The_Dark_Side_of_Earth/items/generic/item_spawn.gd

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class_name ItemSpawn extends Node2D
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static var item_pool = ResourceLoader.load("res://items/generic/item_pool.tres","",ResourceLoader.CACHE_MODE_IGNORE)
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@export var rarity_bonus : float = 0
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@export var guarantee_rare : bool = false
@export var unique_base_chance = 0.24
@export var rare_base_chance = 0
@export var unique_bonus_multiplier = .05
@export var rare_bonus_multiplier = 0
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var remove_after_spawn = false
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func choose_pool() -> Array[PackedScene]:
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var unique_chance = unique_base_chance + unique_bonus_multiplier * rarity_bonus
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var rare_chance = rare_base_chance + rare_bonus_multiplier * rarity_bonus
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var random = randf()
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if random < unique_chance && item_pool.unique.size() > 0:
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remove_after_spawn = true
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return item_pool.unique
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elif random < unique_chance + rare_chance || guarantee_rare:
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return item_pool.rare
return item_pool.common
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func _ready():
var pool = choose_pool()
var index = randi_range(0, pool.size() - 1)
var packed_scene : PackedScene = pool[index]
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if remove_after_spawn:
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item_pool.unique.remove_at(index)
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var object = packed_scene.instantiate()
add_child.call_deferred(object)
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object.reparent.call_deferred(get_parent())