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extends Node
class_name Generator

@export_group("Scenes")
@export var numbernode : PackedScene

@export_group("Values")
@export var max_pos_tries : int
@export_subgroup("Node Count")
@export var min_nodes : int
@export var max_nodes : int

var started : bool = false

func _physics_process(_delta):
	#for i in 100:
	#	print()
	if !started:
		generate()
		started = true

func generate():
	var count : int = randi_range(min_nodes, max_nodes)
	print(count)

	var new_nodes : Array[NumberNode]

	for i in count:
		var is_big : bool = false

		if randf() < 0.06:
			is_big = true

		var new : NumberNode = numbernode.instantiate()

		if is_big:
			new.position = Vector2(randf_range(400, 900), randf_range(200, 400)) # disgusting hardcoded values, or not really?
		else:
			new.position = Vector2(randf_range(30, 1250), randf_range(90, 690))

		get_node(GlobalVariables.NODE).add_child(new)

		var shape_cast : ShapeCast2D

		if !is_big:
			shape_cast = new.get_node("ShapeCast2D")
		else:
			new.get_node("NumberArea2D").set_collision_layer_value(1, false)
			new.get_node("NumberArea2D").set_collision_layer_value(3, true)
			shape_cast = new.get_node("ShapeCast2D2")

		check_position_and_retry(new, shape_cast, 0)

		new.value = randi_range(0, 10)
		if is_big:
			new.value = new.value + 10 * 5
		new.modifier_operation = clamp(abs(roundi(randfn(0, 10))) - 7, 0, 4)

		if new.modifier_operation == NumberNode.Operations.DIVISION:
			new.modifier = randi_range(1, 3)
		else:
			new.modifier = snapped(randf_range(-3, 3), 0.1)

		if is_big:
			new.scale = Vector2(1.4, 1.4)
			new.get_node("NumberArea2D").set_collision_layer_value(1, true)
			new.get_node("NumberArea2D").set_collision_layer_value(3, true)

		new.update_visuals()
		#new_nodes.append(new)
	
	#for n in new_nodes:
	#	n.softlock_check()

func check_position_and_retry(node : NumberNode, shape_cast : ShapeCast2D, tries : int = 0):
	shape_cast.force_shapecast_update()

	var collision_count = shape_cast.get_collision_count()
	print(node.name + " " + str(collision_count))
	if collision_count > 1:
		node.queue_free() # TODO: failed? screw you! DIE!!!! NO RETRIES FOR YOU, FAILURE
		#tries += 1
		tries = tries # compiler won't complain

		#node.position = Vector2(randf_range(0, 1280), randf_range(0, 720)) # disgusting hardcoded values, or not really?
		#shape_cast.position = Vector2.ZERO
		#shape_cast.global_position = node.global_position
		#shape_cast.force_shapecast_update()
		#check_position_and_retry(node, shape_cast, tries)
		#print("retried! attempt: " + str(tries))