Files
fps_project_1/scripts/playlist_generator.gd
2025-03-27 17:03:08 -05:00

92 lines
2.6 KiB
GDScript

extends Node
@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 = []
set_seed(playlist_name)
for h in matches_per_year:
var matches = []
var chests = []
var round = []
for i in rounds_per_match:
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)
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)
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:
var valid_chars = ""
for char in input_string:
if char.is_valid_identifier():
valid_chars += char
elif char == " ":
valid_chars += "_"
return valid_chars
func save_playlist(playlist):
var playlist_name = str(only_valid_chars(GameGlobals.all_user_leaderboards[GameGlobals.user_id][GameGlobals.last_leaderboard_id]))
var playlist_path : String = "user://"+ playlist_name + "_playlist.save"
var file = FileAccess.open(playlist_path, FileAccess.WRITE)
file.store_var(only_valid_chars(GameGlobals.all_user_leaderboards[GameGlobals.user_id][GameGlobals.last_leaderboard_id]))
file.store_var(playlist)
file.close()
func load_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()