diff --git a/Phase2/Godot_Toolset/Main/middleware/GSAL/Core/GSAL_Root.gd b/Phase2/Godot_Toolset/Main/middleware/GSAL/Core/GSAL_Root.gd index a360160..d4039ed 100644 --- a/Phase2/Godot_Toolset/Main/middleware/GSAL/Core/GSAL_Root.gd +++ b/Phase2/Godot_Toolset/Main/middleware/GSAL/Core/GSAL_Root.gd @@ -78,7 +78,6 @@ var Weapons = 0.0 # TODO: Add Modifers to the characters sheet: Then these modfiers can be added to skill checks - # Section 1 End #Section 2 (Calculate) @@ -99,6 +98,7 @@ func nonOpposedSkillCheck(requiredStat, numberToMatch, statModifier = 0.0): # Think of the checks in Dialog in Fallout 3 and New Vegas # The default modifier is Zero, unless another stat modifier value is provided +# Stat modifier should come from the character sheet. if statModifier > 0.0: var moddedStat = requiredStat + statModifier if moddedStat >= numberToMatch: @@ -115,25 +115,35 @@ func nonOpposedSkillCheck(requiredStat, numberToMatch, statModifier = 0.0): # Refactor DieRoller from the main game, to be a modular function # Pull Die Sizes from the variable "definedDiceTypes" func _dieRoll(dieMin, dieMax): - return rand_range(dieMin, dieMax) + return randi() % dieMax + dieMin # Create rough formulas to plug into this function, per game system module # Otherwise follow the default formula provided in the function func _calculateInitiative(inputCharacterArray): - pass + var outputCharacterArray = [] + for person in inputCharacterArray: +# Return a number between 1 / 20 and add it to the array +# Change to a D6 for BFRPG rules. + outputCharacterArray.push_back([person, _dieRoll(1, 20)]) + +# Sort by highest to lowest, according to BFRPG Rules. + outputCharacterArray.sort() + + + return outputCharacterArray # Draft Function # Need to work on calculate initiatve first. # I might need to have to add a way to resolve Ties between both arrays. -#func _defenderAndOpponentResults(playerArray, enemyArray): -# var DefenderResults = [] -# var OpponentResults = [] -# -# DefenderResults.push_back(_calculateInitiative(playerArray)) -# OpponentResults.push_back(_calculateInitiative(playerArray)) -# -# return[[DefenderResults][OpponentResults]] +func _defenderAndOpponentResults(playerArray, enemyArray): + var DefenderResults = [] + var OpponentResults = [] + + DefenderResults.push_back(_calculateInitiative(playerArray)) + OpponentResults.push_back(_calculateInitiative(enemyArray)) + + return[[DefenderResults][OpponentResults]] # Section 2 End @@ -152,10 +162,6 @@ func _calculateInitiative(inputCharacterArray): # #var Opponent_Results_Calclation: int -#func _Defender_VS_Opponent_Results(int): Matrix -#Matrix is not a built in datatype in Godot. How I am imagining us doing this is with a 2D or 3D array. -#Example Structure [[DefenderResults], [OpponentResults]] - #func _Outcome_Options(Matrix): List diff --git a/Phase2/Godot_Toolset/Main/middleware/GSAL/Modules/MOD_OpenDND.gd b/Phase2/Godot_Toolset/Main/middleware/GSAL/Modules/MOD_BFRPG.gd similarity index 100% rename from Phase2/Godot_Toolset/Main/middleware/GSAL/Modules/MOD_OpenDND.gd rename to Phase2/Godot_Toolset/Main/middleware/GSAL/Modules/MOD_BFRPG.gd