The_Dark_Side_of_Earth/items/generic/item_spawn.gd

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class_name ItemSpawn extends Node2D
@export var common_items : Array[PackedScene]
@export var rare_items : Array[PackedScene]
@export var unique_items : Array[PackedScene]
@export var rarity_bonus = 0
@export var guarantee_rare : bool = false
@export var unique_base_chance = .05
@export var rare_base_chance = .2
@export var unique_bonus_multiplier = .025
@export var rare_bonus_multiplier = .1
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
var rare_chance = unique_base_chance + unique_bonus_multiplier * rarity_bonus
var random = randf()
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if random < unique_chance && unique_items.size() > 0:
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remove_after_spawn = true
return unique_items
elif random < unique_chance + rare_chance || guarantee_rare:
return rare_items
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return common_items
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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:
pool.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())
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