#37 ajout d'item outils ainsi que de visualisation de leur zone d'effet (avec la classe ActionArea
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@@ -1,4 +1,4 @@
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extends Node2D
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extends Area2D
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class_name Plant
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const PLANT_AREA_WIDTH = 10
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@@ -6,61 +6,66 @@ const PLANT_SPRITE_SCALE = 0.15
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enum State {PLANTED, GROWING, MATURE}
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var plant_type : PlantType
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var planet : Planet
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@export var plant_type : PlantType
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@export var planet : Planet
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var state : State = State.PLANTED : set = change_state
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var day : int = 0
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@onready var plant_sprite : Sprite2D = generate_sprite()
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@onready var plant_area : Area2D = generate_area()
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@onready var collision_shape : CollisionShape2D = generate_collision_shape()
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func _init(_plant_type, _planet):
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plant_type = _plant_type
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planet = _planet
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func _init(_plant_type = null, _planet = null):
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plant_type = _plant_type
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planet = _planet
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func generate_sprite() -> Sprite2D:
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var sprite = Sprite2D.new()
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var sprite = Sprite2D.new()
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add_child(sprite)
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sprite.texture = get_state_texture(state)
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sprite.scale = Vector2.ONE * PLANT_SPRITE_SCALE
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sprite.offset
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add_child(sprite)
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sprite.texture = get_state_texture(state)
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sprite.scale = Vector2.ONE * PLANT_SPRITE_SCALE
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sprite.offset
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return sprite
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return sprite
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func generate_area() -> Area2D:
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var area = Area2D.new()
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var collision = CollisionShape2D.new()
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var collision_shape = CircleShape2D.new()
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collision_shape.radius = PLANT_AREA_WIDTH
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func generate_collision_shape() -> CollisionShape2D:
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var collision = CollisionShape2D.new()
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var shape = CircleShape2D.new()
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shape.radius = PLANT_AREA_WIDTH
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collision.shape = collision_shape
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area.add_child(collision)
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add_child(area)
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collision.shape = shape
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add_child(collision)
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return area
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return collision
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func pass_day():
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day += 1
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if day > plant_type.growing_time:
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change_state(State.MATURE)
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else:
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change_state(State.GROWING)
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day += 1
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if day > plant_type.growing_time:
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change_state(State.MATURE)
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else:
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change_state(State.GROWING)
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func change_state(_state : State):
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state = _state
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plant_sprite.texture = get_state_texture(state)
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state = _state
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plant_sprite.texture = get_state_texture(state)
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if state == State.MATURE and plant_type.mature_effect:
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plant_type.mature_effect.effect(self)
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if state == State.MATURE and plant_type.mature_effect:
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plant_type.mature_effect.effect(self)
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func get_state_texture(s : State) -> Texture2D:
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match s:
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State.PLANTED:
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return plant_type.planted_texture
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State.GROWING:
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return plant_type.growing_texture
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State.MATURE:
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return plant_type.mature_texture
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return null
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match s:
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State.PLANTED:
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return plant_type.planted_texture
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State.GROWING:
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return plant_type.growing_texture
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State.MATURE:
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return plant_type.mature_texture
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return null
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func harvest():
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day += 1
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if day > plant_type.growing_time:
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change_state(State.MATURE)
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else:
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change_state(State.GROWING)
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