41 lines
1.6 KiB
GDScript
41 lines
1.6 KiB
GDScript
extends Resource
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class_name Modifier
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# One modifier definition: title + description + texture + scoring rule.
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# Create instances of this as .tres files in the editor (right-click in
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# FileSystem -> New Resource -> Modifier), OR build them in code in the catalog.
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#
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# Because a texture always maps to the same modifier, the texture lives HERE.
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# A stable unique id (e.g. "stars_x5"). Useful for saving which modifiers are
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# applied to which segments, and for lookups. Keep it unique across the catalog.
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@export var id: String = ""
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# Shown to the player when offered the piece.
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@export var title: String = ""
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@export_multiline var description: String = ""
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# The texture painted onto the segment when this modifier is applied.
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@export var texture: Texture2D
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# --- Scoring rule ---
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# Simple, data-only rules cover most cases without writing code per modifier.
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# value = (base_value * mult + add) for the affected segment.
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@export var score_mult: float = 1.0
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@export var score_add: int = 0
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# Optional: rarity weight for random selection (higher = more common).
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@export var weight: float = 1.0
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# Apply this modifier's rule to a segment's base value.
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func apply_score(base_value: int) -> int:
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return int(round(base_value * score_mult)) + score_add
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# A short human-readable summary of the effect, for tooltips/UI.
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func effect_text() -> String:
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var parts: Array[String] = []
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if score_mult != 1.0:
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parts.append("x%s" % str(score_mult))
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if score_add != 0:
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parts.append(("+%d" % score_add) if score_add > 0 else str(score_add))
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return " ".join(parts) if parts.size() > 0 else "no change"
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