refactor du code et ajouts des quotas, avec des récompense entre chaque quota #68
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@@ -1,11 +1,26 @@
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extends Resource
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class_name Item
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@export var name: String
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@export_multiline var description: String
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@export var icon: Texture2D
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@export var use_zone_radius: int = 5
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@export var use_energy: int = 1
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var name: String : get = get_item_name
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var description: String : get = get_description
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var icon: Texture2D : get = get_icon
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var usage_zone_radius: int = 5 : get = get_usage_zone_radius
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var energy_usage : int = 1 : get = get_energy_used
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func get_item_name() -> String:
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return name
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func get_description() -> String:
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return description
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func get_icon() -> Texture2D:
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return icon
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func get_energy_used() -> int:
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return energy_usage
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func get_usage_zone_radius() -> int:
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return usage_zone_radius
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func is_one_time_use():
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return false
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@@ -16,8 +31,5 @@ func can_use(_player : Player, zone: Area2D) -> bool:
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func use_text() -> String:
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return ""
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func use_requirement_text() -> String:
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return ""
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func use(_player : Player, zone: Area2D):
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return false
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39
common/inventory/scripts/items/blueprint.gd
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39
common/inventory/scripts/items/blueprint.gd
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@@ -0,0 +1,39 @@
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extends Item
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class_name Blueprint
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@export var machine_type: MachineType
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@export var machine_level: int = 1
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func _init(_machine_type : MachineType = null, _machine_level : int = 1):
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machine_type = _machine_type
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machine_level = _machine_level
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func get_item_name() -> String:
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if machine_type:
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return machine_type.name + " level " + str(machine_level)
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return ""
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func get_description() -> String:
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if machine_type:
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return machine_type.description
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return ""
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func get_icon() -> Texture2D:
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return preload("res://common/icons/cube-3d-sphere.svg")
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func use_text() -> String:
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if machine_type:
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return "Build " + machine_type.name
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return ""
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func is_one_time_use():
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return true
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func can_use(player : Player, zone : Area2D) -> bool:
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return player.planet.is_in_base(zone.global_position)
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func use(player : Player, zone : Area2D) -> bool:
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if machine_type and machine_level:
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player.planet.instantiate_machine(machine_type, machine_level, zone.global_position)
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return true
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return false
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1
common/inventory/scripts/items/blueprint.gd.uid
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1
common/inventory/scripts/items/blueprint.gd.uid
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@@ -0,0 +1 @@
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uid://dcowcvjk2m7va
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@@ -2,18 +2,30 @@ extends Item
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class_name Package
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@export var scene: PackedScene
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@export var package_name : String
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@export_multiline var package_description : String
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func _init(_scene : PackedScene = null):
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scene = _scene
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func get_item_name() -> String:
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return package_name
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func get_description() -> String:
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return package_description
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func get_icon() -> Texture2D:
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return preload("res://common/icons/package.svg")
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func use_text() -> String:
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return "Build " + name
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return "Open"
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func is_one_time_use():
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return true
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func can_use(player : Player, zone : Area2D) -> bool:
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return player.planet.is_in_zone(zone.global_position)
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return true
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func use(player : Player, zone : Area2D) -> bool:
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player.planet.instantiate_entity(scene, zone.global_position)
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@@ -1,14 +1,19 @@
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@tool
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extends Item
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class_name Seed
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@export var plant_type: PlantType :
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set(v):
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plant_type = v
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if plant_type:
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name = plant_type.name
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description = plant_type.description
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icon = plant_type.seed_texture
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@export var plant_type: PlantType
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func get_item_name() -> String:
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return plant_type.name
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func get_description() -> String:
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return plant_type.description
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func get_icon() -> Texture2D:
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return plant_type.seed_texture
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func get_energy_used() -> int:
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return 1
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func _init(_plant_type : PlantType = null):
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plant_type = _plant_type
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@@ -2,6 +2,22 @@ extends Item
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class_name Shovel
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const USE_INTERVAL = 0.15
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const SHOVEL_ZONE_RADIUS = 50
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func get_item_name() -> String:
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return "Shovel"
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func get_description() -> String:
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return "Can dig up buried seeds and can be used to harvest mature plants."
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func get_icon() -> Texture2D:
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return preload("res://common/icons/shovel.svg")
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func get_energy_used() -> int:
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return 1
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func get_usage_zone_radius() -> int:
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return SHOVEL_ZONE_RADIUS
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func use_text() -> String:
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return "Dig"
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