Added resource weights and layer unlock UI to the game.

This commit is contained in:
2026-05-09 13:53:00 +02:00
parent 677d8595db
commit 9fa1909dcb
7 changed files with 101 additions and 29 deletions
+2 -1
View File
@@ -4,7 +4,7 @@ using Godot;
public partial class GameData
{
public static bool debugMode = false;
public static bool debugMode = true;
public static Random rand = new Random(seed);
public static Layer[] map;
@@ -22,6 +22,7 @@ public partial class GameData
public static Dictionary<string, Research> availableResearch = ResourceLoader.LoadResearch();
public static SurvivalState survival = new SurvivalState();
public static RobotStats robotStats = new RobotStats();
public static Dictionary<int, List<Ingredient>> gateUnlocks;
public static Color primaryColor = new Color("#276ac2");
public static Color lightColor = new Color("#7efff5");
+16
View File
@@ -90,6 +90,22 @@ public partial class ResourceLoader
return symbols;
}
public static Dictionary<string, float[]> LoadResourceWeights()
{
Dictionary<string, float[]> weights = new Dictionary<string, float[]>()
{
{ "iron_ore", [0.05f,1] },
{ "tin_ore", [0.3f,0.7f] },
{ "copper_ore", [0.3f,0.7f] },
{ "mushroom", [0.3f,0.1f] },
{ "spider_silk", [0.8f,0.4f] },
{ "coal", [1,0.3f] },
{ "water", [0.4f,0.2f] },
{ "stone", [1,0.5f] },
};
return weights;
}
public static SortedDictionary<string, ItemData> LoadItems()
{
+17
View File
@@ -20,6 +20,10 @@ public partial class UIHandler : Control
[Export] RichTextLabel waterLabel;
[Export] RichTextLabel hungerLabel;
[Export] RichTextLabel survivalStatus;
[Export] RichTextLabel currentLayer;
[Export] RichTextLabel deepestLayer;
[Export] Button unlockLayer;
private bool receivedRobotJumpSignal = false;
public override void _Ready()
@@ -94,6 +98,7 @@ public partial class UIHandler : Control
string memoryDisplay = memory > 1024 ? Math.Round(memory / 1024, 2).ToString() + " GB" : memory.ToString() + " MB";
RAM.Text = memoryDisplay;
DisplaySurvivalStats();
DisplayWorldStats();
}
public void ExitGame()
@@ -159,4 +164,16 @@ public partial class UIHandler : Control
hungerLabel.Text = $"Food: {GameData.survival.hunger:0}/{GameData.survival.maxHunger:0}";
survivalStatus.Text = GameData.survival.currentStatus;
}
private void DisplayWorldStats()
{
currentLayer.Text = $"Current layer: {GameData.currentLayer}/{GameData.ruinSize}";
deepestLayer.Text = $"Deepest layer: {GameData.lowestLayer}";
}
public void UnlockLayer()
{
}
}
+1 -1
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@@ -10,7 +10,7 @@ public partial class Layer : Node3D
private Node3D decorationRoot;
public Tile[,] tiles;
private int layerSize;
private int level;
public int level;
private bool updateFailed = false;
public bool hasContentGenerated = false;
public Vector2I gateCoordinate;
+27 -20
View File
@@ -4,30 +4,37 @@ using Godot;
public class ResourceDistributor
{
public static Dictionary<string, Texture2D> resources = ResourceLoader.LoadResourceSymbols();
public static Dictionary<string, float[]> weights = ResourceLoader.LoadResourceWeights();
public static string GetResource(List<string> current)
public static string GetResource(int layer)
{
List<string> availableResources = GetUnusedResources(current);
if (availableResources.Count <= 0)
{
availableResources = new List<string>(resources.Keys);
}
return availableResources[GameData.rand.Next(availableResources.Count)];
return ChooseWeighted(layer);
}
private static List<string> GetUnusedResources(List<string> current)
{
List<string> result = new List<string>();
private static string ChooseWeighted(int layer)
{
float totalWeight = 0f;
float weightLerp;
foreach (string resource in resources.Keys)
{
if (!current.Contains(resource))
{
result.Add(resource);
}
}
foreach (string resource in resources.Keys)
{
weightLerp = Mathf.Lerp(weights[resource][0], weights[resource][1], layer);
totalWeight += weightLerp;
}
return result;
}
float r = (float)(GameData.rand.NextDouble() * totalWeight);
float cumulative = 0f;
foreach (string resource in resources.Keys)
{
weightLerp = Mathf.Lerp(weights[resource][0], weights[resource][1], layer);
cumulative += weightLerp;
if (r <= cumulative)
return resource;
}
return "stone";
}
}
+8 -1
View File
@@ -50,6 +50,8 @@ public partial class World : Node3D
robot.Position = map[0].tiles[0, 0].Position;
AddChild(robot);
robots.Add(robot);
SetGateRequirements();
}
private Dictionary<string, MultiMeshInstance3D> CreateMultiMeshes(Dictionary<string, Mesh> meshLibrary)
@@ -206,7 +208,7 @@ public partial class World : Node3D
if (layer.tiles[posX, posY].containsResource) continue;
layer.tiles[posX, posY].containsResource = true;
layer.tiles[posX, posY].resource = new GameResource(ResourceDistributor.GetResource(layer.currentResources));
layer.tiles[posX, posY].resource = new GameResource(ResourceDistributor.GetResource(layer.level));
layer.currentResources.Add(layer.tiles[posX, posY].resource.name);
currentResource++;
}
@@ -225,4 +227,9 @@ public partial class World : Node3D
data.Tile.SpawnContent(contentMeshes, data.Transform, data.Placeholders);
}
}
private void SetGateRequirements()
{
}
}