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Author: Andrew Tang <tandrew@gmail.com> Date: Mon Jul 11 01:16:34 2022 +0800 Complete DiceRoller Singleton Version Created script: "DiceRoller.gd" to be the only dice script attached to a node and will act as a singleton. A single DieManager object is created in this script. The DieManager's values can be changed and methods can be called through the DiceRoller Script commit3a402d4331
Author: Andrew Tang <90939405+TangoDevelopments@users.noreply.github.com> Date: Sun Jul 3 13:05:28 2022 -0400 Delete .DS_Store commitc00b24c60a
Author: Andrew Tang <90939405+TangoDevelopments@users.noreply.github.com> Date: Sun Jul 3 13:05:16 2022 -0400 Delete .DS_Store commit4f788de0c7
Author: Andrew Tang <90939405+TangoDevelopments@users.noreply.github.com> Date: Sun Jul 3 13:05:05 2022 -0400 Delete .DS_Store commitc20fd85567
Author: Andrew Tang <tandrew@gmail.com> Date: Mon Jul 4 00:13:15 2022 +0800 Added D10 and easier die selection
This commit is contained in:
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Phase2/.DS_Store
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Phase2/Godot ===(Game Code)===/.DS_Store
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Phase2/Godot ===(Game Code)===/DiceRoller/DiceRoller.gd
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Phase2/Godot ===(Game Code)===/DiceRoller/DiceRoller.gd
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@ -0,0 +1,69 @@
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#This script is for the overarching node that will contain the diemanager singleton
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#It should be the only one of the die scripts that is attached onto a node.
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extends Control
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#desired dice types and needed percentage to pass are selected by game/user
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#desiredDice takes an int array representing the # sides on the die/dice
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#neededPercentageToPass takes a float that
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export var desiredDice: Array
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export var neededPercentageToPass: float
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#Define dieManager variable
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var dieManager
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func _ready():
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#create diemanager object
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dieManager = DieManager.new(desiredDice, neededPercentageToPass)
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#function gets the result of the roll(s) and shows it in the UI
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func _on_Die_button_down():
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#rollDice function returns an array with the following elements in the following positions:
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#rollDice result: [[rolledValues], percentRolled, passResult, neededPercent, degreeOfSuccess, dice]
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var result = dieManager.rollDice()
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#assigning variable names to each of them for better clarity
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var rolledValues = result[0]
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var percentRolled = result[1]
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var passResult = result[2]
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var neededPercent = result[3]
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var degreeOfSuccess = result[4]
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var dice = result[5]
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#Check if passed or not
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if passResult:
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$Outcome.text = "Successful Roll!"
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else:
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$Outcome.text = "Failed Roll!"
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var diceResultText = "Rolled Values:\n"
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#Prints the integer calues of each die rolled in the form: "D(num faces): (value rolled)"
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for i in range(dice.size()):
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diceResultText += ("D" + str(dice[i]) + ": " + str(rolledValues[i]) + "\n")
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#changing labels on screen
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$RolledValues.text = diceResultText
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$PercentNeeded.text = "Percent Needed to Pass: " + str(neededPercent * 100) + "%"
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$PercentRolled.text = "Percent Rolled: " + str(percentRolled * 100) + "%"
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$DegreeOfSuccess.text = "Degree of Success: " + str(degreeOfSuccess * 100) + "%"
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#revealing labels to user
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$Outcome.show()
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$RolledValues.show()
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$PercentNeeded.show()
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$PercentRolled.show()
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$DegreeOfSuccess.show()
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#Calls the cleardata method for the diemanager and hides the text on screen
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func _on_Reset_button_down():
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$Outcome.hide()
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$PercentNeeded.hide()
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$PercentRolled.hide()
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$DegreeOfSuccess.hide()
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$RolledValues.hide()
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dieManager.clearData()
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dieManager.setDieManager(desiredDice, neededPercentageToPass)
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@ -1,12 +1,13 @@
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[gd_scene load_steps=3 format=2]
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[gd_scene load_steps=2 format=2]
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[ext_resource path="res://DieManager.gd" type="Script" id=1]
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[ext_resource path="res://DiceRoller.gd" type="Script" id=1]
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[ext_resource path="res://Die.gd" type="Script" id=2]
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[node name="DieManager" type="Control"]
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[node name="DieManager" type="Control"]
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anchor_right = 1.0
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anchor_right = 1.0
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anchor_bottom = 1.0
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anchor_bottom = 1.0
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script = ExtResource( 1 )
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script = ExtResource( 1 )
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desiredDice = [ 10, 4, 6, 20 ]
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neededPercentageToPass = 0.4
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[node name="ColorRect" type="ColorRect" parent="."]
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[node name="ColorRect" type="ColorRect" parent="."]
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anchor_right = 1.0
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anchor_right = 1.0
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@ -23,7 +24,6 @@ margin_top = 2.0
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margin_right = 92.0
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margin_right = 92.0
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margin_bottom = 91.0
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margin_bottom = 91.0
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text = "Roll Die/Dice"
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text = "Roll Die/Dice"
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script = ExtResource( 2 )
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[node name="RolledValues" type="Label" parent="."]
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[node name="RolledValues" type="Label" parent="."]
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visible = false
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visible = false
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@ -94,4 +94,4 @@ margin_bottom = 469.0
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text = "Reset"
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text = "Reset"
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[connection signal="button_down" from="Die" to="." method="_on_Die_button_down"]
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[connection signal="button_down" from="Die" to="." method="_on_Die_button_down"]
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[connection signal="pressed" from="Reset" to="." method="_on_Reset_pressed"]
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[connection signal="button_down" from="Reset" to="." method="_on_Reset_button_down"]
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@ -1,18 +1,11 @@
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#Die class
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#Die class
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extends Node2D
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extends Button
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class_name Die
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class_name Die
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#array of valid number of faces
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var dieTypes = [4, 6, 8, 10, 12, 20]
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#value of selected die type
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#value of selected die type
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var numFaces: int
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var numFaces: int
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#bool will be used to check if a valid die type was chosen
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var validNumFaces = false
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#Class constructor
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#Class constructor
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func _init(value):
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func _init(value):
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numFaces = value
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numFaces = value
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@ -21,18 +14,11 @@ func _init(value):
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func rollDie():
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func rollDie():
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randomize()
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randomize()
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#check if selected die type exists in dieTypes array
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for value in dieTypes:
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if value == numFaces:
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validNumFaces = true
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#if the selected die type exists, we can roll an integer value based on the number of sides.
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if validNumFaces:
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var rolledNum
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var rolledNum
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rolledNum = randi() % numFaces + 1
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rolledNum = randi() % numFaces + 1
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return rolledNum
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return rolledNum
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else:
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print("You do not have a valid number of sides on the die!")
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return
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#Returns the number of faces on this die
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func getNumFaces():
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return numFaces
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@ -1,126 +1,128 @@
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#This is the diemanager script that controls the rolling of the die/dice as well as calculates
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#This is the diemanager script that controls the rolling of the die/dice as well as calculates
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#the end result
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#the end result
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extends Control
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class_name DieManager
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export var desiredDice = [20, 8]
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extends Node2D
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#Array of the desired dice values to mod god wants
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var desiredDice: Array
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#User can select the percentage needed for a successful roll
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var neededPercentageToPass: float
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var validDieTypes = [4, 6, 8, 10, 12, 20]
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#boolean for if a percentageroll is taking place
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#we need a boolean for this because the way a percentage roll is calculated
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#with two D10s is different than if one were using other dice
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var isPercentageRoll = false
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#diceUsed holds the dice objects that are rolled
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#diceUsed holds the dice objects that are rolled
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var diceUsed = []
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var diceUsed = []
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#diceInPlay holds the die objects as well.
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#This and diceUsed are essentially the same arrays (holding the dice objects), but I had to use
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#two arrays due to the parameters in returnDiePercentage
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var diceInPlay = []
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#rolledValues holds the integer value rolled from each die
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#rolledValues holds the integer value rolled from each die
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var rolledValues = []
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var rolledValues = []
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#User can select the percentage needed for a successful roll
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export var neededPercentageToPass = .2
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#boolean based on whether the overall roll passed or not
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#boolean based on whether the overall roll passed or not
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var passedRoll
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var passedRoll
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#float holding the degree of success (rolledVal - neededPercentageToPass)
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#float holding the degree of success (rolledVal - neededPercentageToPass)
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var degreeOfSuccess
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var degreeOfSuccess
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#Constructor for diemanager class
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func _init(dice, percent):
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desiredDice = dice
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neededPercentageToPass = percent
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loadData()
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#set values of diemanager
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func setDieManager(dice, percent):
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desiredDice = dice
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neededPercentageToPass = percent
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loadData()
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#Load the diceInPlay array
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#Load the diceInPlay array
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func _ready():
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func loadData():
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for elem in desiredDice:
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for elem in desiredDice:
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diceInPlay.append(Die.new(elem))
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if elem in validDieTypes:
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diceUsed.append(Die.new(elem))
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#This is the function that returns the percentage of a rolled die (rolled val / total sides)
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#conditional to check if two D10s are being used
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#The UML showed that this function only had one parameter, "inputedDie," so I assumed that
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#if so, we know that a percentage roll is taking place
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#was the rolled integer value. However, in order to find the percetage we need the total sides as well
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if len(desiredDice) == 2 && desiredDice[0] == 10 && desiredDice[1] == 10:
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#As a result, I would get the total sides by ensuring that the inputedDie corresponds to the die at index 0
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isPercentageRoll = true
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#of the diceInPlay array.
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#Resets the data in the script
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func clearData():
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isPercentageRoll = false
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rolledValues = []
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desiredDice = []
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diceUsed = []
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neededPercentageToPass = 0
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#Returns the percent value of an individual die
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#Stores the rolled value in rolledValues
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func returnDiePercentage(inputedDie):
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func returnDiePercentage(inputedDie):
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var totalSides = diceInPlay[0].numFaces
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#In case this method is being called on no dice
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if len(diceUsed) == 0:
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push_error("Cannot roll without any dice!")
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#ensuring we don't lose the die objects in memory by storing them in another array
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var rolledVal = inputedDie.rollDie()
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diceUsed.append(diceInPlay[0])
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diceInPlay.remove(0)
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var result = float(inputedDie) / float(totalSides)
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#add rolled integer value to array
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return result
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rolledValues.append(rolledVal)
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#Checks if a percentageroll is being done
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if isPercentageRoll:
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#This conditional is used to detemrine if the rolled value is
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#for the tens or ones digit
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return float(rolledVal % 10)
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#Function to show all of the results on screen
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return float(rolledVal) / float(inputedDie.numFaces)
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func showOnUI(passResult, percentRolled) -> void:
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if passResult:
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$Outcome.text = "Successful Roll!"
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else:
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$Outcome.text = "Failed Roll!"
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var diceResultText = "Rolled Values:\n"
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#Rolls all of the dice in diceUsed
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#returns the average of all the percentages
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func rollDice():
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#In case this method is being called on no dice
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if len(diceUsed) == 0:
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push_error("Cannot roll without any dice!")
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#Prints the integer calues of each die rolled in the form: "D(num faces): (value rolled)"
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for i in range(diceUsed.size()):
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diceResultText += ("D" + str(diceUsed[i].numFaces) + ": " + str(rolledValues[i]) + "\n")
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#NOTE: degree of success is always calculated regardlesss of success/failure. Let me know if this should be changed
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degreeOfSuccess = percentRolled - neededPercentageToPass
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#changing labels on screen
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$RolledValues.text = diceResultText
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$PercentNeeded.text = "Percent Needed to Pass: " + str(neededPercentageToPass * 100) + "%"
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$PercentRolled.text = "Percent Rolled: " + str(percentRolled * 100) + "%"
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$DegreeOfSuccess.text = "Degree of Success: " + str(degreeOfSuccess * 100) + "%"
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#revealing labels to user
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$Outcome.show()
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$RolledValues.show()
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$PercentNeeded.show()
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$PercentRolled.show()
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$DegreeOfSuccess.show()
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#function for when "roll" button is clicked
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func _on_Die_button_down():
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#denominator will equal the total number of dice rolled
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#denominator will equal the total number of dice rolled
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var denominator = 0
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var denominator = 0
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#sum of floats of all rolled die percentages
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#sum of floats of all rolled die percentages
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var sumOfPercentages = 0
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var sumOfPercentages = 0
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#stores the rolled integer value of die in loop
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if isPercentageRoll:
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var rolledVal
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sumOfPercentages += (returnDiePercentage(diceUsed[0]) / 10.0) + (returnDiePercentage(diceUsed[1]) / 100.0)
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else:
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#remember that the size of diceInPlay decrements by 1 each time returnDiePercentage is called
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for die in diceUsed:
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while diceInPlay.size() > 0:
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sumOfPercentages += returnDiePercentage(die)
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rolledVal = diceInPlay[0].rollDie()
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#add rolled integer vaslue to array
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rolledValues.append(rolledVal)
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#add percentage to sum
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sumOfPercentages += returnDiePercentage(rolledVal)
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#increment denominator
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denominator += 1
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denominator += 1
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#result is average of sum of percentages
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var result = []
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var result = sumOfPercentages / denominator
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passedRoll = (result >= neededPercentageToPass)
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result.append(rolledValues)
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showOnUI(passedRoll, result)
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if isPercentageRoll:
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#Percentage roll result remains the sum of the rolls
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result.append(sumOfPercentages)
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else:
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if denominator == 0:
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result.append(0)
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#result is average of sum of percentages otherwise rounded to 2 decimcal places
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result.append(stepify((float(sumOfPercentages) / float(denominator)), 0.0001))
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passedRoll = (result[1] >= neededPercentageToPass)
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#NOTE: degree of success is always calculated regardlesss of success/failure. Let me know if this should be changed
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degreeOfSuccess = result[1] - neededPercentageToPass
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result.append(passedRoll)
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result.append(neededPercentageToPass)
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result.append(degreeOfSuccess)
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result.append(desiredDice)
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#rollDice result: [[rolledValues], percentRolled, passResult, neededPercent, degreeOfSuccess, dice]
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return result
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return result
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#Reset stored values and text
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func _on_Reset_pressed():
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$Outcome.hide()
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$PercentNeeded.hide()
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$PercentRolled.hide()
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$DegreeOfSuccess.hide()
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$RolledValues.hide()
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#Fill diceInPlay again and empty diceUsed
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for die in diceUsed:
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diceInPlay.append(die)
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||||||
diceUsed = []
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rolledValues = []
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@ -9,13 +9,19 @@
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config_version=4
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config_version=4
|
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||||||
_global_script_classes=[ {
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_global_script_classes=[ {
|
||||||
"base": "Button",
|
"base": "Node2D",
|
||||||
"class": "Die",
|
"class": "Die",
|
||||||
"language": "GDScript",
|
"language": "GDScript",
|
||||||
"path": "res://Die.gd"
|
"path": "res://Die.gd"
|
||||||
|
}, {
|
||||||
|
"base": "Node2D",
|
||||||
|
"class": "DieManager",
|
||||||
|
"language": "GDScript",
|
||||||
|
"path": "res://DieManager.gd"
|
||||||
} ]
|
} ]
|
||||||
_global_script_class_icons={
|
_global_script_class_icons={
|
||||||
"Die": ""
|
"Die": "",
|
||||||
|
"DieManager": ""
|
||||||
}
|
}
|
||||||
|
|
||||||
[application]
|
[application]
|
||||||
@ -24,6 +30,10 @@ config/name="GodotDiceRoller_Andrew"
|
|||||||
run/main_scene="res://DiceRoller.tscn"
|
run/main_scene="res://DiceRoller.tscn"
|
||||||
config/icon="res://icon.png"
|
config/icon="res://icon.png"
|
||||||
|
|
||||||
|
[autoload]
|
||||||
|
|
||||||
|
DiceRoller="*res://DiceRoller.gd"
|
||||||
|
|
||||||
[physics]
|
[physics]
|
||||||
|
|
||||||
common/enable_pause_aware_picking=true
|
common/enable_pause_aware_picking=true
|
||||||
|
Loading…
Reference in New Issue
Block a user