Minor improvements
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@@ -1,12 +1 @@
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extends Node2D
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@onready var gui: Gui = $Interface/Gui
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@onready var planter: Planter = $Planter
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func _ready() -> void:
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pass # Replace with function body.
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func _on_planter_seed_list_updated() -> void:
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pass # Replace with function body.
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@@ -15,11 +15,11 @@ func set_area(need : Array):
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zone_grad.set_color(0, Color.BLACK)
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zone_grad.set_color(1, Color.BLACK)
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var min = (float(need[0]) + GameTerrain.LEVELS_NUMBER/2)/GameTerrain.LEVELS_NUMBER
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var max = (float(need[1]) + GameTerrain.LEVELS_NUMBER/2)/GameTerrain.LEVELS_NUMBER
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var min_value = (float(need[0]) + float(GameTerrain.LEVELS_NUMBER)/2)/GameTerrain.LEVELS_NUMBER
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var max_value = (float(need[1]) + float(GameTerrain.LEVELS_NUMBER)/2)/GameTerrain.LEVELS_NUMBER
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zone_grad.add_point(min, Color(0,0,0,0))
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zone_grad.add_point(max, Color.BLACK)
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zone_grad.add_point(min_value, Color(0,0,0,0))
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zone_grad.add_point(max_value, Color.BLACK)
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var texture := GradientTexture1D.new()
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@@ -44,7 +44,7 @@ func check_terrain_viability() -> bool:
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return false
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var presence := GameTerrain.get_stat(position, GameTerrain.Stats.PRESENCE)
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presence += GameTerrain.LEVELS_NUMBER / 2
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presence += float(GameTerrain.LEVELS_NUMBER) / 2
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if presence < parameter.presence_need[0] or presence > parameter.presence_need[1]:
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return false
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@@ -27,7 +27,7 @@ func _ready() -> void:
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seed_queue.push_front(randi_range(0, plants.size() - 1))
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seed_list_updated.emit()
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func _process(delta: float) -> void:
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func _process(_delta: float) -> void:
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var space := get_world_2d().direct_space_state
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var parameters = PhysicsPointQueryParameters2D.new()
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parameters.position = camera.get_global_mouse_position()
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@@ -16,26 +16,24 @@ const MAP_RATIO = 8;
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var sum := 0.0
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signal terrain_updated
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func _ready():
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setup_texture(Vector3i(0, 0, -5))
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func map_to_pixel(
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position : Vector2
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pos : Vector2
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) -> Vector2i :
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return Vector2i(
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int(position.x / MAP_RATIO),
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int(position.y / MAP_RATIO)
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int(pos.x / MAP_RATIO),
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int(pos.y / MAP_RATIO)
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)
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func is_on_map(position: Vector2) -> bool:
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return position.x >= 0 and position.x <= TERRAIN_SIZE.x * MAP_RATIO and position.y >= 0 and position.y <= TERRAIN_SIZE.y * MAP_RATIO
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func is_on_map(pos: Vector2) -> bool:
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return pos.x >= 0 and pos.x <= TERRAIN_SIZE.x * MAP_RATIO and pos.y >= 0 and pos.y <= TERRAIN_SIZE.y * MAP_RATIO
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func color_value_to_level(
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color_value : float
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) -> int:
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return roundi(color_value*LEVELS_NUMBER) - LEVELS_NUMBER/2
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return roundi(color_value*LEVELS_NUMBER) - float(LEVELS_NUMBER)/2
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func color_to_levels(
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color: Color
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@@ -52,11 +50,11 @@ func level_to_color_value(
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var limited_level = max(
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min(
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level,
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LEVELS_NUMBER/2
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float(LEVELS_NUMBER)/2
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),
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-LEVELS_NUMBER/2
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-float(LEVELS_NUMBER)/2
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)
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return float(limited_level+LEVELS_NUMBER/2)/LEVELS_NUMBER
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return float(limited_level+float(LEVELS_NUMBER)/2)/LEVELS_NUMBER
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func levels_to_color(
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levels: Vector3i
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@@ -159,7 +157,6 @@ func setup_texture(
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update_texture()
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func update_texture():
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emit_signal("terrain_updated")
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texture.update(image)
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func get_texture():
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