diff --git a/Phase2/Godot_Toolset/Main/middleware/GSAL/CORE/GSAL_Root.gd b/Phase2/Godot_Toolset/Main/middleware/GSAL/CORE/GSAL_Root.gd deleted file mode 100644 index 4a0479d..0000000 --- a/Phase2/Godot_Toolset/Main/middleware/GSAL/CORE/GSAL_Root.gd +++ /dev/null @@ -1,27 +0,0 @@ -extends Node - - -func _ready(): - pass - - -# Things to add to the GSAL - -#Work of a precentage for the character sheets and the rules. Use the range like 1-10 or 1-100 - -##What do these two variables do? That was not clearly defined in the UML... -#var Action_Declared : Array -# -#var Situation_Mod : int -# -## What is the desired data that we want from these two Int values below -#var Defender_Results_Calculation : int -# -#var Opponent_Results_Calclation: int - -#func _Defender_VS_Opponent_Results(int): Matrix -#Matrix is not a built in datatype in Godot. How I am imagining us doing this is with a 2D or 3D array. -#Example Structure [[DefenderResults], [OpponentResults]] - - -#func _Outcome_Options(Matrix): List diff --git a/Phase2/Godot_Toolset/Main/middleware/GSAL/Core/GSAL_Root.gd b/Phase2/Godot_Toolset/Main/middleware/GSAL/Core/GSAL_Root.gd new file mode 100644 index 0000000..aa0d66a --- /dev/null +++ b/Phase2/Godot_Toolset/Main/middleware/GSAL/Core/GSAL_Root.gd @@ -0,0 +1,76 @@ +extends Node + +# Section 1 (Define Ruleset) +# Work of a precentage for the character sheets and the rules. Use the range like 1-10 or 1-100 + +# Define Boundires of the minimum and maximum for a character sheet in the appropriate game system. +# Otherwise default to 0/10 +var systemSheetMin = 0 +var systemSheetMax = 10 + + +# Define Dice Type used by the desired module +# Otherwise default to a polyhedral set of dice. +var definedDiceTypes = [20,12,10,100,8,6,4] + + +# Define Level Boundries to be used by the character of the current level +# Otherwise default to 0/100 +var defineMinLevel = 0 +var definedMaxLevel = 100 + +# Section 1 End + + +#Section 2 (Calculate) +# Need to find what formulas and problems we need to solve as a part of section 2 + +func _ready(): + pass + + +# Define process for declareing actions +# Otherwise follow the rough "Doctor Who" action process. +func _declareAction(): + pass + + +# Refactor DieRoller from the main game, to be a modular function +# Pull Die Sizes from the variable "definedDiceTypes" +func _dieRoll(): + pass + + +# Create rough formulas to plug into this function, per game system module +# Otherwise follow the default formula provided in the function +func _calculateInitiative(): + pass + + +# Section 2 End + + + + + + +# Things to add to the GSAL + + +# What do these two variables do? That was not clearly defined in the UML... +# var Action_Declared : Array +# +# var Situation_Mod : int +# +# What is the desired data that we want from these two Int values below +# var Defender_Results_Calculation : int +# +#var Opponent_Results_Calclation: int + +#func _Defender_VS_Opponent_Results(int): Matrix +#Matrix is not a built in datatype in Godot. How I am imagining us doing this is with a 2D or 3D array. +#Example Structure [[DefenderResults], [OpponentResults]] + + +#func _Outcome_Options(Matrix): List + diff --git a/Phase2/Godot_Toolset/Main/middleware/GSAL/Modules/MOD_OpenD6.gd b/Phase2/Godot_Toolset/Main/middleware/GSAL/Modules/MOD_OpenD6.gd new file mode 100644 index 0000000..768d77e --- /dev/null +++ b/Phase2/Godot_Toolset/Main/middleware/GSAL/Modules/MOD_OpenD6.gd @@ -0,0 +1,13 @@ +extends Node + +# Step 1 Define Dice Types +var diceTypes = [6] + +# Called when the node enters the scene tree for the first time. +func _ready(): + pass # Replace with function body. + + +# Called every frame. 'delta' is the elapsed time since the previous frame. +#func _process(delta): +# pass diff --git a/Phase2/Godot_Toolset/Main/middleware/GSAL/Modules/MOD_OpenDND.gd b/Phase2/Godot_Toolset/Main/middleware/GSAL/Modules/MOD_OpenDND.gd new file mode 100644 index 0000000..290739b --- /dev/null +++ b/Phase2/Godot_Toolset/Main/middleware/GSAL/Modules/MOD_OpenDND.gd @@ -0,0 +1,18 @@ +extends Node + + +var diceTypes = [20,12,10,100,8,6,4] + +# Declare member variables here. Examples: +# var a = 2 +# var b = "text" + + +# Called when the node enters the scene tree for the first time. +func _ready(): + pass # Replace with function body. + + +# Called every frame. 'delta' is the elapsed time since the previous frame. +#func _process(delta): +# pass