Add skill management system with unlocker and save functionality
This commit is contained in:
@@ -4,6 +4,9 @@ extends Node
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@export var damage: float = 0.25
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@export var area2d: Area2D
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@export var status_effect_data: StatusEffectDataResource
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@export var damage_timer: Timer
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var current_target: Node = null
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signal effect_inflicted(target: Node2D, effect: StatusEffectDataResource)
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@@ -13,13 +16,34 @@ func _ready() -> void:
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return
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area2d.body_entered.connect(on_area2d_body_entered)
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area2d.body_exited.connect(on_area2d_body_exited)
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area2d.area_entered.connect(on_area2d_area_entered)
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if damage_timer:
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damage_timer.timeout.connect(on_damage_timer_timeout)
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func _process(_delta: float) -> void:
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if not current_target:
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return
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if damage_timer:
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return
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process_entity_and_apply_damage(current_target)
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func deal_damage(target: HealthComponent) -> void:
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target.decrease_health(damage)
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func on_area2d_body_entered(body: Node2D) -> void:
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func on_damage_timer_timeout() -> void:
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if not current_target:
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return
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process_entity_and_apply_damage(current_target)
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func process_entity_and_apply_damage(body: Node2D) -> void:
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if body.has_node("HealthComponent"):
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var health_component: HealthComponent = body.get_node("HealthComponent")
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var invulnerability_component: InvulnerabilityComponent = body.get_node_or_null("InvulnerabilityComponent")
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@@ -34,3 +58,27 @@ func on_area2d_body_entered(body: Node2D) -> void:
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if invulnerability_component:
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invulnerability_component.activate()
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func on_area2d_body_entered(body: Node2D) -> void:
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current_target = body
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if damage_timer:
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damage_timer.start()
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process_entity_and_apply_damage(body)
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func on_area2d_body_exited(body: Node2D) -> void:
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if body == current_target:
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current_target = null
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if damage_timer:
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damage_timer.stop()
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func on_area2d_area_entered(area: Area2D) -> void:
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if area == area2d:
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return
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var parent := area.get_parent()
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if parent.has_node("DamageComponent"):
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process_entity_and_apply_damage(parent)
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34
scripts/components/skill_unlocker_component.gd
Normal file
34
scripts/components/skill_unlocker_component.gd
Normal file
@@ -0,0 +1,34 @@
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class_name SkillUnlockerComponent
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extends Node
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@export var skill_manager: SkillManager
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@onready var game_manager: GM = $"/root/GameManager"
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func try_unlock_skill(skill_data: SkillData) -> void:
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if not game_manager:
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return
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if game_manager.is_skill_unlocked(skill_data.name):
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return
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if game_manager.get_coins() < skill_data.cost:
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return
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game_manager.remove_coins(skill_data.cost)
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game_manager.unlock_skill(skill_data.name)
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skill_manager.add_skill(skill_data)
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func _input(event: InputEvent) -> void:
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if event.is_action_pressed("unlock_skills"):
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var available_skills: Array[SkillData] = skill_manager.available_skills
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var skills: Array[String] = []
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for skill in available_skills:
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skills.append(skill.name)
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game_manager.unlock_skills(skills)
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skill_manager.apply_unlocked_skills()
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print("Unlocked skills: ", skills)
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@@ -4,6 +4,7 @@ extends Node
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var player_state = {
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"coins": 0,
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"lives": 3,
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"unlocked_skills": [],
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}
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@@ -36,4 +37,18 @@ func set_lives(amount: int) -> void:
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func get_lives() -> int:
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return player_state["lives"]
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return player_state["lives"]
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func is_skill_unlocked(skill_name: String) -> bool:
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return skill_name in player_state["unlocked_skills"]
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func unlock_skill(skill_name: String) -> void:
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if not is_skill_unlocked(skill_name):
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player_state["unlocked_skills"].append(skill_name)
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func unlock_skills(skill_names: Array[String]) -> void:
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for skill_name in skill_names:
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unlock_skill(skill_name)
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9
scripts/resources/skill_data.gd
Normal file
9
scripts/resources/skill_data.gd
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@@ -0,0 +1,9 @@
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class_name SkillData
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extends Resource
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@export var name: String = ""
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@export var description: String = ""
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@export var node: PackedScene
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@export var config: Dictionary = {}
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@export var cost: int = 0
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@export var icon: Texture2D
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32
scripts/save_system.gd
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32
scripts/save_system.gd
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@@ -0,0 +1,32 @@
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class_name SaveSystem
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extends Node
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@export var save_path: String = "user://savegame.save"
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@export var version: int = 1
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@onready var gm: GM = $"/root/GameManager"
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func save_game():
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var save_data := {
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"player_state": gm.player_state,
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"version": version,
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}
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var file := FileAccess.open(save_path, FileAccess.WRITE)
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file.store_var(save_data)
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file.close()
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func load_game():
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if not FileAccess.file_exists(save_path):
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return
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var file := FileAccess.open(save_path, FileAccess.READ)
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var save_data: Dictionary = file.get_var()
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file.close()
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if save_data.has("version") and save_data["version"] != version:
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print("Save file version mismatch. Expected: ", version, ", Found: ", save_data["version"])
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return
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gm.player_state = save_data["player_state"]
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gm.unlock_skills(gm.player_state["unlocked_skills"])
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57
scripts/skill_manager.gd
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57
scripts/skill_manager.gd
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@@ -0,0 +1,57 @@
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class_name SkillManager
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extends Node
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@export var available_skills: Array[SkillData] = []
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@onready var gm: GM = $"/root/GameManager"
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var active_components: Dictionary = {}
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func _ready() -> void:
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apply_unlocked_skills()
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func add_skill(skill_data: SkillData) -> void:
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if active_components.has(skill_data.name):
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return
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var skill_instance := skill_data.node.instantiate()
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for key in skill_data.config.keys():
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if key in skill_instance:
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var value = skill_data.config[key]
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var parent := get_parent()
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if value is NodePath:
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if parent.has_node(value):
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value = parent.get_node(value)
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elif skill_instance.has_node(value):
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value = skill_instance.get_node(value)
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else:
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print("NodePath not found: ", value)
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continue
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skill_instance[key] = value
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add_child(skill_instance)
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active_components[skill_data.name] = skill_instance
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func remove_skill(skill_name: String) -> void:
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if not active_components.has(skill_name):
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return
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var skill_instance = active_components[skill_name]
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if is_instance_valid(skill_instance):
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skill_instance.queue_free()
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active_components.erase(skill_name)
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func apply_unlocked_skills() -> void:
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for skill_data in available_skills:
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if gm.is_skill_unlocked(skill_data.name):
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print("Applying skill: ", skill_data.name)
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add_skill(skill_data)
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else:
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remove_skill(skill_data.name)
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