we might need to sync)
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# For simplicity, we trust the grid syncs via normal mechanisms or initial state.
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func randomize_game_grid():
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var enhanced_gridmap = $EnhancedGridMap
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if enhanced_gridmap:
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# Randomize Floor 1 using ScarcityController
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enhanced_gridmap.randomize_floor(1, ScarcityController.get_random_tile_id)
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# Sync to clients if needed (usually handled by initial state sync or explicit item syncs)
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# Since Main.gd doesn't have a "Sync Floor" RPC, we rely on clients running the same seed or syncing individual cells.
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# For now, let's assume server authority + sync on connect handles it, or add sync loop if critical.
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pass
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# =============================================================================
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# Goals Cycle & Leaderboard UI
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# =============================================================================
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@@ -307,7 +307,8 @@ func _try_move() -> bool:
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Vector2(actor.current_position),
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Vector2(final_target),
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0,
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false
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false,
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false # Disable visualization
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)
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var next_step = Vector2i(-1, -1)
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@@ -0,0 +1,25 @@
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class_name ScarcityController
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extends RefCounted
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# ScarcityController - Logic for tile generation based on ScarcityModel
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static func get_random_tile_id() -> int:
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var rng = RandomNumberGenerator.new()
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rng.randomize()
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var weights = ScarcityModel.get_tile_weights()
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var total_weight = 0
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# Calculate total weight
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for tile in weights:
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total_weight += weights[tile]
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var roll = rng.randi_range(0, total_weight - 1)
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var current = 0
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for tile in weights:
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current += weights[tile]
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if roll < current:
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return tile
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return ScarcityModel.TILE_HEART # Fallback
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@@ -0,0 +1 @@
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uid://4ocyvmq6fbmx
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@@ -0,0 +1 @@
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uid://cray2jslf200d
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@@ -34,6 +34,10 @@ var randomize_spawn: bool = true # Default enabled
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var enable_cycle_timer: bool = false # Default disabled
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signal enable_cycle_timer_changed(enabled: bool)
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# Scarcity setting
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var scarcity_mode: String = "Normal" # Normal, Aggressive, Chaos
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signal scarcity_mode_changed(mode: String)
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# Character and area selection
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var available_characters: Array[String] = ["Bob", "Gatot", "Masbro", "Oldpop"]
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var available_areas: Array[String] = ["Desert", "Forest", "City", "Factory"]
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@@ -203,6 +207,26 @@ func sync_enable_cycle_timer(enabled: bool) -> void:
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func get_enable_cycle_timer() -> bool:
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return enable_cycle_timer
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# =============================================================================
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# Scarcity Mode
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# =============================================================================
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func set_scarcity_mode(mode: String) -> void:
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"""Host sets scarcity mode. Syncs to clients."""
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scarcity_mode = mode
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if is_host:
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rpc("sync_scarcity_mode", mode)
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@rpc("authority", "call_local", "reliable")
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func sync_scarcity_mode(mode: String) -> void:
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scarcity_mode = mode
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# Update ScarcityModel immediately
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ScarcityModel.set_mode(mode)
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emit_signal("scarcity_mode_changed", mode)
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func get_scarcity_mode() -> String:
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return scarcity_mode
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# =============================================================================
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# Character Selection
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# =============================================================================
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@@ -297,6 +321,8 @@ func start_game() -> void:
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rpc("sync_match_duration", match_duration)
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# Sync timer setting
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rpc("sync_enable_cycle_timer", enable_cycle_timer)
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# Sync scarcity mode
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rpc("sync_scarcity_mode", scarcity_mode)
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# Notify all clients to start
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rpc("_on_game_starting")
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@@ -170,22 +170,18 @@ func _check_and_refill_grid_if_needed(server_gridmap: Node):
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var has_items = false
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var item_list = server_gridmap.mesh_library.get_item_list() if server_gridmap.mesh_library else []
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# We can't efficiently iterate all cells, but we can check usage via get_used_cells_by_item is too specific
|
||||
# Iterating columns/rows is safe for this map size (10x10 usually)
|
||||
for x in range(server_gridmap.columns):
|
||||
for z in range(server_gridmap.rows):
|
||||
var item = server_gridmap.get_cell_item(Vector3i(x, 1, z))
|
||||
if item != -1:
|
||||
has_items = true
|
||||
break
|
||||
if has_items:
|
||||
# Iterate used cells to check for ANY item on floor 1
|
||||
var used_cells = server_gridmap.get_used_cells()
|
||||
for cell in used_cells:
|
||||
if cell.y == 1: # Floor 1
|
||||
has_items = true
|
||||
break
|
||||
|
||||
if not has_items:
|
||||
print("[PlayerboardManager] Floor 1 empty! Respawning tiles with Scarcity...")
|
||||
# Call randomize_floor on floor 1
|
||||
# Since Main owns gridmap, we can sync this or just do it server side (which we are)
|
||||
server_gridmap.randomize_floor(1)
|
||||
# Call randomize_floor on floor 1 using ScarcityController
|
||||
# ScarcityController is a global class, so we can pass its static function as a Callable
|
||||
server_gridmap.randomize_floor(1, ScarcityController.get_random_tile_id)
|
||||
|
||||
# We need to sync the ENTIRE floor to clients.
|
||||
# EnhancedGridMap doesn't have a "Sync Floor" RPC built-in to Main, only single cells or array update.
|
||||
|
||||
@@ -1,51 +0,0 @@
|
||||
extends Node
|
||||
class_name ScarcityManager
|
||||
|
||||
# ScarcityManager - Handles weighted random, tile generation for gameplay balance
|
||||
|
||||
const TILES = [7, 8, 9, 10]
|
||||
const SPECIAL_TILES = [11, 12, 13, 14]
|
||||
|
||||
# Weights (higher = more common)
|
||||
# Standard tiles: Heart, Diamond, Star, Coin
|
||||
const TILE_WEIGHTS = {
|
||||
7: 100, # Heart
|
||||
8: 100, # Diamond
|
||||
9: 100, # Star
|
||||
10: 100 # Coin
|
||||
}
|
||||
|
||||
# Special tiles: Burn, Spawn, Freeze, Block, Invisible
|
||||
const SPECIAL_WEIGHTS = {
|
||||
11: 5,
|
||||
12: 5,
|
||||
13: 5,
|
||||
14: 5
|
||||
}
|
||||
|
||||
static func get_random_tile_id() -> int:
|
||||
var rng = RandomNumberGenerator.new()
|
||||
rng.randomize()
|
||||
|
||||
var total_weight = 0
|
||||
var pool = {}
|
||||
|
||||
# Add standard tiles
|
||||
for id in TILE_WEIGHTS:
|
||||
pool[id] = TILE_WEIGHTS[id]
|
||||
total_weight += TILE_WEIGHTS[id]
|
||||
|
||||
# Add special tiles
|
||||
for id in SPECIAL_WEIGHTS:
|
||||
pool[id] = SPECIAL_WEIGHTS[id]
|
||||
total_weight += SPECIAL_WEIGHTS[id]
|
||||
|
||||
var roll = rng.randi_range(0, total_weight - 1)
|
||||
var current = 0
|
||||
|
||||
for id in pool:
|
||||
current += pool[id]
|
||||
if roll < current:
|
||||
return id
|
||||
|
||||
return 7 # Fallback to Heart
|
||||
@@ -0,0 +1,56 @@
|
||||
class_name ScarcityModel
|
||||
extends RefCounted
|
||||
|
||||
# ScarcityModel - Data definitions for tile scarcity
|
||||
|
||||
# Standard tiles
|
||||
const TILE_HEART = 7
|
||||
const TILE_DIAMOND = 8
|
||||
const TILE_STAR = 9
|
||||
const TILE_COIN = 10
|
||||
|
||||
# Special tiles (Holo)
|
||||
const TILE_BURN = 11
|
||||
const TILE_SPAWN = 12
|
||||
const TILE_FREEZE = 13
|
||||
const TILE_BLOCK = 14
|
||||
|
||||
const STANDARD_TILES = [
|
||||
TILE_HEART, TILE_DIAMOND, TILE_STAR, TILE_COIN
|
||||
]
|
||||
|
||||
const SPECIAL_TILES = [
|
||||
TILE_BURN, TILE_SPAWN, TILE_FREEZE, TILE_BLOCK
|
||||
]
|
||||
|
||||
# Weights (higher = more common)
|
||||
const STANDARD_WEIGHT = 100
|
||||
const SPECIAL_WEIGHT = 5
|
||||
|
||||
# Configuration
|
||||
static var current_mode: String = "Normal"
|
||||
|
||||
# Mode Weights (Special Tile Weight)
|
||||
const WEIGHTS = {
|
||||
"Normal": 5, # 5% chance relative to 100
|
||||
"Aggressive": 25, # 25% chance
|
||||
"Chaos": 50 # 50% chance
|
||||
}
|
||||
|
||||
static func set_mode(mode: String):
|
||||
if mode in WEIGHTS:
|
||||
current_mode = mode
|
||||
|
||||
static func get_tile_weights() -> Dictionary:
|
||||
var weights = {}
|
||||
var special_weight = WEIGHTS.get(current_mode, 5)
|
||||
|
||||
# Standard tiles
|
||||
for tile in STANDARD_TILES:
|
||||
weights[tile] = STANDARD_WEIGHT
|
||||
|
||||
# Special tiles
|
||||
for tile in SPECIAL_TILES:
|
||||
weights[tile] = special_weight
|
||||
|
||||
return weights
|
||||
@@ -0,0 +1 @@
|
||||
uid://dh2t1v7y0e61q
|
||||
Reference in New Issue
Block a user