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99
Maps/Rooms/Generator/MainGenerator/generator.gd
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99
Maps/Rooms/Generator/MainGenerator/generator.gd
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extends BasicRoom
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class_name Generator
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@export var wireSpawners: Array[ItemSpawner]
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@export var cellSpawners: Array[ItemSpawner]
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var unfixedWires: Array[MinigameInitiator]
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var rng: RandomNumberGenerator = RandomNumberGenerator.new()
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@onready var SocketL: Area3D = $SocketL
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@onready var SocketR: Area3D = $SocketR
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@onready var SocketLPivot: Node3D = $SocketL/CellPivot
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@onready var SocketRPivot: Node3D = $SocketR/CellPivot
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var SocketLPowerCell: GrabableObject
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var SocketRPowerCell: GrabableObject
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func Ready() -> void:
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SpaceshipLogicRef = get_node("/root/Main/Maps/SpaceshipTest")
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rng.set_seed(SpaceshipLogicRef.levelGenSeed)
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generateMinigames()
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generatePowerCells()
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func _process(_delta: float) -> void:
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checkTasks()
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if SocketLPowerCell:
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if SocketLPowerCell.isGrabbed:
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SocketLPowerCell = null
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if SocketRPowerCell:
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if SocketRPowerCell.isGrabbed:
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SocketRPowerCell = null
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grabCell(SocketL,SocketLPowerCell,SocketLPivot)
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grabCell(SocketR,SocketRPowerCell,SocketRPivot)
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if !SpaceshipLogicRef: return
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#if SocketLPowerCell and SocketRPowerCell and SpaceshipLogicRef.taskDict[0].completed:
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#SpaceshipLogicRef.power = false
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#SpaceshipLogicRef.updateLights()
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#else:
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#SpaceshipLogicRef.power = true
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#SpaceshipLogicRef.updateLights()
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func generateMinigames() -> void:
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var totalMinigames: int = wireSpawners.size()
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var choosenMinigames: int = randi_range(2,clamp(6,2,totalMinigames))
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for n in (totalMinigames - choosenMinigames):
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wireSpawners.pop_at(randi_range(0,wireSpawners.size()-1))
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for itemSpawner in wireSpawners:
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unfixedWires.push_back(itemSpawner.spawnItem())
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func generatePowerCells() -> void:
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var totalCells: int = cellSpawners.size()
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var choosenCells: int = randi_range(2,clamp(2 + totalCells /7,2,totalCells))
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for n in (totalCells - choosenCells):
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cellSpawners.pop_at(randi_range(0,cellSpawners.size()-1))
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for itemSpawner in cellSpawners:
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itemSpawner.spawnItem()
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func grabCell(Socket: Area3D, SocketCell: GrabableObject, SocketPivot: Node3D):
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if Socket.has_overlapping_areas() and !SocketCell:
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var potentialCell = getPowerCells(Socket)
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if potentialCell: potentialCell = potentialCell.obj
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else: return
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if potentialCell.freeze == true: return
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if !potentialCell.isGrabbed:
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SocketCell = potentialCell
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if Socket == SocketL: SocketLPowerCell = potentialCell
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elif Socket == SocketR: SocketRPowerCell = potentialCell
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SocketCell.freeze = true
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SocketCell.global_position = SocketPivot.global_position
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SocketCell.global_rotation = SocketPivot.global_rotation
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func getPowerCells(Area: Area3D) -> GrabBox:
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var overlappingAreas: Array[Area3D] = Area.get_overlapping_areas()
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for a in overlappingAreas:
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if typeof(a == GrabBox):
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if a.type == "PowerCell":
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return a
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return null
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func checkTasks() -> void:
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var allWiresFixed: bool = true
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for wire in unfixedWires:
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if !wire.minigameCompleted:
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allWiresFixed = false
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break
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if SocketLPowerCell and SocketRPowerCell and allWiresFixed:
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SpaceshipLogicRef.solveTask(0)
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