Files
ClickerGacha/User Interface/CharacterRoll.gd

95 lines
2.6 KiB
GDScript

extends PanelContainer
func _ready():
load_character_inventory()
#pass
var character_data = []
var getMembers = []
const Rarity = {
"COMMON":1.0,
"UNCOMMON": 0.8,
"RARE": 0.1,
"SUPERRARE": 0.04,
"LEGENDARY": 0.02
}
func load_character_inventory():
var file_path = "user://MemberDatabase/memberData.json"
if FileAccess.file_exists(file_path):
var file = FileAccess.open(file_path, FileAccess.READ)
if file:
var json_text = file.get_as_text()
file.close()
#print("Loaded JSON text: ", json_text)
var json_parser = JSON.new()
var json_result = json_parser.parse(json_text)
if json_result == OK:
#character_data = json_result.result.get("members", [])
character_data = json_parser.get_data()
#print("Loaded character data: ", character_data)
else:
print("Error parsing JSON: ", json_result.error_string)
else:
print("Failed to open file: ", file_path)
else:
print("File not found: ", file_path)
func save_character_inventory():
var file_path = "user://MemberDatabase/memberData.json"
var file = FileAccess.open(file_path, FileAccess.WRITE)
if file:
var json_text = JSON.stringify({ "members": getMembers })
file.store_string(json_text)
file.close()
#print("Saved character data: ", json_text)
else:
print("Failed to open file: ", file_path)
func update_character(index, new_data):
if index >= 0 and index < character_data.size():
character_data[index] = new_data
save_character_inventory()
#print("Updated character data: ", character_data[index])
else:
print("Invalid character index: ", index)
func roll_character(bossTier):
if character_data.size() == 0:
print("No characters in inventory.")
return
print("Boss tier is:", bossTier)
getMembers = character_data["members"]
var rolledcharacter = choose_weighted_random_member(getMembers)
print("Weighted Character:", rolledcharacter)
for entry in getMembers:
if entry["name"] == rolledcharacter["name"]:
#var random_character = getMembers[entry]
#print ("Matched", entry["name"], "to", rolledcharacter["name"])
if not rolledcharacter["isObtained"]:
rolledcharacter["isObtained"] = true
rolledcharacter["memberAmount"] += 1
save_character_inventory()
func choose_weighted_random_member(getMembers):
var total_weight = 0.0
for member in getMembers:
total_weight += Rarity.get(member["rarity"], 0)
var random_value = randf() * total_weight
var cumulative_weight = 0.0
for member in getMembers:
cumulative_weight += Rarity.get(member["rarity"], 0)
if random_value < cumulative_weight:
return member
return null # Fallback if something goes wrong