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129 lines
3.6 KiB
GDScript
129 lines
3.6 KiB
GDScript
#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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class_name DieManager
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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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var diceUsed = []
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#rolledValues holds the integer value rolled from each die
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var rolledValues = []
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#boolean based on whether the overall roll passed or not
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var passedRoll
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#float holding the degree of success (rolledVal - neededPercentageToPass)
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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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func loadData():
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for elem in desiredDice:
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if elem in validDieTypes:
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diceUsed.append(Die.new(elem))
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#conditional to check if two D10s are being used
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#if so, we know that a percentage roll is taking place
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if len(desiredDice) == 2 && desiredDice[0] == 10 && desiredDice[1] == 10:
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isPercentageRoll = true
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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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#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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var rolledVal = inputedDie.rollDie()
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#add rolled integer value to array
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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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return float(rolledVal) / float(inputedDie.numFaces)
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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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#denominator will equal the total number of dice rolled
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var denominator = 0
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#sum of floats of all rolled die percentages
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var sumOfPercentages = 0
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if isPercentageRoll:
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sumOfPercentages += (returnDiePercentage(diceUsed[0]) / 10.0) + (returnDiePercentage(diceUsed[1]) / 100.0)
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else:
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for die in diceUsed:
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sumOfPercentages += returnDiePercentage(die)
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denominator += 1
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var result = []
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result.append(rolledValues)
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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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