chests are saved to playlist

This commit is contained in:
derek
2025-03-27 17:03:08 -05:00
parent 91f58c4dfc
commit 97bb2c9852
8 changed files with 45 additions and 56 deletions

View File

@@ -1,4 +1,4 @@
[gd_scene load_steps=12 format=3 uid="uid://dpootbr7qgac1"]
[gd_scene load_steps=13 format=3 uid="uid://dpootbr7qgac1"]
[ext_resource type="Script" uid="uid://bxo70raytpm81" path="res://scripts/playlist_generator.gd" id="1_qvqs2"]
[ext_resource type="Script" uid="uid://cd1g0y1aav5a3" path="res://level_resource.gd" id="2_3l62y"]
@@ -7,6 +7,7 @@
[ext_resource type="Resource" uid="uid://bs8yvpq65yh3w" path="res://GameModes/cookie_mode.tres" id="3_t0mxh"]
[ext_resource type="Resource" uid="uid://cwwvseoidm6ha" path="res://GameModes/DoNotGetHit.tres" id="4_8wht4"]
[ext_resource type="Resource" uid="uid://u32xafejp3rq" path="res://GameModes/standard_stam_regen.tres" id="6_vu1w7"]
[ext_resource type="PackedScene" uid="uid://dyu46bns8mesv" path="res://assets/mac10_pickup.tscn" id="8_hewbh"]
[sub_resource type="Resource" id="Resource_3w5k4"]
script = ExtResource("2_3l62y")
@@ -38,5 +39,7 @@ grow_vertical = 2
script = ExtResource("1_qvqs2")
maps_in_rotation = Array[ExtResource("2_3l62y")]([SubResource("Resource_3w5k4"), SubResource("Resource_t5q6w"), SubResource("Resource_2pkld"), SubResource("Resource_13n7k")])
gamemodes_in_rotation = Array[ExtResource("2_hoyqc")]([ExtResource("2_85uje"), ExtResource("3_t0mxh"), ExtResource("4_8wht4"), ExtResource("6_vu1w7")])
chest_drops = Array[Resource]([ExtResource("8_hewbh")])
chests_per_match = null
[connection signal="gui_input" from="." to="." method="_on_gui_input"]

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@@ -12,7 +12,7 @@ config_version=5
config/name="First Person Test"
config/tags=PackedStringArray("fps")
run/main_scene="uid://otkecr0hcyon"
run/main_scene="uid://f7e0v1r6ra6c"
config/features=PackedStringArray("4.4", "Forward Plus")
config/icon="uid://6svuq1l83al5"

View File

@@ -36,6 +36,10 @@ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -0.0169516, 0.0284452, -0.008
[node name="LEVEL UTILS" type="Node" parent="."]
[node name="Playlist Generator" parent="LEVEL UTILS" instance=ExtResource("3_udqcb")]
checksum_test = null
load_playlist_from_file = null
chest_drops = null
chests_per_match = null
[node name="PlaylistLoader" type="Node" parent="LEVEL UTILS"]
script = ExtResource("3_2u2e7")

View File

@@ -93,7 +93,7 @@ func _ready():
var chest_loc = chest_spawners.pick_random()
var instance_chest = CHEST_1.instantiate()
print("SPAWNING CHEST AT : ",chest_loc.name)
get_tree().current_scene.add_child(instance_chest)
add_child(instance_chest)
instance_chest.basis = chest_loc.basis
instance_chest.global_position = chest_loc.global_position
instance_chest.global_rotation = chest_loc.global_rotation

View File

@@ -1,26 +1,27 @@
@tool
extends Node
@export_tool_button("Generate Playlist")
var playlist_action : Callable = func(): generate_test_playlist()
@export var checksum_test = false
@export var load_playlist_from_file = false
@export var hub_world : level_resource
@export var maps_in_rotation : Array[level_resource] = []
@export var gamemodes_in_rotation : Array[gamemode]= []
@export var chest_drops : Array[Resource]
@export var levels_per_round : int = 5
@export var rounds_per_match : int = 3
@export var chests_per_match : int = 100
@export var matches_per_year : int = 52
func generate_playlist() -> void:
var playlist_name = only_valid_chars(GameGlobals.all_user_leaderboards[GameGlobals.user_id][GameGlobals.last_leaderboard_id])
var playlist = []
print("PLAYLIST CREATED FOR THE : ",playlist_name)
set_seed(playlist_name)
for h in matches_per_year:
var matches = []
var chests = []
var round = []
for i in rounds_per_match:
var round = []
for x in levels_per_round:
var gamemode_path = gamemodes_in_rotation.pick_random().resource_path
var level_selection = maps_in_rotation.pick_random()
@@ -30,40 +31,26 @@ func generate_playlist() -> void:
"gamemode_path" : gamemode_path
}
round.append(level_details)
matches.append(round)
playlist.append(matches)
save_playlist(playlist)
func generate_test_playlist():
var playlist_name = "TEST2"
var playlist = []
var seed_to_use
if playlist_name:
seed_to_use = hash(playlist_name)
else:
seed_to_use = randi()
seed(seed_to_use)
var chest_serial_no : int = 1
for y in chests_per_match:
var drop = chest_drops.pick_random()
var chest_details = {
"serial" : chest_serial_no,
"drop" : drop
}
chests.append(chest_details)
chest_serial_no += 1
var match_details = {"round" : round,"chests" : chests}
matches.append(match_details)
for h in matches_per_year:
var matches = []
for i in rounds_per_match:
var round = []
for x in levels_per_round:
var gamemode_path = gamemodes_in_rotation.pick_random().resource_path
var level_selection = maps_in_rotation.pick_random()
var level_details = {
"level_path" : level_selection.level_path,
"level_name" : level_selection.level_name,
"gamemode_path" : gamemode_path
}
round.append(level_details)
matches.append(round)
playlist.append(matches)
print(playlist[0][0]["round"][0])
print(playlist[0][0]["chests"][3])
GameGlobals.playlist = playlist
func only_valid_chars(input_string: String) -> String:
@@ -86,20 +73,19 @@ func save_playlist(playlist):
file.close()
func load_playlist():
var playlist_path : String = "user://" + str(GameGlobals.all_user_leaderboards[GameGlobals.user_id][GameGlobals.last_leaderboard_id]) + "_playlist.save"
if FileAccess.file_exists(playlist_path):
var file = FileAccess.open(playlist_path, FileAccess.READ)
var key = file.get_var()
var playlist = file.get_var()
print("KEY : ",key)
GameGlobals.playlist_test = playlist
GameGlobals.current_match = playlist[0]
file.close()
else:
print("no data saved, generating new playlist...")
generate_playlist()
generate_playlist()
GameGlobals.current_match = GameGlobals.playlist[0]
func set_seed(playlist_name):
var seed_to_use
if playlist_name:
seed_to_use = hash(playlist_name)
else:
seed_to_use = randi()
seed(seed_to_use)
func _on_gui_input(event: InputEvent) -> void:
generate_playlist()

View File

@@ -91,7 +91,6 @@ func check_user_data_exists():
return false
func load_user_data():
print("ALL LEADERBOARDS: ",GameGlobals.all_user_leaderboards[0][0])
var user_save_path = str("user://user_",str(GameGlobals.user_id),"_",str(GameGlobals.all_user_leaderboards[GameGlobals.user_id][GameGlobals.last_leaderboard_id]),"_data.save")
if FileAccess.file_exists(user_save_path):
var file = FileAccess.open(user_save_path, FileAccess.READ)
@@ -127,10 +126,7 @@ func load_user_data():
get_tree().current_scene.gun_spawn(GameGlobals.current_gun_index)
var checksum = file.get_var()
print("Checksum : ",checksum)
var check_data = [user_save_path,file_leaderboard_name,money,deposited_money,health,high_score,player_deaths,shots_fired]
print("CHECK DATA : ",check_data)
print("CHECKSUM CALC : ",HelperFuncs.checksum(check_data))
file.close()
await !file.is_open()
if checksum == HelperFuncs.checksum(check_data):