feat: adding the skin_shader_generator, and gacha base barebone
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extends Node
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## GachaManager — Autoload singleton
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## Handles pull logic, pity counter, and fragment reward dispatch.
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const DATA_PATH = "res://assets/data/gacha_data.json"
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var data: Dictionary = {}
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# pity_counters[banner_id] = int
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var pity_counters: Dictionary = {"star": 0, "gold": 0}
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signal pull_completed(results: Array) # Array of {id, rarity, name}
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func _ready() -> void:
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_load_data()
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func _load_data() -> void:
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var f := FileAccess.open(DATA_PATH, FileAccess.READ)
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if f:
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var parsed = JSON.parse_string(f.get_as_text())
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if parsed is Dictionary:
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data = parsed
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else:
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push_error("[GachaManager] Could not open gacha_data.json")
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# ─── Public API ──────────────────────────────────────────────────────────────
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func pull(banner_id: String, count: int) -> Array:
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if data.is_empty(): _load_data()
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var banner: Dictionary = data.get("banners", {}).get(banner_id, {})
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if banner.is_empty():
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push_error("[GachaManager] Unknown banner: " + banner_id)
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return []
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var currency: String = banner.get("currency", "star")
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var cost_key: String = "pull_%d_cost" % count
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var cost: int = banner.get(cost_key, banner.get("pull_1_cost", 999) * count)
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var pity_at: int = banner.get("pity_at", 90)
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# Deduct currency
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var bal: int = UserProfileManager.wallet.get(currency, 0)
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if bal < cost:
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push_warning("[GachaManager] Not enough %s (have %d need %d)" % [currency, bal, cost])
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return []
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UserProfileManager.wallet[currency] = bal - cost
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UserProfileManager.save_wallet()
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var results: Array = []
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for _i in range(count):
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var pity: int = pity_counters.get(banner_id, 0)
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var rarity: String
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if pity + 1 >= pity_at:
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rarity = "real_prize"
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pity_counters[banner_id] = 0
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else:
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rarity = _roll_rarity(banner.get("rates", {}))
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pity_counters[banner_id] = (pity + 1) if rarity != "real_prize" else 0
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var item_id: String = _pick_from_pool(rarity, banner_id)
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var item_data: Dictionary = _resolve_item(item_id, rarity)
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results.append({
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"id": item_id,
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"rarity": rarity,
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"name": item_data.get("name", item_id)
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})
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_grant_item(item_id, rarity)
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pull_completed.emit(results)
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return results
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func get_pity(banner_id: String) -> int:
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return pity_counters.get(banner_id, 0)
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func get_balance(banner_id: String) -> int:
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var banner: Dictionary = data.get("banners", {}).get(banner_id, {})
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var currency: String = banner.get("currency", "star")
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return UserProfileManager.wallet.get(currency, 0)
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# ─── Internal ─────────────────────────────────────────────────────────────────
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func _roll_rarity(rates: Dictionary) -> String:
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var roll := randf()
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var cumulative := 0.0
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for rarity in ["real_prize", "rare", "uncommon", "common"]:
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cumulative += rates.get(rarity, 0.0)
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if roll <= cumulative:
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return rarity
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return "common"
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func _pick_from_pool(rarity: String, _banner_id: String) -> String:
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var pool: Array = data.get("pools", {}).get(rarity, [])
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if pool.is_empty(): return ""
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return pool[randi() % pool.size()]
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func _resolve_item(item_id: String, rarity: String) -> Dictionary:
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if rarity == "real_prize":
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return data.get("real_prize_catalog", {}).get(item_id, {})
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return data.get("fragments", {}).get(item_id, {})
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func _grant_item(item_id: String, rarity: String) -> void:
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if rarity == "real_prize":
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# Add skin directly to inventory
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if not UserProfileManager.inventory.has(item_id):
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UserProfileManager.inventory.append(item_id)
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else:
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# Add fragment count
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var frags: Dictionary = UserProfileManager.fragments
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frags[item_id] = frags.get(item_id, 0) + 1
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UserProfileManager.fragments = frags
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# ─── Crafting ─────────────────────────────────────────────────────────────────
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func get_all_recipes() -> Dictionary:
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return data.get("craft_recipes", {})
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func can_craft(recipe_id: String) -> bool:
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var recipe: Dictionary = data.get("craft_recipes", {}).get(recipe_id, {})
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if recipe.is_empty(): return false
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var cost: Dictionary = recipe.get("cost", {})
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for frag_id in cost:
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var needed: int = cost[frag_id]
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var have: int = UserProfileManager.fragments.get(frag_id, 0)
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if have < needed: return false
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return true
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func craft(recipe_id: String) -> bool:
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if not can_craft(recipe_id): return false
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var recipe: Dictionary = data.get("craft_recipes", {}).get(recipe_id, {})
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var cost: Dictionary = recipe.get("cost", {})
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for frag_id in cost:
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UserProfileManager.fragments[frag_id] -= cost[frag_id]
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var result_id: String = recipe.get("result_id", "")
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if not result_id.is_empty():
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if not UserProfileManager.inventory.has(result_id):
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UserProfileManager.inventory.append(result_id)
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UserProfileManager.save_wallet()
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return true
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