47 lines
1.6 KiB
GDScript
47 lines
1.6 KiB
GDScript
class_name ItemDefinition
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extends Resource
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const CATEGORY_RESOURCE := SimulationIds.ITEM_CATEGORY_RESOURCE
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const CATEGORY_WEAPON := SimulationIds.ITEM_CATEGORY_WEAPON
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const VALID_CATEGORIES := [CATEGORY_RESOURCE, CATEGORY_WEAPON]
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@export var item_id: StringName
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@export var display_name: String
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@export var category: StringName = CATEGORY_RESOURCE
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@export var equip_slot: StringName
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@export_range(0.0, 1000.0, 0.1) var damage := 0.0
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@export_range(0.0, 50.0, 0.1) var reach := 0.0
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@export_range(0.0, 5.0, 0.05) var attack_cooldown := 0.0
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func validate() -> Array[String]:
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var errors: Array[String] = []
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if item_id.is_empty():
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errors.append("item_id is empty")
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if display_name.is_empty():
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errors.append("display_name is empty for '%s'" % item_id)
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if category not in VALID_CATEGORIES:
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errors.append("category '%s' is invalid for '%s'" % [category, item_id])
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elif category == CATEGORY_WEAPON:
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if equip_slot != SimulationIds.EQUIP_SLOT_HAND:
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errors.append(
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"weapon '%s' must equip in '%s'" % [item_id, SimulationIds.EQUIP_SLOT_HAND]
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)
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if not is_finite(damage) or damage <= 0.0:
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errors.append("damage must be positive for '%s'" % item_id)
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if not is_finite(reach) or reach <= 0.0:
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errors.append("reach must be positive for '%s'" % item_id)
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if not is_finite(attack_cooldown) or attack_cooldown <= 0.0:
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errors.append("attack_cooldown must be positive for '%s'" % item_id)
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elif not equip_slot.is_empty():
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errors.append("resource item '%s' cannot declare equip_slot '%s'" % [item_id, equip_slot])
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return errors
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func is_weapon() -> bool:
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return category == CATEGORY_WEAPON
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func is_resource() -> bool:
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return category == CATEGORY_RESOURCE
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