refactor du code et ajouts des quotas, avec des récompense entre chaque quota #68
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@@ -1,11 +1,15 @@
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extends Resource
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class_name GameData
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@export var current_terrain_data : TerrainData
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@export var current_planet_data : PlanetData
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@export var unlocked_plant_types_path : Array[PlantType] = [
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preload("res://entities/plants/resources/plant_types/champ.tres"),
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preload("res://entities/plants/resources/plant_types/chardi.tres"),
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preload("res://entities/plants/resources/plant_types/maias.tres"),
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preload("res://entities/plants/resources/plant_types/pili.tres"),
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]
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@export var unlocked_machines : Array[MachineType] = [
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preload("res://entities/interactables/machines/compost/compost.tres")
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]
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81
common/game_data/scripts/planet_data.gd
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81
common/game_data/scripts/planet_data.gd
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@@ -0,0 +1,81 @@
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extends Resource
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class_name PlanetData
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const DEFAULT_CONTAMINATION_CENTRAL_ZONE_MAX_SIZE = 400.
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const DEFAULT_CONTAMINATION_CENTRAL_ZONE_MIN_SIZE = 100.
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const DEFAULT_BASE_SIZE = Vector2(2000,2000)
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@export var base_size : Vector2 = Vector2(2000,2000)
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@export var contamination : TerrainData
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@export var quota_number : int = 0
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func _init(_base_size : Vector2 = DEFAULT_BASE_SIZE):
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base_size = _base_size
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contamination = TerrainData.new(base_size)
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contamination.draw_random_zone(
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DEFAULT_CONTAMINATION_CENTRAL_ZONE_MAX_SIZE,
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DEFAULT_CONTAMINATION_CENTRAL_ZONE_MIN_SIZE,
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base_size/2
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)
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func impact_contamination(position : Vector2, impact_radius : float, to_value : float = 1.):
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contamination.draw_circle(
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position,
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impact_radius,
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to_value
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)
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func is_in_base(point):
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return (
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point.x > 0
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and point.y > 0
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and point.x < base_size.x
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and point.y < base_size.y)
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func get_contamination(point : Vector2) -> float:
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return contamination.get_value(point)
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func get_decontamination_coverage() -> float:
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return contamination.get_value_coverage()
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func get_decontamination_surface() -> float:
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return contamination.get_value_surface() * 10
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#endregion
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#region ------------------ Objectives ------------------
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func generate_objective_rewards(level = 1) -> Array[ObjectiveReward]:
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var amount = level + 1
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var possible_objective_rewards_path : Array[ObjectiveReward] = [
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IncreaseDayLimitReward.new(randi_range(level + 1, level + 3)),
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UpgradePlayerMaxEnergyReward.new(),
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]
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var objectives_reward : Array[ObjectiveReward] = []
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var i = 0
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while i < amount and len(possible_objective_rewards_path) > 0:
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var r = possible_objective_rewards_path.pick_random()
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possible_objective_rewards_path.erase(r)
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objectives_reward.append(r)
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i += 1
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return objectives_reward
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#endregion
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#region ------------------ Quotas ------------------
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func get_quota(n = 0) -> int:
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var first_quota = 50
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var quota_adding = n * 50
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if n == 0:
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return first_quota
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elif n < 0:
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return 0
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return get_quota(n - 1) + quota_adding
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#endregion
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1
common/game_data/scripts/planet_data.gd.uid
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1
common/game_data/scripts/planet_data.gd.uid
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@@ -0,0 +1 @@
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uid://cx30nvq8b34lj
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@@ -1,116 +1,98 @@
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extends Resource
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class_name TerrainData
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const TERRAIN_IMAGE_GAME_FACTOR = 40.
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const DEFAULT_CONTAMINATION_CENTRAL_ZONE_MAX_SIZE = 400.
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const DEFAULT_CONTAMINATION_CENTRAL_ZONE_MIN_SIZE = 100.
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const DEFAULT_TERRAIN_SIZE = Vector2(2000,2000)
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const UNIT_PER_PIXEL = 30
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@export var terrain_size : Vector2
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@export var image : Image
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@export var image_size : Vector2i
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func _init(size : Vector2 = DEFAULT_TERRAIN_SIZE):
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terrain_size = size
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generate_default_contamination()
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#region ------------------ Contamination ------------------
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@export var contamination : Image = null
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func generate_default_contamination(
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central_zone_max_size : float = DEFAULT_CONTAMINATION_CENTRAL_ZONE_MAX_SIZE,
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central_zone_min_size : float = DEFAULT_CONTAMINATION_CENTRAL_ZONE_MIN_SIZE,
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):
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var noise: Noise = FastNoiseLite.new()
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noise.seed = randi()
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noise.noise_type = FastNoiseLite.TYPE_CELLULAR
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noise.frequency = 0.005 * TERRAIN_IMAGE_GAME_FACTOR
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var imageSize = terrain_size / TERRAIN_IMAGE_GAME_FACTOR;
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var noise_image = noise.get_image(
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imageSize.x,
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imageSize.y,
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1.0
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)
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ImageTools.draw_gradient(
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noise_image,
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imageSize/2,
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central_zone_min_size / TERRAIN_IMAGE_GAME_FACTOR
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)
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ImageTools.draw_gradient(
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noise_image,
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imageSize/2,
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central_zone_max_size / TERRAIN_IMAGE_GAME_FACTOR,
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Color.BLACK,
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true
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)
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ImageTools.flatten(noise_image, 0.5)
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contamination = Image.create(
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imageSize.x,
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imageSize.y,
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func _init(terrain_size : Vector2):
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image_size = terrain_size / UNIT_PER_PIXEL
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image = Image.create(
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image_size.x,
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image_size.y,
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false,
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Image.Format.FORMAT_L8
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)
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contamination.copy_from(noise_image)
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func draw_random_zone(
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zone_max_size : float,
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zone_min_size : float,
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zone_position : Vector2i
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):
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var noise: Noise = FastNoiseLite.new()
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noise.seed = randi()
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noise.noise_type = FastNoiseLite.TYPE_CELLULAR
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noise.frequency = 0.001 / UNIT_PER_PIXEL
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func impact_contamination(position : Vector2, impact_radius : int, to_value : float = 1.):
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var noise_image_size : Vector2i = Vector2i.ONE * zone_max_size / UNIT_PER_PIXEL
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var noise_image_center = noise_image_size / 2
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var noise_image = noise.get_image(
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noise_image_size.x,
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noise_image_size.y,
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1.0,
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)
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ImageTools.draw_gradient(
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noise_image,
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noise_image_center,
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roundi(zone_min_size / UNIT_PER_PIXEL)
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)
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ImageTools.draw_gradient(
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noise_image,
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noise_image_center,
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roundi(zone_max_size / UNIT_PER_PIXEL),
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Color.BLACK,
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true
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)
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ImageTools.flatten(noise_image, 0.5)
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image.blit_rect(
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noise_image,
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Rect2i(
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Vector2i.ZERO,
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noise_image_size
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),
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Vector2i(zone_position / UNIT_PER_PIXEL) - noise_image_size/2
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)
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func draw_circle(position : Vector2, impact_radius : float, to_value : float = 1.):
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ImageTools.draw_circle(
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contamination,
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position / TERRAIN_IMAGE_GAME_FACTOR,
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impact_radius / TERRAIN_IMAGE_GAME_FACTOR,
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image,
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position / UNIT_PER_PIXEL,
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roundi(impact_radius / UNIT_PER_PIXEL),
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Color(1., 1., 1., to_value)
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)
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func is_in_image(pixel_point : Vector2, image : Image):
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func is_in_image(pixel_point : Vector2i):
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return (
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pixel_point.x > 0
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and pixel_point.y > 0
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and pixel_point.x < image.get_width()
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and pixel_point.y < image.get_height())
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func get_contamination(point : Vector2) -> float:
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func is_in_terrain(point : Vector2):
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return is_in_image(get_pixel_point(point))
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func get_value(point : Vector2) -> float:
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var pixel_point : Vector2i = get_pixel_point(point)
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if (is_in_image(pixel_point, contamination)):
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return contamination.get_pixel(
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if (is_in_image(pixel_point)):
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return image.get_pixel(
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pixel_point.x,
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pixel_point.y
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).r
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return 0
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func get_decontamination_coverage() -> float:
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return ImageTools.get_color_coverage(contamination)
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func get_value_coverage() -> float:
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return ImageTools.get_color_coverage(image)
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func get_decontamination_surface() -> float:
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return ImageTools.get_color_pixel_count(contamination)/TERRAIN_IMAGE_GAME_FACTOR * 10
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func get_value_surface() -> float:
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return float(ImageTools.get_color_pixel_count(image)) / UNIT_PER_PIXEL
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func get_pixel_point(point : Vector2) -> Vector2i:
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return Vector2i(
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Vector2(point) / float(TERRAIN_IMAGE_GAME_FACTOR)
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Vector2(point) / UNIT_PER_PIXEL
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)
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#endregion
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#region ------------------ Objectives ------------------
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func generate_objective_rewards(level = 1, amount = 1) -> Array[ObjectiveReward]:
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var possible_objective_rewards_path : Array[ObjectiveReward] = [
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IncreaseDayLimitReward.new(randi_range(level + 1, level + 3)),
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LootItemReward.new(load("res://common/inventory/resources/items/compost.tres")),
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UpgradePlayerMaxEnergyReward.new(),
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]
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var objectives_reward : Array[ObjectiveReward] = []
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var i = 0
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while i < amount and len(possible_objective_rewards_path) > 0:
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var r = possible_objective_rewards_path.pick_random()
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possible_objective_rewards_path.erase(r)
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objectives_reward.append(r)
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i += 1
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return objectives_reward
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@@ -1 +1 @@
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uid://cx30nvq8b34lj
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uid://we5pyyr1n06v
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