mirror of
https://github.com/RPG-Research/bcirpg.git
synced 2024-04-16 14:23:01 +00:00
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
This commit is contained in:
parent
3a402d4331
commit
59b74b946a
69
Phase2/Godot ===(Game Code)===/DiceRoller/DiceRoller.gd
Normal file
69
Phase2/Godot ===(Game Code)===/DiceRoller/DiceRoller.gd
Normal file
@ -0,0 +1,69 @@
|
|||||||
|
#This script is for the overarching node that will contain the diemanager singleton
|
||||||
|
#It should be the only one of the die scripts that is attached onto a node.
|
||||||
|
|
||||||
|
extends Control
|
||||||
|
|
||||||
|
#desired dice types and needed percentage to pass are selected by game/user
|
||||||
|
#desiredDice takes an int array representing the # sides on the die/dice
|
||||||
|
#neededPercentageToPass takes a float that
|
||||||
|
export var desiredDice: Array
|
||||||
|
export var neededPercentageToPass: float
|
||||||
|
|
||||||
|
#Define dieManager variable
|
||||||
|
var dieManager
|
||||||
|
|
||||||
|
func _ready():
|
||||||
|
#create diemanager object
|
||||||
|
dieManager = DieManager.new(desiredDice, neededPercentageToPass)
|
||||||
|
|
||||||
|
#function gets the result of the roll(s) and shows it in the UI
|
||||||
|
func _on_Die_button_down():
|
||||||
|
#rollDice function returns an array with the following elements in the following positions:
|
||||||
|
#rollDice result: [[rolledValues], percentRolled, passResult, neededPercent, degreeOfSuccess, dice]
|
||||||
|
var result = dieManager.rollDice()
|
||||||
|
|
||||||
|
|
||||||
|
#assigning variable names to each of them for better clarity
|
||||||
|
var rolledValues = result[0]
|
||||||
|
var percentRolled = result[1]
|
||||||
|
var passResult = result[2]
|
||||||
|
var neededPercent = result[3]
|
||||||
|
var degreeOfSuccess = result[4]
|
||||||
|
var dice = result[5]
|
||||||
|
|
||||||
|
|
||||||
|
#Check if passed or not
|
||||||
|
if passResult:
|
||||||
|
$Outcome.text = "Successful Roll!"
|
||||||
|
else:
|
||||||
|
$Outcome.text = "Failed Roll!"
|
||||||
|
|
||||||
|
var diceResultText = "Rolled Values:\n"
|
||||||
|
|
||||||
|
#Prints the integer calues of each die rolled in the form: "D(num faces): (value rolled)"
|
||||||
|
for i in range(dice.size()):
|
||||||
|
diceResultText += ("D" + str(dice[i]) + ": " + str(rolledValues[i]) + "\n")
|
||||||
|
|
||||||
|
#changing labels on screen
|
||||||
|
$RolledValues.text = diceResultText
|
||||||
|
$PercentNeeded.text = "Percent Needed to Pass: " + str(neededPercent * 100) + "%"
|
||||||
|
$PercentRolled.text = "Percent Rolled: " + str(percentRolled * 100) + "%"
|
||||||
|
$DegreeOfSuccess.text = "Degree of Success: " + str(degreeOfSuccess * 100) + "%"
|
||||||
|
|
||||||
|
#revealing labels to user
|
||||||
|
$Outcome.show()
|
||||||
|
$RolledValues.show()
|
||||||
|
$PercentNeeded.show()
|
||||||
|
$PercentRolled.show()
|
||||||
|
$DegreeOfSuccess.show()
|
||||||
|
|
||||||
|
|
||||||
|
#Calls the cleardata method for the diemanager and hides the text on screen
|
||||||
|
func _on_Reset_button_down():
|
||||||
|
$Outcome.hide()
|
||||||
|
$PercentNeeded.hide()
|
||||||
|
$PercentRolled.hide()
|
||||||
|
$DegreeOfSuccess.hide()
|
||||||
|
$RolledValues.hide()
|
||||||
|
dieManager.clearData()
|
||||||
|
dieManager.setDieManager(desiredDice, neededPercentageToPass)
|
@ -1,13 +1,13 @@
|
|||||||
[gd_scene load_steps=3 format=2]
|
[gd_scene load_steps=2 format=2]
|
||||||
|
|
||||||
[ext_resource path="res://DieManager.gd" type="Script" id=1]
|
[ext_resource path="res://DiceRoller.gd" type="Script" id=1]
|
||||||
[ext_resource path="res://Die.gd" type="Script" id=2]
|
|
||||||
|
|
||||||
[node name="DieManager" type="Control"]
|
[node name="DieManager" type="Control"]
|
||||||
anchor_right = 1.0
|
anchor_right = 1.0
|
||||||
anchor_bottom = 1.0
|
anchor_bottom = 1.0
|
||||||
script = ExtResource( 1 )
|
script = ExtResource( 1 )
|
||||||
desiredDice = [ 20, 7, 10 ]
|
desiredDice = [ 10, 4, 6, 20 ]
|
||||||
|
neededPercentageToPass = 0.4
|
||||||
|
|
||||||
[node name="ColorRect" type="ColorRect" parent="."]
|
[node name="ColorRect" type="ColorRect" parent="."]
|
||||||
anchor_right = 1.0
|
anchor_right = 1.0
|
||||||
@ -24,7 +24,6 @@ margin_top = 2.0
|
|||||||
margin_right = 92.0
|
margin_right = 92.0
|
||||||
margin_bottom = 91.0
|
margin_bottom = 91.0
|
||||||
text = "Roll Die/Dice"
|
text = "Roll Die/Dice"
|
||||||
script = ExtResource( 2 )
|
|
||||||
|
|
||||||
[node name="RolledValues" type="Label" parent="."]
|
[node name="RolledValues" type="Label" parent="."]
|
||||||
visible = false
|
visible = false
|
||||||
@ -95,4 +94,4 @@ margin_bottom = 469.0
|
|||||||
text = "Reset"
|
text = "Reset"
|
||||||
|
|
||||||
[connection signal="button_down" from="Die" to="." method="_on_Die_button_down"]
|
[connection signal="button_down" from="Die" to="." method="_on_Die_button_down"]
|
||||||
[connection signal="pressed" from="Reset" to="." method="_on_Reset_pressed"]
|
[connection signal="button_down" from="Reset" to="." method="_on_Reset_button_down"]
|
||||||
|
@ -1,11 +1,11 @@
|
|||||||
#Die class
|
#Die class
|
||||||
|
extends Node2D
|
||||||
extends Button
|
|
||||||
|
|
||||||
class_name Die
|
class_name Die
|
||||||
|
|
||||||
#value of selected die type
|
#value of selected die type
|
||||||
var numFaces: int
|
var numFaces: int
|
||||||
|
|
||||||
#Class constructor
|
#Class constructor
|
||||||
func _init(value):
|
func _init(value):
|
||||||
numFaces = value
|
numFaces = value
|
||||||
@ -19,3 +19,6 @@ func rollDie():
|
|||||||
return rolledNum
|
return rolledNum
|
||||||
|
|
||||||
|
|
||||||
|
#Returns the number of faces on this die
|
||||||
|
func getNumFaces():
|
||||||
|
return numFaces
|
||||||
|
@ -1,13 +1,17 @@
|
|||||||
#This is the diemanager script that controls the rolling of the die/dice as well as calculates
|
#This is the diemanager script that controls the rolling of the die/dice as well as calculates
|
||||||
#the end result
|
#the end result
|
||||||
|
|
||||||
extends Control
|
class_name DieManager
|
||||||
|
|
||||||
export var desiredDice = [20, 8]
|
extends Node2D
|
||||||
|
|
||||||
|
#Array of the desired dice values to mod god wants
|
||||||
|
var desiredDice: Array
|
||||||
|
|
||||||
|
#User can select the percentage needed for a successful roll
|
||||||
|
var neededPercentageToPass: float
|
||||||
|
|
||||||
var validDieTypes = [4, 6, 8, 10, 12, 20]
|
var validDieTypes = [4, 6, 8, 10, 12, 20]
|
||||||
|
|
||||||
|
|
||||||
#boolean for if a percentageroll is taking place
|
#boolean for if a percentageroll is taking place
|
||||||
#we need a boolean for this because the way a percentage roll is calculated
|
#we need a boolean for this because the way a percentage roll is calculated
|
||||||
#with two D10s is different than if one were using other dice
|
#with two D10s is different than if one were using other dice
|
||||||
@ -16,143 +20,109 @@ var isPercentageRoll = false
|
|||||||
#diceUsed holds the dice objects that are rolled
|
#diceUsed holds the dice objects that are rolled
|
||||||
var diceUsed = []
|
var diceUsed = []
|
||||||
|
|
||||||
#diceInPlay holds the die objects as well.
|
|
||||||
#This and diceUsed are essentially the same arrays (holding the dice objects), but I had to use
|
|
||||||
#two arrays due to the parameters in returnDiePercentage
|
|
||||||
var diceInPlay = []
|
|
||||||
|
|
||||||
#rolledValues holds the integer value rolled from each die
|
#rolledValues holds the integer value rolled from each die
|
||||||
var rolledValues = []
|
var rolledValues = []
|
||||||
|
|
||||||
#User can select the percentage needed for a successful roll
|
|
||||||
export var neededPercentageToPass = .2
|
|
||||||
|
|
||||||
#boolean based on whether the overall roll passed or not
|
#boolean based on whether the overall roll passed or not
|
||||||
var passedRoll
|
var passedRoll
|
||||||
|
|
||||||
#float holding the degree of success (rolledVal - neededPercentageToPass)
|
#float holding the degree of success (rolledVal - neededPercentageToPass)
|
||||||
var degreeOfSuccess
|
var degreeOfSuccess
|
||||||
|
|
||||||
|
#Constructor for diemanager class
|
||||||
|
func _init(dice, percent):
|
||||||
|
desiredDice = dice
|
||||||
|
neededPercentageToPass = percent
|
||||||
|
loadData()
|
||||||
|
|
||||||
|
#set values of diemanager
|
||||||
|
func setDieManager(dice, percent):
|
||||||
|
desiredDice = dice
|
||||||
|
neededPercentageToPass = percent
|
||||||
|
loadData()
|
||||||
|
|
||||||
#Load the diceInPlay array
|
#Load the diceInPlay array
|
||||||
func _ready():
|
func loadData():
|
||||||
for elem in desiredDice:
|
for elem in desiredDice:
|
||||||
if elem in validDieTypes:
|
if elem in validDieTypes:
|
||||||
diceInPlay.append(Die.new(elem))
|
diceUsed.append(Die.new(elem))
|
||||||
|
|
||||||
#conditional to check if two D10s are being used
|
#conditional to check if two D10s are being used
|
||||||
#if so, we know that a percentage roll is taking place
|
#if so, we know that a percentage roll is taking place
|
||||||
if len(desiredDice) == 2 && desiredDice[0] == 10 && desiredDice[1] == 10:
|
if len(desiredDice) == 2 && desiredDice[0] == 10 && desiredDice[1] == 10:
|
||||||
isPercentageRoll = true
|
isPercentageRoll = true
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
#This is the function that returns the percentage of a rolled die (rolled val / total sides)
|
#Resets the data in the script
|
||||||
#The UML showed that this function only had one parameter, "inputedDie," so I assumed that
|
func clearData():
|
||||||
#was the rolled integer value. However, in order to find the percetage we need the total sides as well
|
isPercentageRoll = false
|
||||||
#As a result, I would get the total sides by ensuring that the inputedDie corresponds to the die at index 0
|
rolledValues = []
|
||||||
#of the diceInPlay array.
|
desiredDice = []
|
||||||
|
diceUsed = []
|
||||||
|
neededPercentageToPass = 0
|
||||||
|
|
||||||
|
#Returns the percent value of an individual die
|
||||||
|
#Stores the rolled value in rolledValues
|
||||||
func returnDiePercentage(inputedDie):
|
func returnDiePercentage(inputedDie):
|
||||||
|
#In case this method is being called on no dice
|
||||||
|
if len(diceUsed) == 0:
|
||||||
|
push_error("Cannot roll without any dice!")
|
||||||
|
|
||||||
|
var rolledVal = inputedDie.rollDie()
|
||||||
|
|
||||||
var totalSides = diceInPlay[0].numFaces
|
#add rolled integer value to array
|
||||||
|
rolledValues.append(rolledVal)
|
||||||
#ensuring we don't lose the die objects in memory by storing them in another array
|
|
||||||
diceUsed.append(diceInPlay[0])
|
|
||||||
diceInPlay.remove(0)
|
|
||||||
|
|
||||||
#Checks if a percentageroll is being done
|
#Checks if a percentageroll is being done
|
||||||
if isPercentageRoll:
|
if isPercentageRoll:
|
||||||
|
|
||||||
#This conditional is used to detemrine if the rolled value is
|
#This conditional is used to detemrine if the rolled value is
|
||||||
#for the tens or ones digit
|
#for the tens or ones digit
|
||||||
if (len(diceUsed) == 1):
|
return float(rolledVal % 10)
|
||||||
return float(inputedDie % 10) / 10.0
|
|
||||||
else:
|
|
||||||
return float(inputedDie % 10) / 100.0
|
|
||||||
|
|
||||||
var result = float(inputedDie) / float(totalSides)
|
|
||||||
return result
|
|
||||||
|
|
||||||
|
return float(rolledVal) / float(inputedDie.numFaces)
|
||||||
|
|
||||||
#Function to show all of the results on screen
|
#Rolls all of the dice in diceUsed
|
||||||
func showOnUI(passResult, percentRolled) -> void:
|
#returns the average of all the percentages
|
||||||
if passResult:
|
func rollDice():
|
||||||
$Outcome.text = "Successful Roll!"
|
#In case this method is being called on no dice
|
||||||
else:
|
if len(diceUsed) == 0:
|
||||||
$Outcome.text = "Failed Roll!"
|
push_error("Cannot roll without any dice!")
|
||||||
|
|
||||||
var diceResultText = "Rolled Values:\n"
|
|
||||||
|
|
||||||
#Prints the integer calues of each die rolled in the form: "D(num faces): (value rolled)"
|
|
||||||
for i in range(diceUsed.size()):
|
|
||||||
diceResultText += ("D" + str(diceUsed[i].numFaces) + ": " + str(rolledValues[i]) + "\n")
|
|
||||||
|
|
||||||
|
|
||||||
#NOTE: degree of success is always calculated regardlesss of success/failure. Let me know if this should be changed
|
|
||||||
degreeOfSuccess = percentRolled - neededPercentageToPass
|
|
||||||
|
|
||||||
#changing labels on screen
|
|
||||||
$RolledValues.text = diceResultText
|
|
||||||
$PercentNeeded.text = "Percent Needed to Pass: " + str(neededPercentageToPass * 100) + "%"
|
|
||||||
$PercentRolled.text = "Percent Rolled: " + str(percentRolled * 100) + "%"
|
|
||||||
$DegreeOfSuccess.text = "Degree of Success: " + str(degreeOfSuccess * 100) + "%"
|
|
||||||
|
|
||||||
#revealing labels to user
|
|
||||||
$Outcome.show()
|
|
||||||
$RolledValues.show()
|
|
||||||
$PercentNeeded.show()
|
|
||||||
$PercentRolled.show()
|
|
||||||
$DegreeOfSuccess.show()
|
|
||||||
|
|
||||||
|
|
||||||
#function for when "roll" button is clicked
|
|
||||||
func _on_Die_button_down():
|
|
||||||
#denominator will equal the total number of dice rolled
|
#denominator will equal the total number of dice rolled
|
||||||
var denominator = 0
|
var denominator = 0
|
||||||
|
|
||||||
#sum of floats of all rolled die percentages
|
#sum of floats of all rolled die percentages
|
||||||
var sumOfPercentages = 0
|
var sumOfPercentages = 0
|
||||||
|
|
||||||
#stores the rolled integer value of die in loop
|
if isPercentageRoll:
|
||||||
var rolledVal
|
sumOfPercentages += (returnDiePercentage(diceUsed[0]) / 10.0) + (returnDiePercentage(diceUsed[1]) / 100.0)
|
||||||
|
else:
|
||||||
|
for die in diceUsed:
|
||||||
|
sumOfPercentages += returnDiePercentage(die)
|
||||||
|
denominator += 1
|
||||||
|
|
||||||
|
var result = []
|
||||||
|
|
||||||
|
result.append(rolledValues)
|
||||||
|
|
||||||
#remember that the size of diceInPlay decrements by 1 each time returnDiePercentage is called
|
|
||||||
while diceInPlay.size() > 0:
|
|
||||||
rolledVal = diceInPlay[0].rollDie()
|
|
||||||
|
|
||||||
#add rolled integer vaslue to array
|
|
||||||
rolledValues.append(rolledVal)
|
|
||||||
|
|
||||||
#add percentage to sum
|
|
||||||
sumOfPercentages += returnDiePercentage(rolledVal)
|
|
||||||
|
|
||||||
#increment denominator
|
|
||||||
denominator += 1
|
|
||||||
|
|
||||||
var result
|
|
||||||
if isPercentageRoll:
|
if isPercentageRoll:
|
||||||
#Percentage roll result remains the sum of the rolls
|
#Percentage roll result remains the sum of the rolls
|
||||||
result = sumOfPercentages
|
result.append(sumOfPercentages)
|
||||||
else:
|
else:
|
||||||
#result is average of sum of percentages otherwise
|
if denominator == 0:
|
||||||
result = sumOfPercentages / denominator
|
result.append(0)
|
||||||
|
#result is average of sum of percentages otherwise rounded to 2 decimcal places
|
||||||
|
|
||||||
|
result.append(stepify((float(sumOfPercentages) / float(denominator)), 0.0001))
|
||||||
|
|
||||||
|
passedRoll = (result[1] >= neededPercentageToPass)
|
||||||
|
#NOTE: degree of success is always calculated regardlesss of success/failure. Let me know if this should be changed
|
||||||
|
degreeOfSuccess = result[1] - neededPercentageToPass
|
||||||
|
result.append(passedRoll)
|
||||||
|
result.append(neededPercentageToPass)
|
||||||
|
result.append(degreeOfSuccess)
|
||||||
|
result.append(desiredDice)
|
||||||
|
|
||||||
passedRoll = (result >= neededPercentageToPass)
|
#rollDice result: [[rolledValues], percentRolled, passResult, neededPercent, degreeOfSuccess, dice]
|
||||||
|
|
||||||
showOnUI(passedRoll, result)
|
|
||||||
return result
|
return result
|
||||||
|
|
||||||
|
|
||||||
#Reset stored values and text
|
|
||||||
func _on_Reset_pressed():
|
|
||||||
$Outcome.hide()
|
|
||||||
$PercentNeeded.hide()
|
|
||||||
$PercentRolled.hide()
|
|
||||||
$DegreeOfSuccess.hide()
|
|
||||||
$RolledValues.hide()
|
|
||||||
|
|
||||||
#Fill diceInPlay again and empty diceUsed
|
|
||||||
for die in diceUsed:
|
|
||||||
diceInPlay.append(die)
|
|
||||||
diceUsed = []
|
|
||||||
rolledValues = []
|
|
||||||
|
@ -9,13 +9,19 @@
|
|||||||
config_version=4
|
config_version=4
|
||||||
|
|
||||||
_global_script_classes=[ {
|
_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