cirnogodot/Scripts/Resources/RogueliteMapTheme.cs
2025-04-29 12:12:47 +02:00

56 lines
No EOL
2.2 KiB
C#

using System.Collections.Generic;
using System.Linq;
using Cirno.Scripts.Activables;
using Cirno.Scripts.Resources.Loot;
using Cirno.Scripts.Resources.Roguelite;
using Cirno.Scripts.Utils;
using Godot;
using Godot.Collections;
namespace Cirno.Scripts.Resources;
[GlobalClass]
public partial class RogueliteMapTheme : Resource
{
[ExportCategory("Dimensions")]
[Export] public Vector2I TileSize { get; set; } = new Vector2I(16, 16);
[Export] public Vector2I RoomSizeInTiles { get; set; } = new Vector2I(20, 10);
[ExportGroup("Prefabs")]
[Export] public PackedScene HorizontalDoorPrefab { get; set; }
[Export] public PackedScene HorizontalNorthWallPrefab { get; set; }
[Export] public PackedScene HorizontalSouthWallPrefab { get; set; }
[Export] public PackedScene VerticalDoorPrefab { get; set; }
[Export] public PackedScene VerticalWallPrefab { get; set; }
[Export] public PackedScene VerticalSecretDoorPrefab { get; set; }
[Export] public PackedScene DoorLockPrefab { get; set; }
[Export] public PackedScene KeyCardPrefab { get; set; }
[Export] public PackedScene ChestPrefab { get; set; }
[Export] public PackedScene VendingMachinePrefab { get; set; }
[Export] public Array<PackedScene> KeyCardsPrefabs { get; set; }
[Export] public PackedScene ShroudPrefab { get; set; }
[Export] public LootItem PointItemResource { get; set; }
[ExportGroup("Chances")]
[Export] public double ChestChance { get; set; }
[Export] public float EnemyDropChance { get; set; }
[Export] public LootTable ChestLootTable { get; set; }
[Export] public LootTable ShopLootTable { get; set; }
[Export] public LootTable EnemiesLootTable { get; set; }
[Export] public LootTable WeaponsLootTable { get; set; }
[ExportCategory("Rooms")]
[Export] public Array<RogueliteRoomResource> Rooms { get; set; }
[ExportCategory("Loot Counts")] public int MaxChestLoot { get; set; } = 100;
public Queue<LootItem> ChestLootQueue { get; private set; }
public Queue<LootItem> MakeChestLootQueue()
{
ChestLootQueue = new Queue<LootItem>().EnqueueRange(ChestLootTable.Items.ToList().Shuffle(MaxChestLoot));
return ChestLootQueue;
}
}