Ajout des mutations Sauveteuse, Adaptative et résistante, ajout des crédits du jeu et d'un splash screen (+ un peu de debug)

This commit is contained in:
2026-07-10 14:34:27 +02:00
parent 22b753c6a9
commit 3caab11468
34 changed files with 729 additions and 158 deletions
+31 -13
View File
@@ -19,7 +19,10 @@ func _init(
static func generate_from_parent(plant_data : PlantData, nearby_plants : Array[PlantData] = []) -> Seed:
var mutations : Array[PlantMutation] = plant_data.mutations
var mutation_probability = GameInfo.game_data.current_run.plant_info.get_mutation_probability()
var mutation_probability = (
GameInfo.game_data.current_run.plant_info.get_mutation_probability()
+ plant_data.get_mutation_probability_boost()
)
var nearby_mutations : Array[PlantMutation] = []
for pd in nearby_plants:
@@ -107,9 +110,15 @@ func can_use(player : Player, zone : Player.ActionZone) -> bool:
zone.get_global_position(),
)] as Array[Vector2i]
var is_decontaminated = player.region.is_coords_decontaminated(plant_tiles)
for m in plant_mutations:
if m.allow_planting_on_decontamined_terrain(self):
is_decontaminated = true
return (
not is_there_a_plant_here
and player.region.is_coords_decontaminated(plant_tiles)
and is_decontaminated
and not player.region.is_coords_rocky(plant_tiles)
)
@@ -178,11 +187,12 @@ static func generate_first_mutations(rarity := 0) -> Array[PlantMutation]:
if rarity < 0:
return []
var possible_mutation : PlantMutation = GameInfo.game_data.progression_data.get_available_mutations().filter(
var possible_mutations : Array[PlantMutation] = GameInfo.game_data.progression_data.get_available_mutations().filter(
func (m : PlantMutation): return m.get_base_rarity() <= rarity
).pick_random()
)
if possible_mutation:
if len(possible_mutations):
var possible_mutation = possible_mutations.pick_random()
possible_mutation = possible_mutation.duplicate_deep()
var level_to_add = rarity - possible_mutation.get_base_rarity()
@@ -197,9 +207,11 @@ static func mutate_mutations(mutations : Array[PlantMutation], nearby_mutations
var mutation_possibility : Array[MutationPossibility] = []
var evolvable_mutations : Array[PlantMutation] = mutations.filter(
func (m : PlantMutation): return not m.is_max_level()
func (m : PlantMutation):
return not m.is_max_level()
)
if (
len(mutations) < GameInfo.game_data.current_run.plant_info.get_mutation_max_number()
):
@@ -208,9 +220,12 @@ static func mutate_mutations(mutations : Array[PlantMutation], nearby_mutations
if len(evolvable_mutations) > 0:
mutation_possibility.append(UpgradeMutation.new())
var chosen_mutation_possibility = mutation_possibility.pick_random()
return chosen_mutation_possibility.mutate(mutations,nearby_mutations)
if len(mutation_possibility) > 0:
var chosen_mutation_possibility = mutation_possibility.pick_random()
return chosen_mutation_possibility.mutate(mutations,nearby_mutations)
else:
print_debug("No mutation possility available")
return mutations
class MutationPossibility:
func mutate(_mutations : Array[PlantMutation], _nearby_mutations : Array[PlantMutation])-> Array[PlantMutation]:
@@ -229,13 +244,16 @@ class AddMutation extends MutationPossibility:
return mutations.find_custom(func(m2: PlantMutation): return m2.id == m.id) == -1
)
var nearby_impacted_possible_new_mutations : Array[PlantMutation] = []
for m1 in possible_new_mutations:
nearby_impacted_possible_new_mutations.append(m1)
for m2 in nearby_mutations:
if m1.id == m2.id:
possible_new_mutations.append(m1) # Double les chances d'avoir la mutation si elle est présente dans les voisins
nearby_impacted_possible_new_mutations.append(m1) # Double les chances d'avoir la mutation si elle est présente dans les voisins
if len(possible_new_mutations):
new_mutations.append(possible_new_mutations.pick_random())
if len(nearby_impacted_possible_new_mutations):
new_mutations.append(nearby_impacted_possible_new_mutations.pick_random())
return new_mutations
@@ -250,7 +268,7 @@ class UpgradeMutation extends MutationPossibility:
for i in range(len(mutations)):
var m = mutations[i]
if m.get_rarity() < PlantMutation.MAX_RARITY:
if not m.is_max_level():
evolvable_mutations_id.append(i)
if len(evolvable_mutations_id):
-3
View File
@@ -115,9 +115,6 @@ func _process(delta):
elif velocity != Vector2.ZERO and %MovementAudioStreamPlayer.playing == false:
%MovementAudioStreamPlayer.play()
# print("-----")
# print(elapsed_time)
# print(last_just_dropped_item_objects_updated)
if elapsed_time > last_just_dropped_item_objects_updated + JUST_DROPPED_ITEM_UPDATE_INTERVAL:
update_just_dropped_item_objects()