Dev 0.1.0
* Ajout des logs et de la radio
This commit is contained in:
@@ -21,6 +21,10 @@ func get_run_progress(level : int, difficulty_setting : int) -> int:
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func get_ship_dialog_path(_level : int, _difficulty_setting : int, _ship_in_space := true) -> String:
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return ""
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func get_logs() -> Array[Log]:
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return []
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#region ------------------ Run ------------------
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func is_run_finished(level : int, difficulty_setting : int) -> bool:
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@@ -39,7 +43,9 @@ func get_player_max_energy(difficulty_setting : int) -> int:
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func get_player_max_inventory(_difficulty_setting : int) -> int:
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return PlayerData.DEFAULT_INVENTORY_SIZE
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func get_region_sequence_length(_difficulty_setting : int) -> int:
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func get_region_sequence_length(difficulty_setting : int) -> int:
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if difficulty_setting == 0:
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return 6
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return 8
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func get_first_vending_machine_occurence(_level : int, _difficulty_setting : int) -> int:
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@@ -66,7 +72,7 @@ func get_charge_number(_level : int, _difficulty_setting : int) -> int:
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return 10
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func is_run_point_dangerous(level : int, difficulty_setting : int) -> bool:
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if is_region_sequence_infinite():
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if difficulty_setting == 0:
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return false
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return level == get_region_sequence_length(difficulty_setting) - 2
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@@ -135,3 +141,18 @@ func _on_finish():
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GameInfo.game_data.incubator_used = []
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GameInfo.game_data.dead_orchid_position = Vector3.ZERO
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GameInfo.game_data.dead_orchid_rotation = Vector3.ZERO
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class Log:
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var key : String
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var title : String
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var text : String
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func _init(
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_key: String,
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_title : String,
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_text : String,
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):
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key = _key
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title = _title
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text = _text
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@@ -15,6 +15,15 @@ func get_destination_scene() -> Scene:
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"MERCURY",
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"001"
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)
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func get_logs() -> Array[Log]:
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return [
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Log.new(
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"LOG_DEMETER_LAUNCH_TITLE_TEXT",
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"LOG_DEMETER_LAUNCH_TITLE_TEXT",
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"LOG_DEMETER_LAUNCH_CONTENT_TEXT"
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)
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]
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func get_cave_occurence(_level : int, _difficulty_setting : int) -> int:
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return 2
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@@ -38,7 +47,7 @@ func get_challenge_chance(_level : int, _difficulty_setting : int) -> float:
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return 0.
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func get_ship_dialog_path(level : int, difficulty_setting : int ,ship_in_space := true) -> String:
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if ship_in_space and level == get_cave_occurence(level, difficulty_setting) - 1:
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if ship_in_space and level + 1 == get_cave_occurence(level, difficulty_setting):
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return CAVE_DIALOG_PATH
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if ship_in_space and is_run_finished(level + 1, difficulty_setting):
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return MERCURY_ARRIVAL_DIALOG_PATH
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@@ -23,6 +23,21 @@ func get_destination_scene() -> Scene:
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"002"
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)
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func get_logs() -> Array[Log]:
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return [
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Log.new(
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"LOG_PLANET_DISCOVERY_1_TITLE_TEXT",
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"LOG_PLANET_DISCOVERY_1_TITLE_TEXT",
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"LOG_PLANET_DISCOVERY_1_CONTENT_TEXT"
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)
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]
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func get_region_sequence_length(_difficulty_setting : int) -> int:
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return 6
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func get_objective_multiplier() -> float:
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return 0.8
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func get_ship_dialog_path(level : int, difficulty_setting : int, ship_in_space := true) -> String:
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if level == 0:
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return MERCURY_DEPARTURE_DIALOG_PATH
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@@ -10,6 +10,15 @@ func get_respawn_scene() -> Scene:
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true
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)
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func get_logs() -> Array[Log]:
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return [
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Log.new(
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"LOG_PLANET_DISCOVERY_2_TITLE_TEXT",
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"LOG_PLANET_DISCOVERY_2_TITLE_TEXT",
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"LOG_PLANET_DISCOVERY_2_CONTENT_TEXT"
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)
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]
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func get_destination_text() -> String:
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return tr("BOREA_BASE")
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@@ -10,6 +10,15 @@ func get_respawn_scene() -> Scene:
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true
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)
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func get_logs() -> Array[Log]:
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return [
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Log.new(
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"LOG_TALION_ANALYSIS_TITLE_TEXT",
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"LOG_TALION_ANALYSIS_TITLE_TEXT",
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"LOG_TALION_ANALYSIS_CONTENT_TEXT"
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)
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]
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func get_destination_text() -> String:
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return tr("AQUA_BASE")
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@@ -24,6 +33,9 @@ func get_player_max_energy(difficulty_setting) -> int:
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func get_player_max_inventory(_difficulty_setting) -> int:
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return 4
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func get_objective_multiplier() -> float:
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return 1.2
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func get_ship_dialog_path(level : int, _difficulty_setting : int, _ship_in_space := true) -> String:
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if level == 5:
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return AQUA_TRAVEL_PHONE_CALL_DIALOG_PATH
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@@ -13,6 +13,16 @@ func get_respawn_scene() -> Scene:
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func get_destination_text() -> String:
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return tr("SUBTERRA_BASE")
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func get_logs() -> Array[Log]:
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return [
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Log.new(
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"LOG_THE_WAVE_TITLE_TEXT",
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"LOG_THE_WAVE_TITLE_TEXT",
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"LOG_THE_WAVE_CONTENT_TEXT"
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)
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]
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func get_destination_scene() -> Scene:
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return SubterraScene.new()
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@@ -24,6 +34,9 @@ func get_player_max_energy(difficulty_setting : int) -> int:
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func get_player_max_inventory(_difficulty_setting : int) -> int:
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return 5
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func get_objective_multiplier() -> float:
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return 1.4
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func get_ship_dialog_path(level : int, _difficulty_setting : int, _ship_in_space := true) -> String:
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if level == 5:
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return TRAVEL_PHONE_CALL_DIALOG_PATH
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@@ -10,6 +10,16 @@ func get_respawn_scene() -> Scene:
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true
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)
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func get_logs() -> Array[Log]:
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return [
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Log.new(
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"LOG_THE_DEPARTURE_TITLE_TEXT",
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"LOG_THE_DEPARTURE_TITLE_TEXT",
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"LOG_THE_DEPARTURE_CONTENT_TEXT"
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)
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]
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func get_destination_text() -> String:
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return tr("SUBTERRA_BASE")
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@@ -24,6 +34,9 @@ func get_player_max_energy(difficulty_setting : int) -> int:
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func get_player_max_inventory(_difficulty_setting : int) -> int:
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return 5
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func get_objective_multiplier() -> float:
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return 1.6
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func get_ship_dialog_path(level : int, _difficulty_setting : int, _ship_in_space := true) -> String:
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if level == 5:
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return TRAVEL_PHONE_CALL_DIALOG_PATH
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@@ -10,6 +10,15 @@ func get_respawn_scene() -> Scene:
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true
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)
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func get_logs() -> Array[Log]:
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return [
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Log.new(
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"LOG_ASTRA_EXPEDITION_1_TITLE_TEXT",
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"LOG_ASTRA_EXPEDITION_1_TITLE_TEXT",
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"LOG_ASTRA_EXPEDITION_1_CONTENT_TEXT"
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)
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]
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func get_destination_text() -> String:
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return tr("ESTIA_BASE")
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@@ -24,6 +33,9 @@ func get_player_max_energy(difficulty_setting : int) -> int:
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func get_player_max_inventory(_difficulty_setting : int) -> int:
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return 6
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func get_objective_multiplier() -> float:
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return 2.
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func get_ship_dialog_path(level : int, _difficulty_setting : int, _ship_in_space := true) -> String:
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if level == 4:
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return TRAVEL_PHONE_CALL_DIALOG_PATH
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